Game machine
By introducing pattern recognition result display design and state control mechanisms in the game console, the problem of players being able to predict game state transitions is solved, and the diversity and challenge of game experience is improved.
Patent Information
- Application Number
- JP2023116466
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-18
- Publication Date
- 2025-01-30
AI Technical Summary
In the prior art, players can predict the timing of transition to a specific game state, resulting in a single game experience, lacking change and challenging.
By introducing a control mechanism in the game console, the recognition design is displayed according to the results of the pattern recognition process, and the game state is adjusted when a specific pattern change is reached, increasing the diversity and challenge of the game.
It enhances the player experience of the game in a specific state, provides more strategic and dynamic changes, and improves the appeal and entertainment of the game.
Smart Images

Figure 2025014170000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Some gaming machines, such as pachinko machines, are capable of variably displaying special symbols (identification symbols) that indicate the results of a determination process. For example, Patent Document 1 below describes that in this type of pachinko machine, when the number of symbol variations, which is the number of times the special symbol is variably displayed, reaches 40 times (first predetermined number), a high probability state and time-saving state (first predetermined game state) is entered, in which the state is controlled to a high probability state and non-time-saving state (specific game state), and when the number of symbol variations reaches 100 times (second predetermined number), a high probability state and time-saving state (second predetermined game state) is entered, in which the state is controlled to a high probability state and non-time-saving state (specific game state). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-051327 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine described in the above Patent Document 1, the player understands that if the number of symbol changes reaches a first predetermined number in the first predetermined gaming state, the game will be controlled to a specific gaming state, and the player understands that if the number of symbol changes reaches a second predetermined number in the second predetermined gaming state, the game will be controlled to a specific gaming state. Therefore, there is room for improvement in the gaming interest in the predetermined gaming states (first predetermined gaming state, second predetermined gaming state).
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the interest in gaming in a predetermined gaming state. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: a game control means capable of variably displaying an identification symbol indicating the result of the determination process; In a gaming machine equipped with a performance control means capable of controlling performance, The game control means can control the game state to a specific game state when a number of symbol variations, which is the number of times the identification symbol is varied in a predetermined game state, reaches a predetermined number of times, The predetermined game state includes a first predetermined game state in which the game is controlled to the specific game state when the number of symbol changes reaches a first predetermined number, and a second predetermined game state in which the game is controlled to the specific game state when the number of symbol changes reaches a second predetermined number that is greater than the first predetermined number, The performance control means In either the first predetermined game state or the second predetermined game state, the number of symbol changes until the control to the specific game state is not suggested until the number of symbol changes reaches a reference number that is less than the first predetermined number, and when the number of symbol changes reaches the reference number, a specific suggestion effect that suggests that control to the specific game state is imminent can be started; This gaming machine is characterized in that it is possible to suggest the number of pattern changes until the specific suggestion performance is started in either the first predetermined gaming state or the second predetermined gaming state. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in a game in a predetermined gaming state. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 2 is a schematic front view showing the second big prize device and other components of the gaming machine. [Figure 3] FIG. 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. [Figure 4]2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 5] 2 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine. FIG. [Figure 6] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 7] (A) A big win determination table. (B) A big win symbol type determination table. (C) A small win symbol type determination table. (D) A losing symbol type determination table. (E) A reach determination table. [Figure 8] This is a determination table for the big win symbol type and the small win symbol type, and is a table that explains the types of big wins and small wins. [Figure 9] 10 is a gaming state determination table. [Figure 10] FIG. 10 is a diagram showing a game flow. [Figure 11] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol is changed. (C) A table for determining whether an electric chute is opened. [Figure 12] (A) A special chart fluctuation pattern determination table for non-time-saving states. (B) A special chart fluctuation pattern determination table for normal time-saving states. [Figure 13] (A) A special chart fluctuation pattern determination table for minute time-saving state A. (B) A special chart fluctuation pattern determination table for minute time-saving state B. (C) A special chart fluctuation pattern determination table for minute time-saving state C. [Figure 14] This is a start winning command identification table. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a sensor detection process. [Figure 18] 10 is a flowchart of a gate passing process. [Figure 19] 10 is a flowchart of a normal operation process. [Figure 20] 10 is a flowchart of a special action process. [Figure 21] 10 is a flowchart of a special symbol waiting process. [Figure 22] 10 is a flowchart of a jackpot determination process. [Figure 23] 10 is a flowchart of a variation pattern selection process. [Figure 24] 10 is a flowchart of a variation pattern selection process. [Figure 25] This is a flowchart of processing during special pattern change. [Figure 26] 10 is a flowchart of a special symbol determination process. [Figure 27] 10 is a flowchart of a game status management process. [Figure 28] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 29] 10 is a flowchart of a game status setting process. [Figure 30] This is a flowchart of special electric device processing 2 (small win game). [Figure 31] This is a flowchart of special electric device processing 2 (small win game). [Figure 32] 10 is a flowchart of a distributing member control process. [Figure 33] 10 is a flowchart of a specific area sensor detection process. [Figure 34] 10 is a flowchart of a sub-control main process. [Figure 35] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 36] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 37] 10 is a flowchart of a received command analysis process. [Figure 38] This is a timing chart showing the opening pattern of the second large prize opening and the operating pattern of the distribution member during a small prize game. [Figure 39](A) A diagram showing a display screen in normal presentation mode, (B) A diagram showing a display screen in pseudo-normal mode, and (C) A diagram showing a display screen in RUSH presentation mode. [Figure 40] FIG. 10 is a diagram showing a case where a slight fever mode promotion effect is executed. [Figure 41] FIG. 10 is a diagram showing a case where a super-hot mode promotion effect is executed. [Figure 42] FIG. 10 is a diagram showing a case where a scorching mode promotion effect is executed. [Figure 43] 10 is a game state determination table in a first modified example of the first embodiment. [Figure 44] 10 is a game state determination table in a second modified example of the first embodiment. [Figure 45] 10 is a game state determination table in a third modified example of the first embodiment. [Figure 46] 10 is a game state determination table in the second mode. [Figure 47] FIG. 10 is a diagram showing the game flow in the second mode. [Figure 48] FIG. 10 is a diagram showing the game flow in the second mode. [Figure 49] 10 is a game state determination table in the third mode. [Figure 50] FIG. 10 is a diagram showing the game flow in the third mode. [Figure 51] FIG. 10 is a diagram showing the game flow in the third mode. [Figure 52] In the third mode, (A) is a diagram showing the display screen of the heaven presentation mode, (B) is a diagram showing the display screen of the small fortune presentation mode, (C) is a diagram showing the display screen of the medium fortune presentation mode, and (D) is a diagram showing the display screen of the great fortune presentation mode. [Figure 53] FIG. 10 is a diagram showing a case where a heaven mode teasing effect is executed in the third form. [Figure 54] 10 is a game state determination table for explaining the conventional art. [Figure 55] 10 is a game state determination table in the fourth mode. [Figure 56]10 is a game state determination table in the fifth mode. [Figure 57] A figure showing a case where a line preview performance is executed in the sixth form. [Figure 58] This figure shows a case in which a false dialogue preview effect is followed by a slight time-saving transition suggestion effect in the sixth form. [Figure 59] A diagram showing the game flow in the seventh mode. [Figure 60] 13 is a game state determination table in the seventh mode. [Figure 61] In the seventh mode, (A) is a normal symbol winning determination table, (B) is a normal symbol variation pattern determination table, and (C) is an electric chute opening pattern determination table. [Figure 62] A figure showing the game state when passing through V in the seventh mode. [Figure 63] FIG. 13 is a diagram showing a method for determining the number of time-saving times in the seventh form. [Figure 64] This is a time-saving number determination table in the seventh form. [Figure 65] This is a time-saving number determination table for the eighth form. [Figure 66] FIG. 13 is a diagram showing a method for determining the game status in the ninth mode. [Figure 67] 13 is a game state determination table in the ninth mode. [Figure 68] A diagram showing the game flow in the 10th mode. [Figure 69] In the tenth mode, (A) is a big win determination table. (B) is a big win symbol type determination table. (C) is a small win symbol type determination table. (D) is a losing symbol type determination table. (E) is a reach determination table. [Figure 70] In the tenth form, this is a determination table of the big win symbol type and the small win symbol type, and is a table explaining the types of big wins and small wins. [Figure 71] 13 is a game state determination table in the tenth mode. [Figure 72]In the tenth mode, (A) is a normal symbol winning determination table, (B) is a normal symbol variation pattern determination table, and (C) is an electric chute opening pattern determination table. [Figure 73] In the tenth form, (A) is a special chart fluctuation pattern determination table for a non-time-saving state. (B) is a special chart fluctuation pattern determination table for a normal time-saving state. (C) is a special chart fluctuation pattern determination table for a slight time-saving state A to I. [Figure 74] A figure showing an example of presentation in the 10th form. [Figure 75] A figure showing an example of presentation in the 10th form. [Figure 76] A figure showing an example of presentation in the 10th form. [Figure 77] A figure showing an example of presentation in the 10th form. [Figure 78] In the 10th form, (A) is a lottery table for determining whether a game will proceed to normal when the number of symbol changes is 201 or more and 210 or less. (B) is a lottery table for determining whether a game will proceed to normal when the number of symbol changes is 401 or more and 410 or less. [Figure 79] A figure showing an example of presentation in the 10th form. [Figure 80] A figure showing an example of presentation in the 10th form. [Figure 81] A figure showing an example of presentation in the 10th form. [Figure 82] This is a point accumulation pattern determination table for the tenth form when the number of time-saving small wins is 10. [Figure 83] This is a point accumulation pattern determination table when the number of time-saving small wins is 15 in the 10th form. [Figure 84] This is a point accumulation pattern determination table for the tenth form when the number of time-saving small wins is 20. [Figure 85] A diagram showing the game flow in the 11th form. [Figure 86] A diagram showing the game flow in the 12th form. DETAILED DESCRIPTION OF THE INVENTION
[0009] 1. Structure of the gaming machine A pachinko gaming machine according to one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a gaming board 2 mounted within the gaming machine frame 50. The front frame 51 of the gaming machine frame 50 is provided with a handle 60 for firing gaming balls at a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 61 for storing gaming balls, and a surplus ball receiving tray (lower tray) 62 for storing gaming balls that do not fit in the ball supply tray 61. The front frame 51 is also provided with an effect button 63 and a select button 64 (see the plan view within the dashed line in FIG. 1 ) that can be operated by the player during effects that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.
[0010] The game board 2 has a game area 3, in which game balls launched by operating a handle 60 flow down, surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see Figure 5). The game area 3 has a plurality of game nails (not shown) protruding therefrom to guide the game balls.
[0011] In addition, an image display device 7 (predetermined display means), which is a liquid crystal display device, is provided near the center of the game area 3. The display screen 7a (display unit) of the image display device 7 has a performance pattern display area that displays the changing performance patterns (decorative patterns) 8L, 8C, and 8R in synchronization with the changing display (variable display) of the first special pattern and second special pattern described below. The performance pattern display area consists of three display areas, for example, "left," "center," and "right." The left display area displays the left performance pattern 8L, the center display area displays the center performance pattern 8C, and the right display area displays the right performance pattern 8R. Each performance pattern consists of multiple patterns representing, for example, numbers from "1" to "9." The image display device 7 clearly displays the results of the variable display of the first special pattern and the second special pattern (i.e., the results of the jackpot lottery) displayed on the first special pattern display device 41a and the second special pattern display device 41b (see Figure 3) described below, by combining the left, center, and right performance patterns.
[0012] For example, if a jackpot is won, a display of a repeating number such as "777" is displayed. If a small jackpot is won, a display of a predetermined chance number such as "246" is displayed. If a loss occurs (a normal loss), a display of a random number such as "263" is displayed. This makes it easier for the player to grasp the progress of the game. In other words, players generally grasp the results of the jackpot lottery on the image display device 7, rather than on the first special symbol display device 41a or the second special symbol display device 41b. The display positions of the display areas for the effect symbols 8L, 8C, and 8R do not need to be fixed. The display of the variable effect symbols can be, for example, scrolled vertically. The combination of effect symbols displayed can be freely changed depending on the results of each lottery, and random numbers may be displayed when a small jackpot is won.
[0013] The image display device 7 displays on the display screen 7a not only the effect symbol change effect (also called "decorative symbol change effect" or simply "change effect") using the effect symbols as described above, but also the big win effect that is performed in parallel with the big win game, demo effects for waiting customers, etc. In the effect symbol change effect, in addition to effect symbols such as numbers, effect images other than effect symbols such as background images and character images are also displayed.
[0014] The display screen 7a of the image display device 7 also has a first effect hold display area that displays effect hold 9A according to the number of stored first special symbol holds, which will be described later, and a second effect hold display area that displays effect hold 9B according to the number of stored second special symbol holds, which will be described later. By displaying the effect hold, it is possible to clearly show the player the number of stored first special symbol holds displayed on the first special symbol hold display 43a, which will be described later, and the number of stored second special symbol holds displayed on the second special symbol hold display 43b (see Figure 3).
[0015] A center decorative body 10 is disposed near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10, which can guide game balls rolling on the top surface to the first starting hole 20, which will be described later. A warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is disposed at the top of the center decorative body 10.
[0016] Below the image display device 7 in the gaming area 3, a fixed winning device 19 is provided, which has a first starting hole 20 that always has a constant ball entry ease. The first starting hole 20 is also called the first starting winning hole, fixed starting hole, fixed ball entry hole, or first ball entry hole. The entry of a gaming ball into the first starting hole 20 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).
[0017] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting winning hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).
[0018] The electric chute 22 is equipped with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second starting opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting opening 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in the open state). In other words, game balls cannot enter when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state). Note that the second starting opening 21 does not have to be completely ball-enterable when the movable member 23 is closed, as long as it is more difficult for game balls to enter when the movable member 23 is closed than when it is open.
[0019] In addition, a first large prize device 31 equipped with a first large prize opening 30 is provided below the first starting opening 20 in the game area 3. The first large prize device 31 is also referred to as a first special variable prize device or other special prize means, and the first large prize opening 30 is also referred to as another special prize opening. The first large prize device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32 that can be opened or closed, and the first large prize opening 30 is opened or closed by operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 4). Gaming balls can enter the first large prize opening 30 only when the opening / closing member 32 is open (i.e., when in the open state).
[0020] Additionally, a second large prize device 36 equipped with a second large prize opening 35 (special ball opening) is provided to the right of the first large prize opening 30 in the gaming area 3. The second large prize device 36 is also referred to as a second special variable prize opening device or special prize means, and the second large prize opening 35 is also referred to as a special prize opening. The second large prize device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that can be opened or closed, and the second large prize opening 35 is opened or closed by the operation of the opening / closing member 37. The opening / closing member 37 is of a retractable type that moves back and forth, and is driven by a second large prize opening solenoid 38 (see FIG. 4). Game balls can enter the second large prize opening 35 only when the opening / closing member 37 is open (i.e., in the open state).
[0021] 2, a specific area (V area) 39 and a non-specific area 70 are formed inside the second large prize device 36, through which a gaming ball that has passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a that detects the entry of a gaming ball into the second large prize opening 35 is disposed upstream of the specific area 39 and the non-specific area 70. In the specific area 39, a specific area sensor 39a that detects the passage of a gaming ball into the specific area 39 is disposed. In the non-specific area 70, a non-specific area sensor 70a that detects the passage of a gaming ball into the non-specific area 70 is disposed. The second large prize device 36 also includes a distribution member 71 that distributes gaming balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-allowing state) in which it distributes game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage-blocking state) in which it distributes game balls to a non-specific area 70.
[0022] As shown by the two-dot chain line in Figure 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state in which it allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.
[0023] 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state that prevents the passage of game balls into the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0024] In this pachinko gaming machine 1, the passage of a gaming ball into the specific area 39 triggers the execution of a jackpot game, which will be described later. In other words, in this form, a jackpot lottery is also conducted depending on whether or not a gaming ball passes through the specific area 39. A jackpot won by the lottery for the first special pattern or the second special pattern described above is called a Type 1 jackpot, and a jackpot won by the passage of a gaming ball into the specific area 39 is called a Type 2 jackpot. A jackpot game that is executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is executed when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot. A gaming state in which a jackpot game (Type 1 jackpot game, Type 2 jackpot game) is being executed is called a "special gaming state."
[0025] 1, a gate 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 will be opened.
[0026] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not entered any of the winning holes.
[0027] The game area 3 in which various winning slots and the like are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which game balls are shot so that they flow down the left game area 3A is called a left hit. On the other hand, a hitting method in which game balls are shot so that they flow down the right game area 3B is called a right hit. In this form of pachinko game machine 1, the flow path through which game balls flow down when played with a left hit is called a first flow path R1, and the flow path through which game balls flow down when played with a right hit is called a second flow path R2.
[0028] On the first flow path R1, there are provided a first start opening 20, a first big winning device 31, and an outlet 6. The player aims to win a prize at the first start opening 20 by hitting a game ball so that it flows down the first flow path R1.
[0029] On the other hand, provided on the second flow path R2 are a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. By hitting a gaming ball so that it flows down the second flow path R2, the player aims to pass through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35.
[0030] In this embodiment, the gate 28, the electric chute 22, and the second special winning device 36 are united and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed winning device 19 and the first special winning device 31 are united and can be attached to and detached from the game board 2 as a single structure.
[0031] 1 and 3, displays 40 are disposed in the lower right corner of the gaming board 2. The displays 40 include a first special symbol display 41a that variably displays a first special symbol (special symbol 1, an example of an identification symbol), a second special symbol display 41b that variably displays a second special symbol (special symbol 2, an example of an identification symbol), and a normal symbol display 42 that variably displays a normal symbol. The displays 40 also include a first special symbol hold display 43a that displays the number of activation holds (first special symbol holds) stored in the first special symbol display 41a, and a second special symbol hold display 43b that displays the number of activation holds (second special symbol holds) stored in the second special symbol display 41b. The first special symbol hold is also referred to as the special symbol 1 hold, and the second special symbol hold is also referred to as the special symbol 2 hold.
[0032] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Furthermore, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as special symbol display device 41. Furthermore, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as special symbol reserve display device 43.
[0033] The special symbol display 41 displays a special symbol (identification information) in a variable manner (changing display) and then in a static display, thereby announcing the result of a lottery (special symbol lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stop pattern, a jackpot game is played in which the first large prize slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (i.e., the type of jackpot that has been won). If the stopped symbol is a special symbol (small prize symbol) with a predetermined small prize stop pattern, a small prize game is played in which the second large prize slot 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed (i.e., the type of small prize that has been won). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.
[0034] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery by the way they light up. For example, if a jackpot (one of the multiple types of jackpots described below) is won, a jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a minor jackpot (one of the multiple types of minor jackpots described below) is won, a minor jackpot symbol is displayed with the fifth and sixth LEDs from the left lit, such as "●●●●○○●●." If a loss (one of the multiple types of losses described below) is won, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." Note that a losing symbol in which all LEDs are unlit may also be used. In addition, before the special symbol is displayed in a static state, the special symbol is displayed in a variable state (variable display, symbol fluctuation) for a predetermined period of time, and the manner of the variable display is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a static state (illuminated in a specific manner).
[0035] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values (determination information) of various random numbers such as a jackpot random number acquired for that entry are temporarily stored in the special symbol reservation memory unit 85 (see FIG. 4). In detail, if the game ball enters the first start hole 20, it is stored as a first special symbol reservation in the first special symbol reservation memory unit 85a (see FIG. 4), and if the game ball enters the second start hole 21, it is stored as a second special symbol reservation in the second special symbol reservation memory unit 85b (see FIG. 4). There is an upper limit to the number of special symbol reservations that can be stored in each special symbol reservation memory unit 85, and in this embodiment, the upper limit (upper limit number of memories, upper limit number of reservations) is "4" for the first special symbol reservation memory unit 85a and "4" for the second special symbol reservation memory unit 85b.
[0036] The reserved special symbols stored in the reserved special symbol memory unit 85 are consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the determination result. Therefore, in this pachinko gaming machine 1, even if the variable display of the special symbol based on the winning of a game ball into the first starting hole 20 or the second starting hole 21 cannot be performed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the playing of a special game (jackpot game or small jackpot game), the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number. In other words, this form of pachinko game machine 1 is equipped with a holding means capable of suspending the execution of a jackpot determination process (predetermined determination process) based on a ball entering the first start port 20 (fixed start port), and a holding means capable of suspending the execution of a jackpot determination process (predetermined determination process) based on a ball entering the second start port 21 (variable start port).
[0037] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, the first reserved special drawing display 43a and the second reserved special drawing display 43b are composed of four LEDs. Each reserved special drawing display 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.
[0038] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 variably displays (variably displays) the normal symbol and then displays it as a stopped symbol, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0039] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 3), and displays a normal symbol according to the result of the normal symbol lottery by changing the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○." A mode in which all LEDs are turned off may also be adopted to indicate a normal losing symbol. Before the normal symbol is displayed as a static symbol, a variable display (variable display) of the normal symbol is performed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode can be changed as appropriate, such as all LEDs flashing simultaneously unless each LED is displayed as a static symbol (a lit display in a specific mode).
[0040] In addition, the present pachinko gaming machine 1 is configured not to acquire a normal symbol random number based on a game ball's passage through the gate 28 if the variable display of the normal symbol cannot be performed immediately after the game ball passes through the gate 28, i.e., if the game ball passes through the gate 28 while the variable display of the normal symbol is being performed or while an auxiliary game is being performed. In other words, the pachinko gaming machine 1 is configured not to store the operation reserve (normal symbol reserve) of the normal symbol display 42. Note that the normal symbol reserve may be stored up to a predetermined upper limit (e.g., "4") in a predetermined memory area within the RAM 84 (see Figure 4). In this case, the normal symbol reserve stored in the RAM 84 is consumed when the variable display of the normal symbol based on the normal symbol reserve becomes possible. Consumption of the normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing the variable display of the normal symbol to indicate the determination result. In this case, a normal symbol reserve indicator that displays the number of stored normal symbol reserves may be provided.
[0041] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game profits such as jackpot lotteries and transitions in game states, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, and a payout control board 110 that controls the payout of game balls. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit 99 together with an image control board 100, a lamp control board 107, and an audio control board 106, which will be described later. Note that the sub-control unit 99 only needs to include at least the sub-control board 90 and be able to control various effects using effect means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the movable board 15).
[0042] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power circuit 151. When power is not supplied to the pachinko gaming machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when power to the pachinko gaming machine 1 is cut off. A power switch 155 is also connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0043] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81 (described later). The RAM clear switch 152 is provided on the power supply board 150 located on the back side of the pachinko gaming machine 1. Therefore, only an arcade employee or the like who can open the gaming machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operation means that cannot be operated by a player. The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. A state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and a state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.
[0044] As shown in Fig. 4, a main control board 80 is equipped with a one-chip game control microcomputer (hereinafter referred to as "game control microcomputer") 81 that controls the progress of a game in the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM 83 that stores programs for controlling the progress of a game, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port unit (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-mentioned special symbol reservation memory unit 85 (a first special symbol reservation memory unit 85a and a second special symbol reservation memory unit 85b).
[0045] 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a normal prize opening sensor 27a.
[0046] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large winning opening 35, and detects game balls that have passed through the non-specific area 70. The normal winning opening sensors 27a are provided in the normal winning openings 27, and detect game balls that have entered the normal winning openings 27.
[0047] Also connected as solenoids are electric chute solenoid 24, first large prize opening solenoid 33, second large prize opening solenoid 38, and distributing member solenoid 73. Electric chute solenoid 24 drives movable member 23 of electric chute 22. First large prize opening solenoid 33 drives opening / closing member 32 of first large prize device 31. Second large prize opening solenoid 38 drives opening / closing member 37 of second large prize device 36. Distributing member solenoid 73 drives distributing member 71 of second large prize device 36.
[0048] Furthermore, the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, and the second special symbol reserve display device 43b are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.
[0049] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120 and a card unit 135 (installed adjacent to the pachinko gaming machine 1, which enables ball lending based on information such as an inserted prepaid card), and is also connected to a launching device 112 via a launching control circuit 111. The launching device 112 includes a handle 60 (see FIG. 1).
[0050] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1. The paid-out prize balls and loan balls are detected by a prize ball sensor 122 for counting. When a player operates the handle 60 (see FIG. 1) of the launching device 112, a touch switch 114 detects contact with the handle 60, and a launch volume 115 detects the amount of rotation of the handle 60. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko gaming machine 1, one game ball is launched in approximately 0.6 seconds.
[0051] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0052] As shown in Fig. 5, a one-chip microcomputer for effect control (hereinafter referred to as "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a program is mounted on the sub-control board 90. The effect control microcomputer 91 includes a ROM 93 that stores programs for controlling the effects as the game progresses, a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port unit (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.
[0053] As shown in FIG. 5 , the sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including performance designs) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on commands from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.
[0054] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Audio data such as voice output from the speaker 67 is stored in ROM 93 of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, in which case the audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, in which case the CPU 102 of the image control board 100 may be made to execute voice control. In this case, the audio data may be stored in ROM 103 of the image control board 100.
[0055] Furthermore, the performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.
[0056] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable board 15 is a movable gimmick attached to the center decorative body 10, although not shown in FIG. 1. More specifically, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the movable board 15, and controls the operation of the movable board 15 according to the operation pattern data. The operation pattern data is created using data stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the lamp control board 107, in which case the CPU may be configured to control the lighting of the lamps and the operation of the movable board 15. In this case, a ROM may be implemented in the lamp control board 107, in which case data related to the light emission pattern and operation pattern may be stored.
[0057] In addition, a performance button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. In addition, the select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0058] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as one board, and the one board shown in Fig. 4 and 5 may be configured as multiple boards.
[0059] 3. Main games on gaming machines Next, the main games played by the pachinko gaming machine 1 will be explained. The pachinko gaming machine 1 acquires special symbol-related random numbers based on winning at the first start slot 20 or the second start slot 21. As shown in FIG. 6(A), the special symbol-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variable pattern random numbers. The jackpot random numbers are used to determine whether or not a jackpot has been won or not, and whether or not a small jackpot has been won or not. The jackpot random numbers take values in the range of 0 to 65535. The symbol type random numbers are used to determine the type of jackpot symbol, the type of small jackpot symbol, and the type of losing symbol. The symbol type random numbers take values in the range of 0 to 9999.
[0060] The reach random number is a random number that determines whether or not a reach will occur in the variable presentation that indicates the result when the result of the hit / miss judgment is a miss (usually a miss). A reach is a state in which there is only one variable presentation symbol remaining among multiple presentation symbols, and depending on which of the variable presentation symbols stops and is displayed, a combination of presentation symbols that indicates a jackpot win (for example, a "7↓7" state). Note that the presentation symbol that is stopped and displayed in the reach state may be displayed as if it is slightly shaking on the display screen 7a, or may be displayed as if it is repeatedly expanding and contracting. The reach random number takes a value in the range of 0 to 255.
[0061] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random number is also called judgment information.
[0062] The pachinko gaming machine 1 also acquires a normal symbol random number (winning random number) shown in Figure 6(B) based on the passage of the gaming ball through the gate 28. The normal symbol random number is a random number used in a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 65535.
[0063] The pachinko gaming machine 1 determines whether or not a jackpot random number obtained based on a win in the first starting slot 20 or the second starting slot 21 is a jackpot random number according to the jackpot determination table shown in FIG. 7(A) to determine whether or not a jackpot random number is a jackpot random number and whether or not a small jackpot random number is a jackpot random number. As shown in FIG. 7(A), the probability of winning a jackpot is the same for the drawing of the first special symbol (special symbol 1) based on a win in the first starting slot 20 and the drawing of the second special symbol (special symbol 2) based on a win in the second starting slot 21, but the probability of winning a small jackpot is different. The probability of winning a small jackpot in the drawing of special symbol 1 is zero, while the probability of winning a small jackpot in the drawing of special symbol 2 is approximately 1 / 100. In other words, it can be said that it is easier to win a small jackpot in the drawing of special symbol 2 than in the drawing of special symbol 1. Note that the drawing of special symbol 1 may also be configured to allow for a small jackpot random number to be won. In this case, it is desirable to set the probability of winning the small prize in the drawing for special chart 1 lower than the probability of winning the small prize in the drawing for special chart 2.
[0064] When the pachinko gaming machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in FIG. 7(B). In the drawing for special symbol 1, "Special symbol 1_jackpot symbol A" is determined 10% of the time, "Special symbol 1_jackpot symbol B" is determined 40% of the time, and "Special symbol 1_jackpot symbol C" is determined 50% of the time. On the other hand, in the drawing for special symbol 2, "Special symbol 2_jackpot symbol D" is determined 20% of the time, and "Special symbol 2_jackpot symbol E" is determined 80% of the time. If the type of jackpot symbol that is won is different, the opening pattern of the jackpot opening in the type 1 jackpot game and the settings related to the game status after the jackpot game will differ (see FIG. 8). This point will be discussed later.
[0065] Furthermore, when the pachinko gaming machine 1 determines that a small prize has been won, it determines the type of small prize symbol by judging the symbol type random number according to the small prize symbol type determination table shown in Figure 7(C). Specifically, in the lottery for special symbol 2, there is a 20% chance that it will be determined as "Special symbol 2_small prize symbol a," a 60% chance that it will be determined as "Special symbol 2_small prize symbol b," and a 20% chance that it will be determined as "Special symbol 2_small prize symbol c." If the type of the winning small prize symbol is different, the opening pattern of the large prize opening in the small prize game and the type 2 jackpot game, as well as the settings related to the game status after the jackpot game, will differ (see Figure 8). This point will be discussed later.
[0066] Furthermore, when the pachinko gaming machine 1 determines that neither a jackpot nor a small jackpot has been won (i.e., when it determines that a winning combination has been lost), it determines the type of losing combination by judging the combination random number according to the losing combination determination table shown in FIG. 7(D). In the drawing for special combination 1, "special combination 1_losing combination D" is determined approximately 98.5% of the time, and "special combination 1_losing combination A," "special combination 1_losing combination B," or "special combination 1_losing combination C" is determined approximately 1.5% of the time. Specifically, in the drawing for special combination 1, "special combination 1_losing combination A" is determined approximately 1 / 100 of the time, "special combination 1_losing combination B" is determined approximately 1 / 300 of the time, and "special combination 1_losing combination C" is determined approximately 1 / 500 of the time. On the other hand, in the lottery for Special Chart 2, there is a 100% probability (percentage) that the winning symbol will be "Special Chart 2_Losing Symbol E." The type of losing symbol affects the settings related to the game state after the losing symbol is stopped and displayed (see Figure 9). This point will be discussed later.
[0067] Furthermore, when the pachinko gaming machine 1 determines a miss (a normal miss, which will be described later), it determines whether or not the effect symbols 8L, 8C, and 8R are in a reach state in the variable effect by determining the reach random number according to the reach determination table shown in FIG. 7(E). The probability of determining that a reach state exists differs depending on whether or not the gaming state is in a time-saving state, which will be described later. The probability of determining that a reach state exists is higher when the time-saving state is not in effect than when the time-saving state is in effect.
[0068] Next, the types of big wins, small wins, and losses will be explained in detail with reference to Figures 8 and 9. As described above, the results of the special symbol lottery (the lottery for special symbol 1 or special symbol 2) include a "big win," a "small win," and a "miss." In the event of a "big win," a "big win symbol" is displayed on the special symbol display 41. The big win symbols include "Special symbol 1_big win symbol A," "Special symbol 1_big win symbol B," "Special symbol 1_big win symbol C," "Special symbol 2_big win symbol D," and "Special symbol 2_big win symbol E." In addition, in the event of a "small win," a "small win symbol" is displayed on the special symbol display 41. The small win symbols include "Special symbol 2_small win symbol a," "Special symbol 2_small win symbol b," and "Special symbol 2_small win symbol c." In the event of a "miss," a "miss symbol" is displayed on the special symbol display 41. The losing designs include "Special Chart 1_Losing Design A," "Special Chart 1_Losing Design B," "Special Chart 1_Losing Design C," "Special Chart 1_Losing Design D," and "Special Chart 2_Losing Design E."
[0069] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed. If a small prize is won, a "small prize game" is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed. Then, if a gaming ball enters a specific area 39 within the second large prize opening 35 during the small prize game, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of small prize symbol that has been won. A jackpot game that is executed based on the result of the special symbol lottery being a jackpot is called a Type 1 jackpot game, and a jackpot game that is executed based on passage into the specific area 39 is called a Type 2 jackpot game.
[0070] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.
[0071] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.
[0072] If a player wins a jackpot as a result of the special symbol lottery (i.e., if a player wins a Type 1 jackpot), a jackpot game (Type 1 jackpot game) is executed, which opens the first major prize slot 30. In this embodiment, as shown in FIG. 8, there are three types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 41a) that can be won in the lottery for the first special symbol (Special Symbol 1), and two types of jackpot symbols (jackpot symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery for the second special symbol (Special Symbol 2). Specifically, in the lottery for Special Symbol 1, there are possibilities for winning "Special Symbol 1_Jackpot Symbol A," "Special Symbol 1_Jackpot Symbol B," and "Special Symbol 1_Jackpot Symbol C." In addition, in the lottery for Special Symbol 2, there are possibilities for winning "Special Symbol 2_Jackpot Symbol D" and "Special Symbol 2_Jackpot Symbol E."
[0073] As shown in Figure 8, "Special jackpot symbol A," "Special jackpot symbol B," and "Special jackpot symbol C" are 10R (round) jackpots, with the first major prize slot 30 opening once per round for a maximum opening time of 29.5 seconds. The game state after a jackpot game involving a "jackpot symbol A" is the "normal time-saving state," the game state after a jackpot game involving a "jackpot symbol B" is the "normal time-saving state," and the game state after a jackpot game involving a "jackpot symbol C" is the "normal time-saving state." The normal time-saving state will be described in detail later. In the normal time-saving state based on "jackpot symbol A," the number of time-saving times is set to 10,000. In the normal time-saving state based on "jackpot symbol B," the number of time-saving times is set to 165. In the normal time-saving state based on "jackpot symbol C," the number of time-saving times is set to 100. The time-saving count is the maximum number of times that the special symbol can be displayed in the time-saving state. Various time-saving counts are examples of "specific counts." Details of the game state will be described later.
[0074] In addition, "Special Chart 2_Jackpot Pattern D" and "Special Chart 2_Jackpot Pattern E" are 10R (round) jackpots, and the first large prize slot 30 opens once per round, with a maximum opening time of 29.5 seconds. If "Jackpot Pattern D" is won, the game state after the jackpot game is "normal time-saving state," and if "Jackpot Pattern E" is won, the game state after the jackpot game is "normal time-saving state."
[0075] Furthermore, if a small prize is won as a result of the special symbol lottery, a small prize game is executed in which the second large prize opening 35 is opened once. If a game ball enters the second large prize opening 35 opened by the small prize game and passes through the specific area 39 in the second large prize device 36, a jackpot is won, and a jackpot game (type 2 jackpot game) is executed in which the first large prize opening 30 is opened. When this jackpot game (a jackpot game triggered by passing through the specific area 39) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. Note that if a game ball does not pass through the specific area 39 in the small prize game, the jackpot game is not executed. In this specification, jackpot games and small prize games are sometimes referred to as special games. Note that in a special game, there may be rounds in which the large prize opening is opened multiple times during one round.
[0076] In this embodiment, as shown in Fig. 8, there are three types of small prize symbols (small prize symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery for special symbol 2. Specifically, in the lottery for special symbol 2, there is a possibility of winning "Special symbol 2_small prize symbol a", "Special symbol 2_small prize symbol b", and "Special symbol 2_small prize symbol c".
[0077] "Small win symbol a", "Small win symbol b", and "Small win symbol c" are all small wins that can be passed to the specific area 39 (also called V-passing) as long as they are played correctly. In other words, in this form, winning a small win based on the lottery of special figure 2 essentially has the same meaning as winning a big win.
[0078] In a small prize game based on each type of small prize symbol, the second large prize opening 35 is opened once for 1.6 seconds. The opening time for each small prize game is 0.008 seconds. In a large prize game (type 2 large prize game) that is executed based on the passage of the game ball into the specific area 39, the first large prize opening 30 is opened once per round from the second round to the tenth round, with a maximum opening time of 29.5 seconds, if either "small prize symbol a," "small prize symbol b," or "small prize symbol c" is won. In other words, a type 2 large prize game of 9 rounds is essentially executed.
[0079] The game state after a Type 2 jackpot game when "small win symbol a" is won is the "normal time-saving state," the game state after a Type 2 jackpot game when "small win symbol b" is won is the "normal time-saving state," and the game state after a Type 2 jackpot game when "small win symbol c" is won is the "normal game state." Also, in the normal time-saving state after a Type 2 jackpot game when "small win symbol a" is won, the number of time-saving times is set to 10,000. On the other hand, in the normal time-saving state after a Type 2 jackpot game when "small win symbol b" is won, the number of time-saving times is set to 165. As will be described later, when controlled to the normal time-saving state, the game proceeds by drawing the special symbol 2, whereas when controlled to the normal game state, the game proceeds by drawing the special symbol 1. In this form, the probability of winning a small prize in the lottery for Special Chart 2 is approximately 1 / 100, so if the game is controlled to the normal time-saving state with 10,000 time-saving cycles, the execution of the next big prize game is essentially confirmed (guaranteed).
[0080] Furthermore, if the result of the special symbol lottery is determined to be a loss, the type of the loss symbol is determined. As shown in FIG. 7(D), there are four types of loss symbols determined in the special symbol 1 lottery (losing symbols stopped and displayed on the first special symbol display 41a), and there is one type of loss symbol determined in the special symbol 2 lottery (losing symbols stopped and displayed on the second special symbol display 41b). Specifically, in the special symbol 1 lottery, one of the following is determined: "Special symbol 1_losing symbol A (first specific result)," "Special symbol 1_losing symbol B (second specific result)," "Special symbol 1_losing symbol C (third specific result)," or "Special symbol 1_losing symbol D." In addition, in the special symbol 2 lottery, "Special symbol 2_losing symbol E" is determined.
[0081] "Special Chart 1_Missing Symbol D" and "Special Chart 2_Missing Symbol E" are normal misses. In other words, even if "Special Chart 1_Missing Symbol D" and "Special Chart 2_Missing Symbol E" are stopped and displayed, the game state does not change. In contrast, "Special Chart 1_Missing Symbol A," "Special Chart 1_Missing Symbol B," and "Special Chart 1_Missing Symbol C" are special misses (examples of specific judgment results). A special miss (specific result) is a miss that triggers a transition to the micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C, which will be described later. However, as will be described later, the game state to which a special miss transitions depends on the game state at the time of winning (when a special miss occurs) and the type of special miss.
[0082] As shown in FIG. 9, in the micro-time-saving state A based on "missing symbol A," the number of time-saving times is set to 1,140. In this micro-time-saving state A, when the number of times the variable display of the special symbol is executed reaches 1,140, the game will be controlled to the normal game state. Also, in the micro-time-saving state B based on "missing symbol B," the number of time-saving times is set to 1,140. In this micro-time-saving state B, when the number of times the variable display of the special symbol is executed reaches 1,140, the game will be controlled to the normal game state. Also, in the micro-time-saving state C based on "missing symbol C," the number of time-saving times is set to 1,140. In this micro-time-saving state C, when the number of times the variable display of the special symbol is executed reaches 1,140, the game will be controlled to the normal game state. Note that a special miss is also referred to as a time-saving miss.
[0083] Here, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. In this embodiment, there are two gaming states: a non-time-shortened state and a time-shortened state. The non-time-shortened state is also called the normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-shortened state (normal gaming state). The time-shortened state is a gaming state in which it is easier for the gaming ball to enter the electric chute 22 (easy-to-enter state) compared to the non-time-shortened state.
[0084] There are four types of time-saving states: normal time-saving state, slight time-saving state A, slight time-saving state B, and slight time-saving state C. As mentioned above, the normal time-saving state (advantageous game state, special game state) is a time-saving state to which the state transitions (see Figure 8) after the end of a jackpot game (Type 1 jackpot game or Type 2 jackpot game) (see Figure 9). On the other hand, slight time-saving state A, slight time-saving state B, and slight time-saving state C are time-saving states to which the state transitions when a special miss occurs and "Special chart 1_missing symbol A," "Special chart 1_missing symbol B," or "Special chart 1_missing symbol C" is stopped and displayed (see Figure 9). That is, the pachinko gaming machine 1 can be controlled to a slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C) not only when a big win symbol or a small win symbol is won, but also when a specific losing symbol (losing symbol A, losing symbol B, losing symbol C) is stopped and displayed, depending on the lapse of the stop time. The slight time-saving states (slight time-saving state A, slight time-saving state B, slight time-saving state C) correspond to a "specific gaming state", the slight time-saving state A corresponds to a "first specific gaming state", the slight time-saving state B corresponds to a "second specific gaming state", and the slight time-saving state C corresponds to a "third specific gaming state".
[0085] In this embodiment, even if a big win or small win is won and a big win game is executed, the game will not be controlled to the micro-time-shortened state (micro-time-shortened state A, micro-time-shortened state B, micro-time-shortened state C) after the big win game. Also, even if a special loss is won and a specific loss symbol (loss symbol A, loss symbol B, loss symbol C) is stopped and displayed, the game will not be controlled to the normal time-shortened state.
[0086] Different types of time-saving states have different settings for various parameters related to the likelihood of winning on the electric chute 22, such as the normal symbol variation pattern and the opening pattern of the electric chute 22. Specifically, in this embodiment, as shown in FIG. 11(A), the winning probability of the normal symbol lottery in the time-saving states (slightly time-saving state A, slightly time-saving state B, slightly time-saving state C, and normal time-saving state) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, the probability of a winning result in the normal symbol lottery is set to 65535 / 65536 in any of the game states: non-time-saving state, time-saving state A, slightly time-saving state B, slightly time-saving state C, and normal time-saving state. In other words, a winning result is almost always determined in the normal symbol lottery in any game state. Note that the winning probability of the normal symbol lottery may be higher in the time-saving state than in the non-time-saving state (in other words, the probability fluctuation function of the normal symbol display 42 is activated in the time-saving state).
[0087] Also, in the time-saving states (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C, normal time-saving state), as shown in FIG. 11(B), the fluctuation time of the normal symbol is shorter than in the non-time-saving state. Specifically, in this form, the fluctuation time of the normal symbol is 60,000 ms in the non-time-saving state, 59,000 ms in the micro-time-saving state A, 58,000 ms in the micro-time-saving state B, 57,000 ms in the micro-time-saving state C, and 1,000 ms (1 second) in the normal time-saving state. In other words, in the time-saving state, the fluctuation time shortening function of the normal symbol display 42 is activated. Note that the stop time of the normal symbol is 500 ms (0.5 seconds) in any game state.
[0088] Furthermore, in the time-saving states (slight time-saving state A, slight time-saving state B, slight time-saving state C, normal time-saving state), the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state, as shown in Figure 11 (C). Specifically, in this embodiment, the opening time of the electric chute 22 is 0.05 seconds per time in the non-time-saving state, but 0.1 seconds per time in the slight time-saving state A, slight time-saving state B, and slight time-saving state C, and 2.5 seconds per time in the normal time-saving state. In other words, in the time-saving state, the opening time extension function of the electric chute 22 is activated.
[0089] Also, in the time-shortening state, the number of times the electric chute 22 opens in the auxiliary game may be more than in the non-time-shortening state, as shown in Figure 11 (C). Specifically, in this embodiment, the number of times the electric chute 22 opens is once in the non-time-shortening state and the slight time-shortening state (slight time-shortening state A, slight time-shortening state B, slight time-shortening state C), but twice in the normal time-shortening state. In other words, the function of increasing the number of times the electric chute 22 opens is activated only in the normal time-shortening state.
[0090] In the non-time-saving state, if a normal symbol lottery is executed, it will almost certainly result in a win, but the normal symbol fluctuation time is long at 60,000 ms (60 seconds), and the electric chute 22 opens only once for 0.05 seconds in the auxiliary game, which is extremely short. Therefore, in the non-time-saving state, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 28), you are unlikely to win on the electric chute 22.
[0091] In contrast, in the normal time-saving mode, if a normal symbol lottery is executed, it almost always results in a win, the normal symbol variation time is short at 1000 ms (1 second), and the electric chute 22 opens twice in supplementary play for 2.5 seconds, which is sufficiently long. Therefore, in the normal time-saving mode, playing with a right-hand hit can frequently result in winning on the electric chute 22. In other words, the normal time-saving mode can be said to be a game mode (easy-to-win state) in which it is easier to win on the electric chute 22 than in the non-time-saving mode (non-easy-to-win state).
[0092] On the other hand, in the short-time-saving states (short-time-saving state A, short-time-saving state B, short-time-saving state C), if the normal symbol lottery is executed, it will almost always result in a win, but the normal symbol fluctuation time is long at 59,000 ms (59 seconds), 58,000 ms (58 seconds), and 57,000 ms (57 seconds), and the electric chute 22 opens only once for 0.1 seconds during auxiliary play. Therefore, in the short-time-saving states (short-time-saving state A, short-time-saving state B, short-time-saving state C), although various parameters related to the ease of winning on the electric chute 22 (winning probability of the normal symbol lottery, fluctuation time and stop time of the normal symbol, opening pattern of the electric chute 22) are set to make it easier to win on the electric chute 22 compared to the non-time-saving states, winning on the electric chute 22 is almost impossible even when playing by hitting the right.
[0093] In this way, in the non-time-saving state, since hitting the right hand does not result in a win on the electric chute 22, the player proceeds with the game by hitting the left hand (see Figure 10). On the other hand, in the normal game state, hitting the right hand frequently results in a win on the electric chute 22, so the player proceeds with the game by hitting the right hand and by the lottery of special chart 2 (see Figure 10). In this pachinko game machine 1, the game is played by hitting the right hand even during a jackpot game.
[0094] The minute-time-saving states (minute-time-saving state A, minute-time-saving state B, minute-time-saving state C), like the normal time-saving state, can be said to be game states in which it is easier to win on the electric chute 22 than in the non-time-saving state, but it is a game state in which it is more difficult to win on the electric chute 22 than in the normal time-saving state. Furthermore, since winning on the electric chute 22 is unlikely in the minute-time-saving state, the game state is closer in nature to the non-time-saving state than the normal time-saving state, and the player progresses the game by hitting the ball with the left hand and drawing the lottery shown in Special Chart 1 (see Figure 10). The non-time-saving state corresponds to the normal game state or the non-specific game state, while the time-saving state corresponds to the specific game state. Furthermore, minute-time-saving state A corresponds to the first easy-to-score state or the first specific game state, minute-time-saving state B corresponds to the second easy-to-score state or the second specific game state, and minute-time-saving state C corresponds to the third easy-to-score state or the third specific game state.
[0095] Incidentally, in the normal time-saving state, the base, which is the ratio of the number of winning balls to the number of balls fired, is higher than in the non-time-saving state. Therefore, the normal time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning through the second starting hole 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state. The base in the slight time-saving states (slight time-saving state A, slight time-saving state B, slight time-saving state C) is only slightly higher than in the non-time-saving state, and is almost the same as in the non-time-saving state.
[0096] The time-saving state may be achieved by activating one or more of the following functions: the probability variation function of the normal pattern display 42, the variation time reduction function of the normal pattern display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22, so long as it makes it easier for the game ball to enter the second starting hole 21 associated with the electric chute 22 than when the function is not activated; it is not necessary for all of these functions to be activated.
[0097] Next, we will explain how to determine the variation pattern of the special symbol (special symbol variation pattern). The pachinko gaming machine 1 determines the special symbol variation pattern according to different special symbol variation pattern determination tables for the non-time-shortened state and the time-shortened state (normal time-shortened state, slightly time-shortened state A, slightly time-shortened state B, slightly time-shortened state C) (see Figures 12 and 13). The special symbol variation pattern determination table for the time-shortened state (see Figures 12(B) and 13(A)(B)(C)) is a table that is more likely to select a variation pattern with a short variation time than the special symbol variation pattern determination table for the non-time-shortened state (see Figure 12(A)). Furthermore, in this embodiment, the special symbol variation pattern is determined according to different special symbol variation pattern determination tables for the normal time-shortened state, slightly time-shortened state A, slightly time-shortened state B, and slightly time-shortened state C (see Figures 12(B) and 13(A)(B)(C)).
[0098] Specifically, in the normal time-saving state, the lottery for special chart 2 is mainly performed by hitting the right, and the special chart fluctuation pattern determination table for the normal time-saving state shown in Figure 12 (B) is used. In the special chart fluctuation pattern determination table for the normal time-saving state (see Figure 12 (B)), one of the fluctuation patterns P31 to P36 is determined as the fluctuation pattern for special chart 2.
[0099] In the non-time-saving state (normal game state), the lottery for special chart 1 is mainly performed by hitting the left button, and the special chart fluctuation pattern determination table for the non-time-saving state shown in Figure 12 (A) is used. In the special chart fluctuation pattern determination table for the non-time-saving state (see Figure 12 (A)), one of fluctuation patterns P1 to P7 is determined as the fluctuation pattern for special chart 1. When these fluctuation patterns are selected, the fluctuation time may be used to execute a fluctuation performance accompanied by a normal reach or SP reach.
[0100] In the micro-time-saving state A, the special symbol 1 is primarily selected by hitting the left button, and the micro-time-saving state A special symbol variation pattern determination table shown in FIG. 13(A) is used. The micro-time-saving state A special symbol variation pattern determination table (see FIG. 13(A)) determines one of variation patterns P41 to P47 as the variation pattern for special symbol 1. When one of these variation patterns is selected, variation effects involving normal reach or SP reach may be executed using the variation time. Here, variation patterns P41 to P47 determined based on the micro-time-saving state A special symbol variation pattern determination table are substantially the same in length of their variation time as variation patterns P1 to P7 determined based on the non-time-saving state special symbol variation pattern determination table. Therefore, it is impossible to distinguish between the normal game state (non-time-saving state) and the micro-time-saving state A based on the length of the special symbol variation time.
[0101] In the micro-time-saving state B, the special symbol 1 is primarily selected by hitting the left button, and the special symbol variation pattern determination table for the micro-time-saving state B shown in Figure 13(B) is used. The special symbol variation pattern determination table for the micro-time-saving state B (see Figure 13(B)) determines one of variation patterns P61 to P67 as the variation pattern for special symbol 1. When one of these variation patterns is selected, a variation effect involving a normal reach or SP reach may be executed using the variation time. Here, variation patterns P61 to P67 determined based on the special symbol variation pattern determination table for the micro-time-saving state B are substantially identical in length of variation time to variation patterns P1 to P7 determined based on the special symbol variation pattern determination table for the non-time-saving state. Therefore, it is impossible to distinguish between the normal game state (non-time-saving state) and the micro-time-saving state B based on the length of the special symbol variation time.
[0102] In the micro-time-saving state C, the special symbol 1 is primarily selected by hitting the left button, and the micro-time-saving state C special symbol variation pattern determination table shown in FIG. 13(C) is used. The micro-time-saving state C special symbol variation pattern determination table (see FIG. 13(C)) determines one of variation patterns P81 to P87 as the variation pattern for special symbol 1. When one of these variation patterns is selected, a variation effect involving a normal reach or SP reach may be executed using the variation time. Here, variation patterns P81 to P87 determined based on the micro-time-saving state C special symbol variation pattern determination table are substantially the same in length of their variation time as variation patterns P1 to P7 determined based on the non-time-saving state special symbol variation pattern determination table. Therefore, the normal game state (non-time-saving state) and the micro-time-saving state C cannot be distinguished based on the length of the special symbol variation time.
[0103] In this embodiment, the game state to which the game transitions based on a special miss is determined by the game state at the time of winning (when a special miss occurs) and the type of special miss (missing symbols A to C), as will be explained in detail with reference to FIG. 9. As shown in FIG. 9, when the result of the special symbol lottery is "Special Symbol 1_Missing Symbol A" in the normal game state, the game control microcomputer 81 controls the game state after the missing symbol A stops and displays to the micro-time-shortening state A. In the micro-time-shortening state A controlled at this time, the number of time-shortening times is set to 1140. Therefore, although it is very rare, when the number of time-shortening times, 1140, is consumed in the micro-time-shortening state A, the game transitions to the normal game state.
[0104] In contrast, as shown in FIG. 9, in the normal game state, if the result of the special symbol lottery is "special symbol 1_missing symbol B," the game control microcomputer 81 does not change the game state after the stop display of the missing symbol B by controlling the game state to the micro-time-saving state B (maintaining the normal game state). In other words, even if special symbol 1_missing symbol B is drawn in the normal game state, it is treated as a normal miss and the game state does not change. Similarly, in the normal game state, if the result of the special symbol lottery is "special symbol 1_missing symbol C," the game control microcomputer 81 does not change the game state after the stop display of the missing symbol C by controlling the game state to the micro-time-saving state C (maintaining the normal game state). In other words, even if special symbol 1_missing symbol C is drawn in the normal game state, it is treated as a normal miss and the game state does not change.
[0105] 9, in the micro-time-saving state A, if the result of the special symbol lottery is "Special symbol 1_Losing symbol B," the game control microcomputer 81 controls the game state after the stopping display of the losing symbol B to the micro-time-saving state B. In the micro-time-saving state B controlled at this time, the number of time-saving times is set to 1140. Therefore, although it is very rare, when the number of time-saving times, 1140, is consumed in the micro-time-saving state B, the game transitions to the normal game state.
[0106] In contrast, as shown in FIG. 9, if the result of the special symbol lottery in the short-time-saving state A is "special symbol 1_missing symbol A," the game control microcomputer 81 does not control the game state after the missing symbol A stops to a new short-time-saving state A (short-time-saving state A in which the number of time-saving times is set to 1,140). In other words, even if special symbol 1_missing symbol A is drawn in the short-time-saving state A, it is treated as a normal miss. Also, if the result of the special symbol lottery in the short-time-saving state A is "special symbol 1_missing symbol C," the game control microcomputer 81 does not control the game state after the missing symbol C stops to the short-time-saving state C, and does not change the game state (maintains the normal game state). In other words, even if special symbol 1_missing symbol C is drawn in the short-time-saving state A, it is treated as a normal miss, and the game state does not change. As a variant, when Special Chart 1_Missing Pattern A is drawn in the Slight Time-Saving State A, the game may be controlled to a new Slight Time-Saving State A (Slight Time-Saving State A in which the number of time-saving times is set to 1140).
[0107] 9, in the micro-time-saving state B, if the result of the special symbol lottery is "Special symbol 1_Losing symbol C," the game control microcomputer 81 controls the game state after the stopping display of the losing symbol C to the micro-time-saving state C. In the micro-time-saving state C controlled at this time, the number of time-saving times is set to 1140. Therefore, although it is very rare, when the number of time-saving times, 1140, is consumed in the micro-time-saving state C, the game transitions to the normal game state.
[0108] In contrast, as shown in FIG. 9, if the result of the special symbol lottery in the short-time-saving state B is "special symbol 1_missing symbol A," the game control microcomputer 81 does not change the game state after the missing symbol A is displayed, but rather controls the game state to the short-time-saving state A (maintains the short-time-saving state A). In other words, even if special symbol 1_missing symbol A is drawn in the short-time-saving state A, it is treated as a normal miss, and the game state does not change. Also, if the result of the special symbol lottery in the short-time-saving state B is "special symbol 1_missing symbol B," the game control microcomputer 81 does not control the game state after the missing symbol B is displayed, but rather controls the game state to the short-time-saving state B (the short-time-saving state B in which the number of time reductions is set to 1,140). In other words, even if special symbol 1_missing symbol B is drawn in the short-time-saving state B, it is treated as a normal miss. As a variant, when Special Chart 1_Missing Pattern B is drawn in the slight time-saving state B, the game may be controlled to a new slight time-saving state B (a slight time-saving state B in which the number of time-saving times is set to 1140).
[0109] Also, as shown in Figure 9, in the micro-time-saving state C, whether the result of the special symbol lottery is "Special symbol 1_missing symbol A," "Special symbol 1_missing symbol B," or "Special symbol 1_missing symbol C," the game control microcomputer 81 treats it as a normal miss and maintains the micro-time-saving state C. In other words, in the micro-time-saving state C, unlike the micro-time-saving state A and the micro-time-saving state B, the special miss does not operate at all. As a variant, when the special symbol 1_missing symbol C is drawn in the micro-time-saving state C, the state may be newly controlled to the micro-time-saving state C (the micro-time-saving state C in which the number of time-saving times is set to 1140).
[0110] In this mode, in the normal game mode or the slight time-saving mode (slight time-saving mode A, slight time-saving mode B, slight time-saving mode C), you aim to win the jackpot by hitting the left button to draw special chart 1. However, the benefits given to the player differ depending on which game state the jackpot is won in: normal game state, slight time-saving state A, slight time-saving state B, or slight time-saving state C. Specifically, the number of time-saving times set in the normal time-saving state to which the player transitions differs depending on the game state (normal game state, slight time-saving state A, slight time-saving state B, or slight time-saving state C) when the jackpot is won in the lottery of Special Chart 1.
[0111] That is, as shown in Figure 9, if "Special Chart 1_Jackpot Pattern A" is won in the normal game mode, after the jackpot game, the game will transition to the normal time-saving mode, where the number of time-saving times is set to 10,000. When the game is controlled to the normal time-saving mode, where the number of time-saving times is set to 10,000, the probability of winning a small jackpot in the lottery for Special Chart 2 is approximately 1 / 100, so the execution of a Type 2 jackpot game is essentially guaranteed. Also, if "Special Chart 1_Jackpot Pattern B" is won in the normal game mode, after the jackpot game, the game will transition to the normal time-saving mode, where the number of time-saving times is set to 165. When the game is controlled to the normal time-saving mode, where the number of time-saving times is set to 165, the probability of winning a small jackpot in the lottery for Special Chart 2 is approximately 1 / 100, so the probability (continuation rate) of winning a small jackpot before the 165 time-saving times are used up is approximately 81%. Also, if "Special Chart 1_Big Win Pattern C" is won in normal game mode, after the big win, the game will transition to normal time-saving mode, where the number of time-saving times is set to 100. When controlled to normal time-saving mode, where the number of time-saving times is set to 100, the probability of winning a small prize in the lottery for Special Chart 2 is approximately 1 / 100, so the possibility (continuation rate) of winning a small prize before the 100 time-saving times are consumed is approximately 63%.
[0112] In contrast, if "Special 1_Jackpot Pattern A" is selected in the micro-time-saving state A, after the jackpot play, the game transitions to the normal time-saving state, where the number of time-saving times is set to 10,000. Therefore, whether in the normal play state or the micro-time-saving state A, if the special 1_Jackpot Pattern A is selected, the number of time-saving times (10,000) set in the normal time-saving state to which the game transitions remains unchanged. Also, if the special 1_Jackpot Pattern B is selected in the normal play state, after the jackpot play, the game transitions to the normal time-saving state, where the number of time-saving times is set to 165. Therefore, whether in the normal play state or the micro-time-saving state A, if the special 1_Jackpot Pattern B is selected, the number of time-saving times (165) set in the normal time-saving state to which the game transitions remains unchanged. However, if the special 1_Jackpot Pattern C is selected in the normal play state, after the jackpot play, the game transitions to the normal time-saving state, where the number of time-saving times is set to 50. When the game is controlled to the normal time-saving mode, where the number of time-saving times is set to 50, the probability of winning a small prize in the lottery for Special Chart 2 is about 1 / 100, so the possibility of winning a small prize (continuation rate) before the 50 time-saving times are consumed is about 40%. Thus, if you win Special Chart 1_Big Win Pattern C in the slight time-saving mode A, it is disadvantageous to the player in that the number of time-saving times set in the normal time-saving mode will be fewer than if you win Special Chart 1_Big Win Pattern C in the normal game mode.
[0113] Here, if the "Special 1_Jackpot Pattern A" is selected in the micro-time-saving state B, after the jackpot play, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. Therefore, whether the game is in the normal play state, the micro-time-saving state A, or the micro-time-saving state B, if the special 1_Jackpot Pattern A is selected, the number of time-saving times (10,000) set in the normal time-saving state to which the game transitions will remain unchanged. However, if the "Special 1_Jackpot Pattern B" is selected in the micro-time-saving state B, after the jackpot play, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. Thus, if the special 1_Jackpot Pattern B is selected in the micro-time-saving state B, the game will be more advantageous to the player in that the number of time-saving times set in the normal time-saving state will be greater than if the special 1_Jackpot Pattern B was selected in the normal play state or the micro-time-saving state A. Furthermore, if "Special Chart 1_Jackpot Pattern C" is won in the micro-time-saving state B, after the jackpot play, the game will transition to the normal time-saving state, where the number of time-saving times is set to 100. Thus, if the player wins the Special Chart 1_Jackpot Pattern C in the micro-time-saving state B, the number of time-saving times set in the normal time-saving state will be more advantageous to the player than if the player wins the Special Chart 1_Jackpot Pattern C in the micro-time-saving state A. Note that the number of time-saving times set in the normal time-saving state is the same, 100, in both the case of winning the Special Chart 1_Jackpot Pattern C in the micro-time-saving state B and the case of winning the Special Chart 1_Jackpot Pattern C in the normal play state.
[0114] Furthermore, if "Special Chart 1_Jackpot Pattern A" is selected in the micro-time-saving state C, after the jackpot play, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. Therefore, whether in the normal play state, the micro-time-saving state A, the micro-time-saving state B, or the micro-time-saving state C, if the special chart 1_Jackpot Pattern A is selected, the number of time-saving times (10,000) set in the normal time-saving state to which the game will transition will remain unchanged. Furthermore, if "Special Chart 1_Jackpot Pattern B" is selected in the micro-time-saving state C, after the jackpot play, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. Therefore, in the micro-time-saving state B or the micro-time-saving state C, if the special chart 1_Jackpot Pattern B is selected, the number of time-saving times (10,000) set in the normal time-saving state to which the game will transition will remain unchanged. However, if "Special Chart 1_Big Win Pattern C" is won in the micro-time-saving state C, after the big win game, the game will transition to the normal time-saving state where the number of time-saving times is set to 10,000. In this way, if the special chart 1_Big Win Pattern C is won in the micro-time-saving state C, it is advantageous for the player in that the number of time-saving times set in the normal time-saving state will be greater than if the special chart 1_Big Win Pattern C was won in the normal game state, the micro-time-saving state A, or the micro-time-saving state C.
[0115] In particular, in the micro-time-saving state C, regardless of whether the jackpot symbol is Special 1_Jackpot symbol A, Special 1_Jackpot symbol B, or Special 1_Jackpot symbol C, the game transitions to the normal time-saving state, where the number of time-saving cycles is set to 10,000. Therefore, if a jackpot is won in the micro-time-saving state C, the next jackpot win is guaranteed in the normal time-saving state to which the game transitions, so the micro-time-saving state C can be said to be an extremely advantageous game state. Therefore, in this form, the number of time-saving cycles in the normal time-saving state to which the game transitions varies depending on whether the jackpot was won in the normal game state, micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C. From this perspective, the order of micro-time-saving state C > micro-time-saving state B > normal game state > micro-time-saving state A is set to be advantageous to the player.
[0116] 4. About the start-up command The pachinko gaming machine 1 of this embodiment can execute a so-called pre-reading effect. The pre-reading effect is an effect that suggests the probability of winning a start winning before the win / loss determination immediately before the start of the special symbol variation (variable display of the special symbol) based on the start winning, by using a start winning command specified based on the determination information (random number value such as a jackpot random number) acquired by the start winning.
[0117] As shown in Fig. 14, the start winning command generated in this embodiment includes lottery result information, indicating whether it is a big win, a small win, a normal miss, or a special miss (time-saving miss). The start winning command in this embodiment also includes start port information, indicating which start port, the first start port 20 or the second start port 21, the winning port has been entered. Note that the start winning command only needs to include the lottery result information, and the information included in the start winning command other than the lottery result information can be changed as appropriate.
[0118] 5. Game flow Next, the game flow, which is a feature of this embodiment, will be explained based on Fig. 10. As shown in Fig. 10, in this pachinko game machine 1, the game state is a normal game state (non-time-shortened state), a slight time-shortened state A, a slight time-shortened state B, a slight time-shortened state C, and a normal time-shortened state, except for the jackpot game state (special game state) and the small jackpot game state. In Fig. 10, the transition when winning the special chart 1_jackpot pattern A is shown by a solid line, the transition when winning the special chart 1_jackpot pattern B is shown by a dotted line, and the transition when winning the special chart 1_jackpot pattern C is shown by a dashed line.
[0119] In normal game mode, the game progresses by hitting the left button and drawing the special symbol 1. At this time, there is a probability of about 1 / 320 (see Figure 7(A)) of winning the jackpot. As shown in Figure 10, if "Special Symbol 1_Jackpot Symbol A" is won, the game transitions to the normal time-saving mode after the jackpot, where the number of time-saving cycles is set to 10,000. If "Special Symbol 1_Jackpot Symbol B" is won, the game transitions to the normal time-saving mode after the jackpot, where the number of time-saving cycles is set to 165. If "Special Symbol 1_Jackpot Symbol C" is won, the game transitions to the normal time-saving mode after the jackpot, where the number of time-saving cycles is set to 100.
[0120] On the other hand, as a special miss, there is a probability of about 1 / 100 of drawing Special Chart 1_Missing Symbol A, a probability of about 1 / 300 of drawing Special Chart 1_Missing Symbol B, and a probability of about 1 / 500 of drawing Special Chart 1_Missing Symbol C. However, in normal game mode, even if you draw Special Chart 1_Missing Symbol B or Special Chart 1_Missing Symbol C, it is treated as a normal miss. Therefore, in normal game mode, you will only transition to Micro Time-Shortening State A if you draw Special Chart 1_Missing Symbol A. And you will not transition from normal game mode to Micro Time-Shortening State B, and you will not transition from normal game mode to Micro Time-Shortening State C.
[0121] In the micro-time-saving state A, the game progresses by hitting the left button and drawing the special symbol 1. Even in this case, the player basically aims for a jackpot with a probability of approximately 1 / 320 (see Figure 7(A)). In the micro-time-saving state A, as shown in Figure 10, if the "Special symbol 1_jackpot symbol A" is drawn, the game transitions to the normal time-saving state after the jackpot, where the number of time-saving cycles is set to 10,000. If the "Special symbol 1_jackpot symbol B" is drawn, the game transitions to the normal time-saving state after the jackpot, where the number of time-saving cycles is set to 165. If the "Special symbol 1_jackpot symbol C" is drawn, the game transitions to the normal time-saving state after the jackpot, where the number of time-saving cycles is set to 50. Thus, if the "Special symbol 1_jackpot symbol C" is drawn in the micro-time-saving state A, the number of time-saving cycles set when the game transitions to the normal time-saving state is less than if the "Special symbol 1_jackpot symbol C" is drawn in the normal game state, which is disadvantageous to the player.
[0122] Also, even in the micro-time saving state A, there is a special miss chance of drawing Special Chart 1_Missing Pattern A with a probability of about 1 / 100, Special Chart 1_Missing Pattern B with a probability of about 1 / 300, and Special Chart 1_Missing Pattern C with a probability of about 1 / 500. However, in the micro-time saving state A, even if you draw Special Chart 1_Missing Pattern A or Special Chart 1_Missing Pattern C, it is treated as a regular miss. Therefore, in the micro-time saving state A, you will only transition to the micro-time saving state B if you draw Special Chart 1_Missing Pattern B. And you will never transition from the micro-time saving state A to the micro-time saving state C.
[0123] In the micro-time-saving state B, the game progresses by hitting the left button and drawing the special symbol 1. Basically, the aim is to win the jackpot with a probability of about 1 / 320 (see Figure 7(A)). In the micro-time-saving state B, as shown in Figure 10, if the "Special symbol 1_Jackpot symbol A" is won, the game transitions to the normal time-saving state in which the number of time-saving cycles is set to 10,000 after the jackpot play; if the "Special symbol 1_Jackpot symbol B" is won, the game transitions to the normal time-saving state in which the number of time-saving cycles is set to 10,000 after the jackpot play; and if the "Special symbol 1_Jackpot symbol C" is won, the game transitions to the normal time-saving state in which the number of time-saving cycles is set to 100 after the jackpot play. In this way, if the player wins the special chart 1_jackpot pattern B in the slight time-saving state B, the number of time-saving times set when the game transitions to the normal time-saving state is greater than if the player wins the special chart 1_jackpot pattern B in the normal game state or if the player wins the special chart 1_jackpot pattern B in the slight time-saving state A, which is advantageous for the player.
[0124] In particular, if a jackpot is won in the minute time-saving state B, the game will transition to the normal time-saving state (normal time-saving state in which the number of time-saving times is set to 10,000) in which the execution of the next jackpot game is guaranteed at an allocation rate of 50% (see Figure 9), whereas if a jackpot is won in the normal game state or the minute time-saving state A, the game will transition to the normal time-saving state in which the execution of the next jackpot game is guaranteed at an allocation rate of 10% (see Figure 9). Therefore, it can be said that winning a jackpot in the minute time-saving state B is much more advantageous for the player than winning a jackpot in the normal game state or the minute time-saving state A.
[0125] Also, even in the micro-time saving state B, there is a special miss with a probability of about 1 / 100 of drawing Special Chart 1_Missing Pattern A, a probability of about 1 / 300 of drawing Special Chart 1_Missing Pattern B, and a probability of about 1 / 500 of drawing Special Chart 1_Missing Pattern C. However, in the micro-time saving state B, even if you draw Special Chart 1_Missing Pattern A or Special Chart 1_Missing Pattern B, it is treated as a normal miss. Therefore, in the micro-time saving state B, you will only transition to the micro-time saving state C if you draw Special Chart 1_Missing Pattern C. And you will never transition from the micro-time saving state B to the micro-time saving state A.
[0126] In the micro-time-saving state C, hitting the left button will cause the game to proceed with the lottery for special symbol 1. Again, there is a 1 / 320 chance of winning the jackpot (see Figure 7(A)). In the micro-time-saving state C, as shown in Figure 10, if "Special symbol 1_jackpot symbol A" is won, the game will transition to the normal time-saving state where the number of time-saving cycles is set to 10,000 after the jackpot. If "Special symbol 1_jackpot symbol B" is won, the game will transition to the normal time-saving state where the number of time-saving cycles is set to 10,000 after the jackpot. If "Special symbol 1_jackpot symbol C" is won, the game will transition to the normal time-saving state where the number of time-saving cycles is set to 10,000 after the jackpot. In this way, if the player wins the special chart 1_jackpot pattern C in the slight time-saving state C, the number of time-saving times set when the game transitions to the normal time-saving state is greater than if the player wins the special chart 1_jackpot pattern C in the normal game state, or if the player wins the special chart 1_jackpot pattern C in the slight time-saving state A, or if the player wins the special chart 1_jackpot pattern C in the slight time-saving state B, so this is advantageous for the player.
[0127] In particular, if a jackpot is won in the minute time-saving state C, the player will transition to the normal time-saving state (normal time-saving state in which the number of time-saving times is set to 10,000) in which the execution of the next jackpot game is guaranteed at a 100% allocation rate (see Figure 9), whereas if a jackpot is won in the minute time-saving state B, the player will transition to the normal time-saving state in which the execution of the next jackpot game is guaranteed at a 50% allocation rate (see Figure 9). Therefore, it can be said that winning a jackpot in the minute time-saving state C is much more advantageous for the player than winning a jackpot in the normal game state, minute time-saving state A, or minute time-saving state B.
[0128] Furthermore, even in the micro-time saving state C, there is a special miss with a probability of about 1 / 100 of drawing Special Chart 1_Missing Pattern A, a probability of about 1 / 300 of drawing Special Chart 1_Missing Pattern B, and a probability of about 1 / 500 of drawing Special Chart 1_Missing Pattern C. However, in the micro-time saving state C, whether you draw Special Chart 1_Missing Pattern A, Special Chart 1_Missing Pattern B, or Special Chart 1_Missing Pattern C, it is treated as a normal miss. Therefore, there is no transition from the micro-time saving state C to the micro-time saving state B, and there is no transition from the micro-time saving state C to the micro-time saving state A.
[0129] As described above, in this embodiment, if a game is played from the normal game state and a jackpot is not won, the game may transition in the following order: normal game state ⇒ micro-time-saving state A ⇒ micro-time-saving state B ⇒ micro-time-saving state C. In other words, the longer a game is played without winning a jackpot from the normal game state, the higher the possibility of being controlled to micro-time-saving state A than the possibility of being controlled to the normal game state. The longer a game is played without winning a jackpot, the higher the possibility of being controlled to micro-time-saving state B than the possibility of being controlled to micro-time-saving state A. The longer a game is played without winning a jackpot, the higher the possibility of being controlled to micro-time-saving state C than the possibility of being controlled to micro-time-saving state B. If a jackpot is won in the micro-time-saving state, the game is set so that the number of time-saving cycles in the normal time-saving state to which the game transitions tends to increase in the order of micro-time-saving state A ⇒ micro-time-saving state B ⇒ micro-time-saving state C. In this way, it is possible to provide a novel game property in which the more you get addicted to the normal game state without winning a jackpot, the more likely it is that the number of time-saving times will increase when you win a jackpot.
[0130] In this mode, in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B), depending on the type of special miss drawn, the current micro-time-saving state may be maintained or may transition to another micro-time-saving state. That is, in micro-time-saving state A (first specific game state), even if special symbol 1_missing symbol A (first specific result) or special symbol 1_missing symbol C is drawn, micro-time-saving state A is maintained. On the other hand, if special symbol 2_missing symbol B (second specific result) is drawn in micro-time-saving state A, control is made to micro-time-saving state B. Also, in micro-time-saving state B, even if special symbol 1_missing symbol A or special symbol 1_missing symbol B is drawn, micro-time-saving state B is maintained. On the other hand, if special symbol 2_missing symbol C is drawn in micro-time-saving state B, control is made to micro-time-saving state C. In this way, even if a player draws a special miss (Special Chart 1_Missing Pattern A, Special Chart 1_Missing Pattern B) that triggers a transition to the current short-time-saving state while in the short-time-saving state (Short-time-saving state A, Short-time-saving state B), the current short-time-saving state is maintained, whereas if a player draws a special miss that triggers a transition to another short-time-saving state, the player can transition to another short-time-saving state, providing a novel gameplay.
[0131] In the normal time-saving mode, hitting the right button will cause the game to proceed according to the lottery shown in Special Chart 2. At this time, there is a roughly 1 / 100 chance of winning a small prize (see Figure 7(A)). That is, by the time the number of time-saving rounds is exhausted, there is a roughly 1 / 100 chance of executing a Type 2 jackpot game based on winning a small prize. In the normal time-saving mode, the probability of winning a small prize (continuation rate) varies depending on the number of time-saving rounds. In other words, in the normal time-saving mode, where the number of time-saving rounds is set to 10,000, the continuation rate is roughly 100%. In the normal time-saving mode, where the number of time-saving rounds is set to 165, the continuation rate is roughly 81%. In the normal time-saving mode, where the number of time-saving rounds is set to 100, the continuation rate is roughly 63%. In the normal time-saving mode, where the number of time-saving rounds is set to 50, the continuation rate is roughly 40%.
[0132] Thus, in the normal time-saving state, if you do not win a small prize in the lottery for Special Chart 2 or a jackpot in the lottery for Special Chart 2 before the number of time-saving rounds is consumed, you will transition (fall) back to the normal game state. However, even if you win a small prize in the normal time-saving state, if you win Special Chart 2_Small Prize Pattern A, you will transition to the normal time-saving state where the number of time-saving rounds is set to 10,000 after the Type 2 jackpot game, and if you win Special Chart 2_Small Prize Pattern B, you will transition to the normal time-saving state where the number of time-saving rounds is set to 165 after the Type 2 jackpot game, but if you win Special Chart 2_Small Prize Pattern C, you will transition (fall) back to the normal game state after the Type 2 jackpot game (see Figures 8 and 10). Also, if a jackpot is won during normal time-saving mode, if the win is on Special Chart 2_Jackpot Pattern D, the game will transition to normal time-saving mode after the jackpot, where the number of time-saving times is set to 10,000, and if the win is on Special Chart 2_Jackpot Pattern E, the game will transition to normal time-saving mode after the jackpot, where the number of time-saving times is set to 165.
[0133] 6. Production Mode Next, the presentation mode will be explained based on Fig. 39. The presentation mode is a form of presentation using the image display device 7, speaker 67, board lamp 5, frame lamp 66, etc., and when the presentation mode is different, for example, the characters, items, background images, etc. displayed on the image display device 7 will be different, and the variable presentation using the presentation symbols 8L, 8C, 8R will also be executed in a form corresponding to the presentation mode.
[0134] The presentation modes of this embodiment include a normal presentation mode in which the daytime background image Ha shown in Figure 39(A) is displayed, a pseudo-normal mode in which the daytime background image Ha shown in Figure 39(B) is displayed, and a RUSH presentation mode in which the nighttime background image Hc shown in Figure 39(C) is displayed.
[0135] The normal presentation mode (see Figure 39(A)) is the presentation mode when the machine is controlled to the normal game state (non-time-saving state). In other words, it is the presentation mode that is set when the game is progressing by a lottery on special chart 1 through a left-handed hit. The pseudo-normal mode (see Figure 39(B)) is the presentation mode when the machine is controlled to the slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C). In other words, it is the presentation mode that is set when the game is progressing by a lottery on special chart 1 through a left-handed hit. As can be seen from a comparison between the normal presentation mode shown in Figure 39(A) and the pseudo-normal mode shown in Figure 39(B), the presentation pattern is exactly the same. Therefore, the appearance of the normal presentation mode and the pseudo-normal mode makes it impossible to tell whether the machine is controlled to the normal game state, slight time-saving state A, slight time-saving state B, or slight time-saving state C.
[0136] Also, when controlled in the normal game state (non-time-saving state), if a special miss (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) is drawn in the lottery for special chart 1, a variation pattern P7 with a variation time of 13,000 ms is selected (see Figure 12 (A)). At this time, if special chart 1_missing pattern B or special chart 1_missing pattern C is drawn, it is treated as a normal miss, and the performance control microcomputer 91 displays the daytime background image Ha on the display screen 7a as a variable performance, and then displays the performance patterns 8L, 8C, and 8R in a variable manner (with scattered symbols) after variable display. Also, when the special symbol 1_missing symbol A is drawn, which triggers a transition to the micro-time-saving state A, the daytime background image Ha is displayed on the display screen 7a as a variation effect, and the effect symbols 8L, 8C, and 8R are displayed in a variable manner, followed by a stop display of a complete miss (varied pattern). In other words, no effect suggesting a transition to the micro-time-saving state A is executed. Thus, in the normal game state, the variation effect when a special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) is drawn is the same as the variation effect when variation pattern P5 (see FIG. 12(A)), which is a complete miss (normal miss D), is selected. Therefore, when a special miss (Special Chart 1_Missing Pattern A, Special Chart 1_Missing Pattern B, Special Chart 1_Missing Pattern C) is drawn during normal gameplay, the variable presentation is designed so that the player cannot tell that he or she has drawn a special miss.
[0137] Also, when controlled in the micro-time-saving state A, if the special chart 1_missing pattern B, which triggers the transition to the micro-time-saving state B, is drawn in the lottery for the special chart 1, the variation pattern P47, which has a variation time of 13,000 ms, is selected (see FIG. 13(A)). At this time, with the daytime background image Ha displayed on the display screen 7a as a variation effect, the effect patterns 8L, 8C, and 8R are displayed after undergoing a variation display and are stopped in a do-miss mode (a scattered pattern). In this way, in the micro-time-saving state A, when the special chart 1_missing pattern B, which triggers the transition to the micro-time-saving state B, is drawn, the variation effect is the same as the variation effect when the variation patterns P15 and P45, which are do-miss (normal miss D) (see FIG. 12(A) and FIG. 13(A)), are selected. Therefore, in the variable presentation when the special symbol 1_missing symbol B, which is the trigger for transitioning to the short time saving state B, is drawn in the short time saving state A, the player is prevented from discerning that he has drawn the special symbol 1_missing symbol B, which is the trigger for transitioning to the short time saving state B. In other words, no presentation suggesting a transition to the short time saving state B is executed. Note that the variable presentation when the special symbol 1_missing symbol A or the special symbol 1_missing symbol C, which are normally treated as misses, are drawn in the short time saving state A, will be described later.
[0138] Also, when controlled in the micro-time-saving state B, if the special chart 1_missing pattern C, which is the trigger for transition to the micro-time-saving state C, is drawn in the lottery of the special chart 1, the fluctuation pattern P67 with a fluctuation time of 13,000 ms is selected (see Figure 13 (B)). At this time, with the daytime background image Ha displayed on the display screen 7a as a fluctuation effect, the effect patterns 8L, 8C, and 8R are displayed after a fluctuation display and stopped in a do-miss mode (a scattered pattern). In this way, in the micro-time-saving state B, when the special chart 1_missing pattern C, which is the trigger for transition to the micro-time-saving state C, is drawn, the fluctuation effect is the same as the fluctuation effect when the fluctuation patterns P15, P45, and P65 (see Figures 12 (A), 13 (A), and 13 (B)), which are do-miss (normal miss D), are selected. Therefore, in the variable presentation when the player draws the special symbol 1_missing symbol C, which is the trigger for transitioning to the short time saving state C, in the short time saving state B, the player is prevented from discerning that he has drawn the special symbol 1_missing symbol C, which is the trigger for transitioning to the short time saving state C. In other words, no presentation suggesting a transition to the short time saving state C is executed. Note that the variable presentation when the player draws the special symbol 1_missing symbol A or the special symbol 1_missing symbol B, which are normally treated as misses, in the short time saving state B will be described later. Note that the variable presentation when the player draws the special misses (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C), which are normally treated as misses, in the short time saving state C will be described later.
[0139] As described above, in the variation effect when Special Symbol 1_Missing Symbol A is drawn in the normal game state, the variation effect indicating a miss when controlled to Micro Time Saving State A, the variation effect when Special Symbol 1_Missing Symbol B is drawn in Micro Time Saving State A, the variation effect indicating a miss when controlled to Micro Time Saving State B, the variation effect when Special Symbol 1_Missing Symbol C is drawn in Micro Time Saving State B, and the variation effect indicating a miss when controlled to Micro Time Saving State C, the daytime background image Ha is basically displayed as shown in FIG. 39(B). Therefore, the player is always made to believe that they are controlled to the normal game state, making it impossible to distinguish which game state they are controlled to. Therefore, the variation effect in which the daytime background image Ha is displayed in Micro Time Saving State A, Micro Time Saving State B, and Micro Time Saving State C corresponds to an "indistinguishable effect."
[0140] As mentioned above, in this embodiment, the game progresses from the normal game state, and unless a jackpot is won, it is basically impossible to know which game state the player is being controlled to. Therefore, even if the game is controlled to the normal game state or the micro-time-shortening state A, it is possible to make the player believe that the game may be controlled to the advantageous micro-time-shortening state B or micro-time-shortening state C. In other words, the more the player gets addicted to the normal game state without winning a jackpot, the more the player will believe that the game state is transitioning from the normal game state to the micro-time-shortening state A to the micro-time-shortening state B to the micro-time-shortening state C, which can increase the player's motivation to play.
[0141] The RUSH presentation mode (see Figure 39(C)) is the presentation mode when the game is controlled to the normal time-saving state. In other words, it is the presentation mode that is set when the game is progressing by a right hit with a lottery for special chart 2. When set to the RUSH presentation mode, the presentation control microcomputer 91 displays a right-hit notification image RI in the upper right corner of the display screen 7a, notifying the player that the game should be played by a right hit. The right-hit notification image RI is hidden when the normal time-saving state ends. In this embodiment, the RUSH presentation mode does not indicate the number of times remaining in the time-saving mode, but a remaining number display showing the number of times remaining in the time-saving mode may be displayed on the display screen 7a.
[0142] Incidentally, if it is not possible to completely understand which game state the game is controlled to when the game is controlled to a minute time-saving state (minute time-saving state A, minute time-saving state B, minute time-saving state C), the player may feel bored. Therefore, in this embodiment, the effects based on Figures 40 to 42 may be used to make the player understand that the game is controlled to a minute time-saving state (minute time-saving state A, minute time-saving state B, minute time-saving state C).
[0143] Figure 40 is a diagram showing the case where the low-grade fever mode hype effect is executed. When the low-grade fever mode hype effect is executed, as shown in Figure 40(A), on the display screen 7a, the left effect symbol 8L and the right effect symbol 8R are each temporarily stopped, and the center effect symbol 8C showing the word "low-grade fever" gradually slows down and moves toward the center of the display screen 7a. In this way, the player is made to expect the center effect symbol 8C showing the word "low-grade fever" to stop and be displayed in the center of the display screen 7a.
[0144] After that, the process branches into two cases: a case where the low-fever mode notification success effect shown in Fig. 40(B-1) is executed, and a case where the low-fever mode notification failure effect shown in Fig. 40(B-2) is executed. As shown in Fig. 40(B-1), when the low-fever mode notification success effect (state suggestion effect) is executed, the center effect symbol 8C showing the word "low-fever" stops in the center of the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed in a definite stopped state. At this time, a low-fever zone image BN showing a flickering low-fever flame and the words "low-fever zone" is displayed against the edge of the display screen 7a. In this way, the execution of the low-fever mode notification success effect notifies the player that the game is controlled to the low-time-shortened state A.
[0145] As shown in FIG. 40(B-1), after the center effect symbol 8C showing the word "mild fever" stops in the center of the display screen 7a and the effect symbols 8L, 8C, and 8R are definitively stopped and displayed, the slight fever zone image BN continues to be displayed even when the next variable effect starts, as shown in FIG. 40(C-1). This slight fever zone image BN continues to be displayed until the special symbol has changed a predetermined number of times (e.g., 10 times). As a variation, for example, the slight fever zone image BN may be hidden when the next variable effect starts. Alternatively, the slight fever zone image BN may continue to be displayed as long as the game is controlled in the slight time-saving state A, and may be hidden when the game transitions from the slight time-saving state A to a different game state.
[0146] On the other hand, as shown in Figure 40 (B-2), when the low-grade fever mode notification failure effect is executed, the middle effect symbol 8C showing the word "low-grade fever" passes downward from the display screen 7a, and the effect symbols 8L, 8C, and 8R stop and display in a miss mode ("583"). In this way, the execution of the low-grade fever mode notification failure effect notifies the player that the game is not controlled to the low-grade time-saving state A. Then, as shown in Figure 40 (C-1), the next variable effect will begin.
[0147] In this embodiment, the conditions for executing the low-temperature mode notification success effect are as follows: That is, the low-temperature mode notification success effect is executed only when the machine is controlled to the low-temperature time-saving state A and the special chart 1_missing symbol A or the special chart 1_missing symbol C is drawn in the special chart 1 lottery. In other words, when the machine is controlled to the low-temperature time-saving state A, if the special chart 1_missing symbol A or the special chart 1_missing symbol C is drawn in the special chart 1 lottery, it is treated as a normal miss. In this case, it is cruel to the player that there is no benefit for the player.
[0148] Therefore, in this embodiment, when the game is controlled to the slight time-saving state A, if the player draws the special symbol 1_missing symbol A or the special symbol 1_missing symbol C, which are normally treated as misses in the special symbol 1 lottery, a slight fever mode promotion effect is started and a slight fever mode notification success effect is executed. This slight fever mode notification success effect allows the player to understand that the game is controlled to the slight time-saving state A as a special benefit.
[0149] In this embodiment, if a player wins a jackpot in the slight time-saving state A, it is more disadvantageous to the player than if the player wins a jackpot in the normal game state, but the slight time-saving state A is more advantageous than the normal game state in that it is closer to the slight time-saving state B. If a normal miss is drawn in the lottery for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state A, the effect control microcomputer 91 determines by lottery whether to execute the slight fever mode promotion effect and the slight fever mode notification failure effect.
[0150] 41 is a diagram showing the case where the super hot mode promotion effect is executed. When the super hot mode promotion effect is executed, as shown in FIG. 41(A), on the display screen 7a, the left performance symbol 8L and the right performance symbol 8R are each temporarily stopped, and the center performance symbol 8C showing the word "super hot" gradually slows down and moves toward the center of the display screen 7a. In this way, the player is made to expect the center performance symbol 8C showing the word "super hot" to stop and be displayed in the center of the display screen 7a.
[0151] After that, the process branches into two cases: the case where the super hot mode notification success effect shown in FIG. 41(B-1) is executed, and the case where the super hot mode notification failure effect shown in FIG. 41(B-2) is executed. As shown in FIG. 41(B-1), when the super hot mode notification success effect is executed, the center effect symbol 8C showing the characters "super hot" stops in the center of the display screen 7a, and the effect symbols 8L, 8C, and 8R are definitely displayed as stopped. At this time, the super hot zone image GN showing the super hot flame and the characters "super hot zone" moving largely against the edge of the display screen 7a is displayed. In this way, the super hot mode notification success effect is executed, and it is notified that the game is controlled to the slight time-saving state B.
[0152] As shown in FIG. 41(B-1), after the center effect symbol 8C displaying the word "Super Hot" stops in the center of the display screen 7a and the effect symbols 8L, 8C, and 8R are definitively displayed, the super hot zone image GN continues to be displayed even when the next variable effect starts, as shown in FIG. 41(C-1). This super hot zone image GN continues to be displayed until the special symbol changes a predetermined number of times (e.g., 10 times). As a variant, for example, the super hot zone image GN may be hidden when the next variable effect starts. Alternatively, the super hot zone image GN may continue to be displayed as long as the game is controlled in the very short time-saving state B, and the super hot zone image GN may be hidden when the game transitions from the very short time-saving state B to a different game state.
[0153] On the other hand, as shown in Figure 41 (B-2), when the super hot mode notification failure effect is executed, the middle effect symbol 8C showing the word "super hot" passes downward from the display screen 7a, and the effect symbols 8L, 8C, and 8R are definitely stopped and displayed in a miss mode ("583"). In this way, the super hot mode notification failure effect is executed, and it is notified that the game is not controlled to the minute time-saving state B. Then, as shown in Figure 41 (C-1), the next variable effect will start.
[0154] In this embodiment, the conditions for executing the Super Hot Mode Notification Successful Presentation are as follows: That is, the Super Hot Mode Notification Successful Presentation is executed only when the machine is controlled to the micro-time-saving state B and Special Chart 1_Losing Symbol A or Special Chart 1_Losing Symbol B is drawn in the Special Chart 1 lottery. In other words, when the machine is controlled to the micro-time-saving state B and Special Chart 1_Losing Symbol A or Special Chart 1_Losing Symbol B is drawn in the Special Chart 1 lottery, it is treated as a regular loss. In this case, it is cruel to the player that there is no benefit to the player.
[0155] Therefore, in this embodiment, when the game is controlled to the micro-time-saving state B, if the player draws the special symbol 1_missing symbol A or the special symbol 1_missing symbol B, which are normally treated as misses in the lottery for the special symbol 1, the super-heat mode promotion effect is started and the super-heat mode notification success effect is executed. This super-heat mode notification success effect allows the player to understand that the game is controlled to the micro-time-saving state B as a special benefit.
[0156] In addition, if a normal miss is drawn in the lottery for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state A, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state B, the effect control microcomputer 91 will decide by lottery whether to execute the super hot mode promotion effect and the super hot mode notification failure effect.
[0157] Figure 42 is a diagram showing the case where the scorching mode promotion effect is executed. When the scorching mode promotion effect is executed, as shown in Figure 42 (A), on the display screen 7a, the left promotion symbol 8L and the right promotion symbol 8R are each temporarily stopped, and the center promotion symbol 8C showing the word "scorching" gradually slows down and moves toward the center of the display screen 7a. In this way, the player is made to expect the center promotion symbol 8C showing the word "scorching" to stop and be displayed in the center of the display screen 7a.
[0158] After that, the process branches into two cases: a case where the scorching mode notification success effect shown in FIG. 42(B-1) is executed, and a case where the scorching mode notification failure effect shown in FIG. 42(B-2) is executed. As shown in FIG. 42(B-1), when the scorching mode notification success effect is executed, the center effect symbol 8C showing the word "scorching" stops in the center of the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed in a definite stopped state. At this time, a scorching zone image SN showing scorching flames moving violently around the edge of the display screen 7a and the word "scorching zone" is displayed. In this way, the scorching mode notification success effect is executed, and it is announced that the game is being controlled to the slight time-shortening state C.
[0159] As shown in FIG. 42(B-1), after the center effect symbol 8C showing the word "scorching" stops in the center of the display screen 7a and the effect symbols 8L, 8C, and 8R are definitively displayed, the scorching zone image SN continues to be displayed even when the next variable effect starts, as shown in FIG. 42(C-1). This scorching zone image SN continues to be displayed until the special symbol changes a predetermined number of times (e.g., 10 times). As a variation, for example, the scorching zone image SN may be hidden when the next variable effect starts. Alternatively, the scorching zone image SN may continue to be displayed as long as the game is controlled in the micro-time-saving state C, and the scorching zone image SN may be hidden when the game transitions from the micro-time-saving state C to a different game state.
[0160] On the other hand, as shown in Figure 42 (B-2), when the scorching mode notification failure effect is executed, the middle effect symbol 8C showing the word "scorching" passes downward from the display screen 7a, and the effect symbols 8L, 8C, and 8R are definitely displayed stopped in a losing state ("583"). In this way, the scorching mode notification failure effect is executed, and it is notified that the game is not controlled to the minute time-saving state C. Then, as shown in Figure 42 (C-1), the next variable effect will start.
[0161] In this embodiment, the conditions for executing the scorching mode notification success effect are as follows: That is, when the machine is controlled to the micro-time-saving state C and the special chart 1_missing symbol A, special chart 1_missing symbol B, or special chart 1_missing symbol C is drawn in the special chart 1 lottery, the scorching mode notification success effect is executed. In other words, when the machine is controlled to the micro-time-saving state C and the special chart 1_missing symbol A, special chart 1_missing symbol B, or special chart 1_missing symbol C is drawn in the special chart 1 lottery, it is treated as a normal miss. In this case, it is cruel to the player that there is no benefit for the player.
[0162] Therefore, in this embodiment, when the game is controlled to the micro-time-saving state C, if the player draws the special symbol 1_missing symbol A, special symbol 1_missing symbol B, or special symbol 1_missing symbol C, which are normally treated as misses in the special symbol 1 lottery, a scorching mode promotion effect is started and a scorching mode notification success effect is executed. This scorching mode notification success effect allows the player to understand that the game is controlled to the micro-time-saving state C as a special benefit.
[0163] In addition, if a normal miss is drawn in the lottery for special chart 1 when controlled in the normal game state, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state A, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state B, or if a normal miss is drawn in the lottery for special chart 1 when controlled in the slight time-saving state C, the effect control microcomputer 91 will decide by lottery whether to execute the super hot mode hype effect and the super hot mode notification failure effect.
[0164] 7. Operation of the gaming control microcomputer 81 [Main Control Main Processing] Next, the operation of the game control microcomputer 81 will be described with reference to FIGS. 15 to 33. The counters, timers, flags, statuses, buffers, and the like that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM 84. When the power to the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads and executes the main control main processing program shown in FIG. 15 from the ROM 83. As shown in the figure, the main control main processing first performs initial settings (step S001). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, and CTC (a circuit for managing interrupt time), and resetting various flags, statuses, counters, and the like. The initial value of a flag is "0" (i.e., "OFF"), the initial value of a status is "1," and the initial value of a counter is "0." The initial settings (S001) are performed only once after the power is turned on and are not performed thereafter.
[0165] Following the initial setting (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0166] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, after the main timer interrupt process (S005) is completed and before the next main timer interrupt process (S005) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0167] [Main-side timer interrupt processing] Next, the main-side timer interrupt processing (S005) will be explained. As shown in Figure 16, in the main-side timer interrupt processing (S005), output processing (S101) is first executed. In the output processing (S101), commands etc. set in the output buffer provided in RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, dispensing control board 110, etc.
[0168] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, normal prize hole sensor 27a, etc. (see Figure 4)) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of RAM 84 as prize ball information. In addition, a detection signal from the lower tray full switch that detects when the lower tray 62 is full is also taken in and stored in the output buffer of RAM 84 as lower tray full data. Note that the number of prize balls awarded for winning at each prize hole is set to a predetermined value, such as two balls for the second start hole 21. However, the number of prize balls awarded for winning at each prize hole can be changed as appropriate.
[0169] The normal and special symbol main random number update process (S103) that is carried out next is the same as the normal and special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 15. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 6 is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0170] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108), which will be described later. Then, other processes (S109) are executed, and the main timer interrupt process (S005) is terminated. The other processes (S109) include controlling the second special symbol reserved indicator 43b to display the number of reserved balls based on the number of reserved balls for the special symbol 2 described later, and controlling the first special symbol reserved indicator 43a to display the number of reserved balls based on the number of reserved balls for the special symbol 1 described later. The main control main process steps S002 to S004 are then repeatedly executed (see FIG. 15) until the next interrupt pulse is input to the CPU 82. When the interrupt pulse is input (approximately 4 msec later), the main timer interrupt process (S005) is executed again. In the output process (S101) of the main-side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main-side timer interrupt process (S005) are output.
[0171] 17, in the sensor detection process (S104), first, it is determined whether or not a gaming ball has passed through the gate 28, i.e., whether or not a gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), the gate passing process (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.
[0172] In step S203, it is determined whether a game ball has entered the second starting hole 21, that is, whether a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209. However, if a game ball has entered the second starting hole 21 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of the counter that counts the number of reserved second symbol symbols provided in RAM 84) has reached "4" (upper limit memory number) (S204). Then, if the number of reserved balls for special symbol 2 has reached "4" (YES in S204), the process proceeds to step S209. However, if the number of reserved balls for special symbol 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205).
[0173] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in Figure 6 (A) is acquired), and these acquired random number values are stored in a memory area of the second special chart reservation memory unit 85b (Figure 4) corresponding to the current number of special chart 2 reserved balls.
[0174] Next, a second start winning command identification process (S207) is performed. In the second start winning command identification process (S207), a second start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 14 based on the random number group stored in step S206. Specifically, in a normal game state, if the jackpot random number is "1" and the symbol type random number is "1", the second start slot in the start winning command identification table in FIG. 14 is referenced to identify the command "E2H02H" as the second start winning command. The command consists of 2 bytes of information (1 byte of upper command (e.g., E2H) and 1 byte of lower command (e.g., 01H)).
[0175] The classification of the jackpot random number in the table shown in FIG. 15 corresponds to the classification in the jackpot determination table (see FIG. 7(A)). In detail, if the jackpot random number value is 65330 to 65535, it is determined to be a jackpot, and a second start winning command (the lower value of the lower command is "1") indicating this (i.e., the acquired determination information is jackpot winning information that will be determined to be a jackpot win) is specified. Also, if the jackpot random number value is 0 to 654, it is determined to be a small win, and a second start winning command (the lower value of the lower command is "2") indicating this (i.e., the acquired determination information is small win information that will be determined to be a small win) is specified. Also, if the jackpot random number value is 655 to 655329, it is determined to be a normal loss, and a second start winning command (the lower value of the lower command is "3") indicating this (i.e., the acquired determination information is normal loss information that will be determined to be a normal loss) is specified.
[0176] In the start winning command of this embodiment, the value of the upper digit of the two-digit upper command in hexadecimal is information that specifies the type of command (that it is a start winning command). Also, the value of the lower digit of the upper command is start port information that specifies the type of start port (whether it is a win in the first start port 20 or the second start port 21). Also, the two-digit lower command in hexadecimal is lottery result information. Note that these rules for generating start winning commands are just an example and can be changed as desired.
[0177] Next, the game control microcomputer 81 sets the second start winning command identified in step S207 in the output buffer of the RAM 84 (S208).
[0178] Next, in the sensor detection process (S104), it is determined whether a gaming ball has entered the first starting hole 20, that is, whether a gaming ball has been detected by the first starting hole sensor 20a (S209). If a gaming ball has not entered the first starting hole 20 (NO in S209), the process is terminated. However, if a gaming ball has entered the first starting hole 20 (YES in S209), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in RAM 84) has reached "4" (S210). Then, if the number of reserved balls for special chart 1 has reached "4" (YES in S210), the process is terminated. However, if the number of reserved balls for special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for special chart 1 (S211).
[0179] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 6(A) is acquired), and these acquired random number values are stored in the memory area of the first special chart reservation memory unit 85a (FIG. 4) corresponding to the current number of special chart 1 reserved balls.
[0180] Next, a first start winning command identification process (S213) is performed. In the first start winning command identification process (S213), a first start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 14 based on the random number group stored in step S212. Specifically, in a normal game state, if the jackpot random number is "65535" and the symbol type random number is "1", the first start slot in the start winning command identification table in FIG. 15 is referenced to identify the command "E1H01H" as the first start winning command. The identified first start winning command includes lottery result information.
[0181] As in the case of the second start winning command described above, the classification of the jackpot random number in the table shown in FIG. 15 corresponds to the classification in the jackpot determination table (see FIG. 7(A)). Furthermore, the classification of the symbol type random number allows for distinction as to whether or not it is a special miss (time-saving miss) (see FIG. 7(D)). Specifically, if the jackpot random number value is between 65330 and 65535, it is determined to be a jackpot, and a first start winning command (the value of the lower command is 01H) indicating this (i.e., the acquired determination information is jackpot winning information that will be determined as a jackpot win) is specified. Furthermore, if the jackpot random number value is between 0 and 65329 and the symbol type random number value is between 153 and 9999, it is determined to be a normal miss, and a first start winning command (the value of the lower command is 03H) indicating this (i.e., the acquired determination information is normal miss information that will be determined as a normal miss) is specified. Furthermore, if the jackpot random number value is 0-65329 and the symbol type random number value is 0-152, it is determined to be a special miss, and a first start winning command (the lower-order value of the lower-order command is "4") indicating this (i.e., the acquired judgment information is special miss information that will be determined to be a special miss) is specified. In particular, if the jackpot random number value is 0-65329 and the symbol type random number value is 0-99, it means that Special Figure 1_Missing Symbol A has been drawn, and the value of the lower-order command is 04H. Also, if the jackpot random number value is 0-65329 and the symbol type random number value is 100-132, it means that Special Figure 1_Missing Symbol B has been drawn, and the value of the lower-order command is 14H. Also, if the jackpot random number value is 0-65329 and the symbol type random number value is 133-152, it means that Special Figure 1_Missing Symbol C has been drawn, and the value of the lower-order command is 24H.
[0182] Next, the game control microcomputer 81 sets the first start winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the process.
[0183] [Gate Passing Process] As shown in Figure 18, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that neither the normal symbol change display nor the auxiliary game is being executed. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (value of label-TRND-H, Figure 6 (B)) is acquired, and the acquired random number value is stored in a predetermined memory area of RAM 84.
[0184] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 19. In the normal operation processing (S105), first, it determines whether the electric chute 22 is in operation (S301). If the electric chute is not in operation (NO in S301), it then determines whether a normal symbol is being displayed as a stopped symbol (from the start to the end of the normal symbol stop time) (S302). If a normal symbol is not being displayed as a stopped symbol (NO in S302), it then determines whether a variable normal symbol is being displayed (S303). If a variable normal symbol is not being displayed (NO in S303), it then determines whether the normal symbol random number obtained in step S222 before the win determination is stored (S304). If the normal symbol random number is not stored (NO in S304), this processing ends.
[0185] If a normal symbol random number is stored in step S304 (YES in S304), a hit determination process (S305) is performed. In the hit determination process (S305), if the time-saving state is not established, a hit is determined based on the normal symbol hit determination table for the non-time-saving state (see the non-time-saving state column in the table shown in FIG. 11(A)). If the time-saving state is very short (very short state A, very short state B, very short state C), a hit is determined based on the normal symbol hit determination table for the very short state (see the very short state column in the table shown in FIG. 12(A)). If the time-saving state is normal, a hit is determined based on the normal symbol hit determination table for the normal time-saving state (see the normal time-saving state column in the table shown in FIG. 12(A)). Then, a symbol determination process is performed to set normal symbol stop symbol data corresponding to the result of the hit determination process in a predetermined memory area of RAM 84 (S306). That is, in the pattern determination process (S306), if it is a "miss", data corresponding to a "normal miss pattern" is set, and if it is a "win", data corresponding to a "normal win pattern" is set. In this form, the probability of winning the normal pattern lottery is the same whether it is in a non-time-saving state or a time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C, normal time-saving state).
[0186] Next, the game control microcomputer 81 performs a normal symbol fluctuation time determination process (S307). In the normal symbol fluctuation time determination process (S307), by referring to the normal symbol fluctuation pattern determination table shown in FIG. 11(B), if the gaming state is a non-time-saving state, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 60,000 ms is selected. On the other hand, if the gaming state is a slight time-saving state A, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 59,000 ms is selected. If the gaming state is a slight time-saving state B, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 58,000 ms is selected. If the gaming state is a slight time-saving state C, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 58,000 ms is selected. Also, if the gaming state is a normal time-saving state, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 1,000 ms is selected.
[0187] After that, the game control microcomputer 81 starts displaying the normal symbol variation in the normal symbol variation pattern selected in step S307 (S310). In addition, in order to notify the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.
[0188] If the normal symbol variation display is in progress in step S303 (YES in S303), it is then determined whether the normal symbol variation time has elapsed (S311), and if not, the process ends. On the other hand, if the time has elapsed (YES in S311), the normal symbol variation display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S312). Then, a normal symbol variation stop command is set to the sub-control board 90 to notify the normal symbol variation stop (S313), and the normal symbol stop time (500 ms in this embodiment, see Figure 11 (B)) is set (S314), and the process ends.
[0189] Also, if a normal symbol is currently displayed in the above-mentioned step S302 (YES in S302), it is then determined whether the normal symbol stop time set in step S314 has elapsed (S315), and if not, the process ends. On the other hand, if it has elapsed (YES in S315), it is determined whether normal symbol stop symbol data for a normal winning symbol has been set (S316), and if it is not data for a normal winning symbol (i.e., if there is no win (NO in S316)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if there is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317). In detail, if the non-time-shortening state is in effect, the opening pattern of the electric chute 22 is set to the opening pattern for the non-time-shortening state (see electric chute opening TBL1 in FIG. 11(C)). On the other hand, if the game is in a very short time-saving state (time-saving state A, very short time-saving state B, very short time-saving state C), the opening pattern for the very short time-saving state (see electric chute opening TBL2 in Figure 11(C)) is set as the opening pattern of the electric chute 22. Also, if the game is in a normal time-saving state, the opening pattern for the normal time-saving state (see electric chute opening TBL3 in Figure 11(C)) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern set in step S317 (S318).
[0190] If the electric chute 22 is in operation in step S301 (YES in S301), it is then determined whether the operation time of the electric chute 22 has elapsed (S319), and if not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric chute 22 is terminated (S320).
[0191] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 81 performs the special action processing (S106) shown in Fig. 20. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special action status 1, 2, 3, 4, 5" is assigned to each of these stages. If the "special operation status" is "1" (YES in S901), a special symbol standby process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol variable process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric accessory process 1 (S908) is performed as a big win game; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric accessory process 2 (S909) is performed as a small win game. The special operation status is initially set to "1".
[0192] [Special symbol waiting process] As shown in Figure 21, in the special symbol waiting process (S902), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1001). If the number of reserved balls in special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1007). If the number of reserved balls for special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired as a result of winning at the first starting port 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a predetermined standby time is waited for, and a customer waiting standby command is set to display the standby screen.
[0193] If the number of reserved balls for special symbol 2 is not "0" in step S1001 (NO in S1001), i.e., if there is a memory of a group of random number counter values (reserved information for special symbol 2) acquired as a result of winning in the second starting hole 21, the game control microcomputer 81 performs the special symbol 2 jackpot determination process (S1002) and the special symbol 2 variation pattern selection process (S1003), which will be described later. The game control microcomputer 81 then decrements the number of reserved balls for special symbol 2 by 1 (S1004). The storage location (memory area) of various counter values in the second special symbol reservation memory unit 85b is shifted one position toward the side from which the ball is read, and the memory area corresponding to the fourth reserved ball in the second special symbol reservation memory unit 85b (the memory area farthest from the side from which the ball is read) is cleared (S1005). In this way, the reserved second symbol balls are consumed in the order in which they were reserved. The game control microcomputer 81 then executes the special symbol 2 variation start process (S1006). In the special symbol 2 variation start processing (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start processing (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination processing (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (S1003) (information including information on the variation time).
[0194] Furthermore, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1001 and NO in S1007), i.e., there is no reserved information for special symbol 2, but there is one or more stored random number counter values (reserved information for special symbol 1) acquired as a result of winning at the first starting hole 20, the special symbol 1 jackpot determination process (S1008) and special symbol 1 variation pattern selection process (S1009) are performed. The game control microcomputer 81 then decrements the number of reserved balls for special symbol 1 by 1 (S1010). The storage location (memory area) of various counter values in the first special symbol reservation memory unit 85a is shifted one position from the current position toward the side where the balls are to be read, and the memory area corresponding to the fourth reserved ball in the first special symbol reservation memory unit 85a (the memory area farthest from the side where the balls are to be read) is cleared (S1011). In this way, the reserved first special symbols are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84, and the variation display of the first special symbol begins. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including variation time information).
[0195] As described above, in this mode, the variable display of the special symbol based on the reserved first special symbol is performed only when the reserved second special symbol is "0" (YES in S1001). In other words, the consumption of the reserved second special symbol is executed in priority to the consumption of the reserved first special symbol. And in this mode, if a small jackpot is won in the lottery based on the reserved second special symbol, the small jackpot game will always be able to pass through the specific area 39. This point will be described in detail later.
[0196] [Special Chart 2 Jackpot Determination Process (Special Chart 1 Jackpot Determination Process)] The special chart 2 jackpot determination process (S1002) and the special chart 1 jackpot determination process (S1008) have the same processing flow, so they will be explained together based on FIG. 22. As shown in FIG. 22, in the special chart 2 jackpot determination process (S1002) or the special chart 1 jackpot determination process (S1008), first, the jackpot random number counter value (the value of label -TRND-A) is read as the determination value (S1101). In detail, in the special chart 2 jackpot determination process (S1002), the jackpot random number counter value stored in the second special chart reserve memory unit 85b of RAM 84 (more specifically, the memory area corresponding to the first of the second special chart reserves) is read. In addition, in the special chart 1 jackpot determination process (S1008), the jackpot random number counter value stored in the first special chart reserve memory unit 85a of RAM 84 (more specifically, the memory area corresponding to the first of the first special chart reserves) is read.
[0197] Next, a jackpot determination table (FIG. 7(A)) is set (S1102). Next, it is determined whether or not there is a jackpot based on the set jackpot determination table (S1103). That is, it is determined whether or not the jackpot random number counter value (label-TRND-A) matches any of the jackpot determination values "65330" to "65535" (see FIG. 7(A)). If the result of the jackpot determination (S1103) is a "jackpot", the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out to determine the jackpot symbol type (type of jackpot) based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After determining the type of jackpot symbol (S1105), the special symbol stop symbol data (see FIG. 7(B)) corresponding to the type of jackpot symbol is set in the special symbol type buffer provided in RAM 84 (S1106), and the process is completed.
[0198] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is determined whether or not it is a small jackpot (S1107). In detail, in the special chart 2 jackpot determination process (S1002), it is determined whether or not the jackpot random number counter value matches any of the small jackpot determination values "0" to "654" (see the special chart 2 column in Figure 7(A)). In addition, in the special chart 1 jackpot determination process (S1008), it is determined that it is not a small jackpot (see the special chart 1 column in Figure 7(A)). Note that the probability of winning a small jackpot is higher in the special chart 2 lottery than in the special chart 1 lottery. In more detail, while the probability of winning a small jackpot in the special chart 1 lottery is "zero," the probability of winning a small jackpot in the special chart 2 lottery is approximately 1 / 100.
[0199] If the result of the small win determination (S1107) is a "small win," the small win flag is turned ON (S1108), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in FIG. 7(C) (S1109). After determining the small win symbol type (S1109), the special symbol stop symbol data (see FIG. 7(C)) corresponding to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the processing ends. Note that the random number that determines whether or not there is a small win may be provided separately from the big win random number.
[0200] Also, if it is not a big win (NO in S1103) or a small win (NO in S1107), it is a "miss", so the symbol type random number counter value (value of label-TRND-AS) is read out, and the type of the missing symbol (type of miss) is determined based on the missing symbol type determination table shown in Fig. 7(D) (S1112). After determining the type of missing symbol (S1112), the special symbol stop symbol data (see Fig. 7(D)) corresponding to the type of missing symbol is set in the special symbol type buffer provided in RAM 84 (S1113), and the process ends.
[0201] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 23 and 24. As shown in Figure 23, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is in a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).
[0202] If the game is in a non-time-shortening state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots in a non-time-shortening state (the portion of the table shown in FIG. 12(A) that corresponds to the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 12(A), once the fluctuation pattern is determined, the fluctuation time is also determined.
[0203] It should be noted that a variation pattern is associated with a variation presentation, and when a variation pattern is determined, a variation presentation according to that variation pattern is executed. Specifically, for example, in a variation presentation based on variation pattern P1, an SP reach is executed, and in a variation presentation based on variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 12(A)). Here, an SP reach (super reach) is a reach with a longer variation time after the reach than a normal reach, and the allocation rate of the table is set so that the winning expectation rate (expectation rate for winning a jackpot) is higher than that of a normal reach. In this embodiment, a super reach is executed in a progressive manner after a normal reach.
[0204] Also, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for non-time-saving state small and medium wins (the part of the table shown in FIG. 12(A) that corresponds to the small win).
[0205] Also, in step S1304, if the small win flag is not ON (NO in S1304), it is determined whether the type of the losing symbol is "losing symbol A to C" (S1306). If the type of the losing symbol is "losing symbol A to C" (YES in S1306), a variable pattern is selected based on the variable pattern random number counter value (value of label-TRND-T1) by referring to the table for losing symbols A to C during non-time-reduction state (the portion of the table shown in FIG. 12 (A) that corresponds to losing symbols A to C) (S1307). In this embodiment, if the losing symbol is A to C, it is determined to be variable pattern P7.
[0206] Also, in step S1306, if it is not "losing symbols A to C" (NO in S1306), it is a normal loss (losing symbol A or losing symbol E, see FIG. 9), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1310). As shown in FIG. 7(E), the reach establishment random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, in the time-saving state, it is more difficult to reach when there is a normal loss than in the non-time-saving state. This is because by selecting more non-reach losses with short variable times in the time-saving state, the speed at which the reserved special symbols are consumed is increased. If the reach random number counter value is a reach establishment random number value (YES in S1310), that is, if there is a reach but a miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for reach but a miss during non-time-shortened state (the part of the table shown in Figure 12(A) that corresponds to reach but a miss) (S1311).
[0207] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1310), that is, if it is a miss without a reach, a table for misses without a reach during non-time-shortening state (the part of the table shown in Figure 12(A) that corresponds to misses without a reach) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1312).
[0208] In addition, when there is no reach and miss in the special symbol 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special symbol is "0" to "2".
[0209] Also, in step S1301, if it is determined that the game state is not in a non-time-shortened state (NO in S1301), that is, if it is determined that the game state is in a time-shortened state, as shown in FIG. 24, if the type of the time-shortened state is a "normal time-shortened state" (YES in S1313), a variation pattern is selected according to the special chart variation pattern determination table for the normal time-shortened state shown in FIG. 12(B) (S1314). Also, if the type of the time-shortened state is a "slightly time-shortened state" (NO in S1313), a variation pattern is selected according to the special chart variation pattern determination table for the slightly time-shortened state A to C (S1315). At this time, if it is the slightly time-shortened state A, a variation pattern is selected according to the special chart variation pattern determination table for the slightly time-shortened state A shown in FIG. 13(A). If it is the slightly time-shortened state B, a variation pattern is selected according to the special chart variation pattern determination table for the slightly time-shortened state B shown in FIG. 13(B). If it is the slightly time-shortened state C, a variation pattern is selected according to the special chart variation pattern determination table for the slightly time-shortened state C shown in FIG. 13(C). In this embodiment, the type of time-saving state (normal time-saving state, slight time-saving state A, slight time-saving state B, slight time-saving state C) is determined by referring to the value of the game state flag described later (see the table in Figure 27).
[0210] When selecting a fluctuation pattern in the time-saving state, the process is the same as in the non-time-saving state, except that the special chart fluctuation pattern determination table to be referenced is the table corresponding to each time-saving state (see Figure 12 (B) and Figures 13 (A) to (C)).
[0211] In addition, in the special chart fluctuation pattern determination table during the normal time-saving state related to special chart 1 (see Figure 12 (B)), the function of shortening fluctuation according to the number of reserved balls when there is no reach and a miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than in the non-time-saving state. Also, the probability that a fluctuation pattern with a long fluctuation time will be selected when a jackpot is won is lower than in the non-time-saving state. In other words, a fluctuation pattern with a short fluctuation time is more likely to be selected than in the non-time-saving state. In other words, the fluctuation pattern determination table during the normal time-saving state is a table in which the fluctuation time is shorter than the fluctuation pattern determination table during the non-time-saving state.
[0212] In addition, in the slight time-saving state (Slight time-saving state A, Slight time-saving state B, Slight time-saving state C), the lottery is mainly for special chart 1. The fluctuation pattern of special chart 1 in the slight time-saving state is almost the same as the fluctuation pattern of special chart 1 in the non-time-saving state (see Figure 12 (A) and Figure 13 (A) to (C)). However, in the fluctuation patterns P41, P61, and P81 of special chart 1 when it is determined to be a jackpot in the slight time-saving state (Slight time-saving state A, Slight time-saving state B, Slight time-saving state C) (see Figure 13 (A) to (C)), the fluctuation time is slightly shorter than the fluctuation pattern P1 of special chart 1 when it is determined to be a jackpot in the non-time-saving state (see Figure 12 (A)).
[0213] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Figure 23, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol standby process (S902).
[0214] [Special Symbol Variation Processing] As shown in Figure 25, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figures 13 and 14) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the special symbol variation display to continue.
[0215] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (big win symbol, small win symbol, or losing symbol) according to the set special symbol stop symbol data (see Figures 7(B) to (D)) (S1504), and this processing ends.
[0216] [Special Symbol Determination Process] As shown in Figure 26, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Figures 12 and 13) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process (described later) is performed (S1602).
[0217] Next, it is determined whether the jackpot flag is ON (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605). If it is not ON, the process proceeds to step S1607. If it is ON, the time-saving flag is turned OFF (S1606) and the process proceeds to step S1607. As a result, the jackpot game is controlled to a non-time-saving state (low base state). Note that the low base state in this embodiment refers to a low base state in the sense that there is no winning support due to the electric chute 22 being frequently opened, and does not take into account base-up based on the operation of the big winning device.
[0218] In step S1607, the game control microcomputer 81 sets a jackpot opening command (see FIG. 8) to start the jackpot game, and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) corresponding to the type of jackpot symbol that has been won (S1609). At this time, the value of a jackpot opening counter that counts the number of times the jackpot opening has been opened during the special game is set to a value corresponding to the type of jackpot symbol that has been won. Note that the setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.
[0219] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON (S1610). If the small win flag is ON (YES in S1610), the special operation status is set to "5" (S1611). Note that if the small win flag is ON, it will not be turned OFF even if the time-saving flag is ON. After that, to start the small win game, the small win opening command (see FIG. 8) is set (S1612), and the opening of the small win game begins (S1613).
[0220] Following step S1613, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of small win symbol that has been won (S1614). At this time, the value of the large prize opening counter is set to a value according to the type of small win symbol that has been won. Thereafter, the game control microcomputer 81 turns on the distributing member operation flag (S1615) and ends this processing. The distributing member operation flag is a flag that indicates that it is the period in which the distributing member 71 is to be operated. That is, in this embodiment, the operation of the distributing member 71 begins with the opening of the small win game. The operation pattern of the distributing member will be described in detail later.
[0221] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1616) and this process ends.
[0222] [Game Status Management Processing] As shown in Fig. 27, in the game status management processing (S1602), first, it is determined whether the time-saving flag is ON (S1701), and if it is not ON, it proceeds to step S1710, and if it is ON, it decrements the value of the time-saving counter that counts the number of special symbol variations (variable display of special symbols) executed during the time-saving state by 1 (S1702), and it determines whether the value of the time-saving counter is "0" (S1703). If it is not "0", it proceeds to step S1710, and if it is "0", it turns off the time-saving flag (S1704), and it performs game status flag update processing (S1705), and it proceeds to step S1710.
[0223] In the game status flag update process (S1705), the value of the game status flag is set to a value corresponding to the current game status. As shown in the table in FIG. 27, the value of the game status flag is set to "1" if in the non-time-shortening state, "2" if in the normal time-shortening state, "3" if in the slight time-shortening state A, "4" if in the slight time-shortening state B, and "5" if in the slight time-shortening state C. In this game status flag update process (S1705), the time-shortening flag has just been turned OFF, so the value of the game status flag is set to "1", which corresponds to the non-time-shortening state.
[0224] In step S1710, it is determined whether the value of the gaming status flag is "2." If the value of the gaming status flag is "2" (YES in S1710), the game is in the normal time-shortening state, and the program proceeds to step S1730. On the other hand, if the value of the gaming status flag is not "2" (NO in S1710), it is next determined whether the special symbol displayed in a stopped state is a "losing symbol A to C" (S1711). In other words, it is determined whether or not it is a special loss. Then, if it is not a special loss (losing symbol A to C) that transitions to the slight time-shortening state, the program proceeds to step S1730, but if it is a special loss, the time-shortening flag is turned ON.
[0225] However, in this embodiment, even "losing symbols A to C" may be determined to be a normal loss depending on the gaming state. That is, in the processing of step S1711, if the losing symbol A is stopped and displayed in the normal gaming state, the process shifts to the micro-time-shortening state A, and the process proceeds to step S1712. On the other hand, if the losing symbol B or the losing symbol C is stopped and displayed in the normal gaming state, the process is treated as a normal loss, and the process proceeds to step S1730. Also, in the processing of step S1711, if the losing symbol B is stopped and displayed in the micro-time-shortening state A, the process shifts to the micro-time-shortening state B, and the process proceeds to step S1712. On the other hand, if the losing symbol A or the losing symbol C is stopped and displayed in the micro-time-shortening state A, the process is treated as a normal loss, and the process proceeds to step S1730.
[0226] Also, in the processing of step S1711, if a losing symbol C is displayed stopped in the very short time-saving state B, the process proceeds to the processing of step S1712 in order to transition to the very short time-saving state C. On the other hand, if a losing symbol A or a losing symbol B is displayed stopped in the very short time-saving state B, it is treated as a normal loss, so the process proceeds to the processing of step S1730. In the processing of step S1711, if a losing symbol A or a losing symbol B or a losing symbol C is displayed stopped in the very short time-saving state C, it is treated as a normal loss, so the process proceeds to the processing of step S1730.
[0227] If the process proceeds to step S1712, the time-saving flag is turned ON, and the number of time-saving times (1140 times, see FIG. 9) corresponding to the type of losing symbol is set in the time-saving counter (S1713). Then, a game status flag update process (S1714) is performed, and the process proceeds to step S1730. In this game status flag update process (S1714), the time-saving flag is turned ON based on the special losing symbol. Therefore, if the value of the game status flag is set to "3" by special symbol 1_losing symbol A, the game will be controlled to the slight time-saving state A. If the value of the game status flag is set to "4" by special symbol 1_losing symbol B, the game will be controlled to the slight time-saving state B. If the value of the game status flag is set to "5" by special symbol 1_losing symbol C, the game will be controlled to the slight time-saving state C. The micro-time-saving state (micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C) ends when the special pattern changes by a predetermined upper limit of execution times (time-saving times) or when the next big win game is executed. In this way, in this form, even when a miss occurs, the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, or micro-time-saving state C) may be controlled.
[0228] In step S1730, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S1730). By outputting this command, the sub-control board 90 is notified of information on the current game state.
[0229] [Special Electric Device Processing 1 (Jackpot Game)] Special electric device processing 1 is processing for executing a jackpot game such as a type 1 jackpot game or a type 2 jackpot game. As shown in FIG. 28, in special electric device processing 1 (S908), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag indicating that the opening of all first big winning devices 31 has been completed in the jackpot game in which a winning jackpot has been won.
[0230] If the jackpot end flag is not ON (NO in S2001), it is determined whether the first major prize opening 30 is currently open (i.e., whether the first major prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first major prize opening 30, that is, whether the opening time for the jackpot has passed and it is time to start opening the first major prize opening 30, or whether the interval time between openings has passed and it is time to start the next opening (S2003).
[0231] If the determination result in step S2003 is NO, the process ends. On the other hand, if the determination result in step S2003 is YES, the first major winning opening 30 is opened according to the set opening pattern (S2004).
[0232] If the first major prize opening 30 is open in step S2002 (YES in S2002), it is determined whether the number of prizes won by the first major prize opening 30 in that unit open game has reached the specified maximum number of prizes (10 in this embodiment) (S2005). If the specified number of prizes has not been reached (NO in S2005), it is determined whether it is time to close the first major prize opening 30 (i.e., whether a specified opening time (see FIG. 8) has passed since the first major prize opening 30 was opened) (S2006). If the opening time of the first major prize opening 30 has not passed (NO in S2006), this process ends.
[0233] On the other hand, if the specified number of winnings has been reached (YES in S2005) or if the opening time of the first large prize opening 30 has elapsed (YES in S2006), that is, if either of the two opening termination conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.
[0234] On the other hand, if it is "0" (YES in S2009), the jackpot ending command (see FIG. 8) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).
[0235] If the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the first major winning slots 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game status setting process (S2017) described below is performed, and the process ends.
[0236] [Game Status Setting Process] As shown in FIG. 29, the game status setting process (S2017) first determines whether the winning symbol (jackpot symbol or small win symbol) that triggered the current jackpot game is a symbol that triggers control to the time-saving state (see FIG. 8) (S2101). If the result of this determination is NO, the process proceeds to step S2104. If the result of this determination is YES, the time-saving flag is turned ON (S2102), and the time-saving count corresponding to the type of winning symbol (see FIGS. 8 and 9) is set in the time-saving counter (S2103), and the process proceeds to step S2104. By executing steps S2102 and S2103, the game status after the current jackpot game becomes the time-saving state (normal time-saving state or non-time-saving state). This normal time-saving state ends when either the special symbol variation reaches a predetermined upper limit (time-saving count) or the next jackpot game is executed.
[0237] In step S2104, the game control microcomputer 81 performs a game status flag update process (S2104). In the game status flag update process (S2104), the value of the game status flag is set to a value corresponding to the current game status. Specifically, in this game status flag update process (S2104), if the special symbol 1_jackpot symbol A, special symbol 1_jackpot symbol B, special symbol 1_jackpot symbol C, special symbol 2_jackpot symbol D, special symbol 2_jackpot symbol E, special symbol 2_small prize symbol a, or special symbol 2_small prize symbol b is won (see FIG. 8), the value of the game status flag is set to a value of "2" corresponding to the normal time-saving state (see the table in FIG. 27). Also, if the special symbol 2_small prize symbol c is won (see FIG. 8), the value of the game status flag is set to a value of "1" corresponding to the non-time-saving state (see the table in FIG. 27).
[0238] Next, the game control microcomputer 81 sets a game state designation command including information on the game state flag (i.e., information on the current game state) in the output buffer of the RAM 84 (S2105), and ends this process. Note that the game state designation command also includes information on the number of time-saving settings that have been set. By outputting this command, information on the current game state is notified to the sub-control board 90.
[0239] [Special Electric Device Processing 2 (Small Win Game)] Special electric device processing 2 is processing for executing a small win game in which the second large winning device 36 equipped with the specific area 39 is opened. As shown in Figures 30 and 31, in special electric device processing 2 (S909), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag that indicates that the opening of the second large winning device 36 has finished in the small win game.
[0240] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is currently open (i.e., whether the second large prize device 36 is currently open) (S2302). If it is not currently open (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the predetermined pre-opening interval (small win opening) time has passed and it is time to start opening the second large prize opening 35 (S2303).
[0241] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern (see FIG. 8) corresponding to the type of the small prize symbol that has been won (S2304).
[0242] If the second major prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second major prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether the time has come to close the second major prize opening 35 (i.e., whether a specified opening time (1.6 seconds in this embodiment as shown in Figure 8) has passed since the second major prize opening 35 was opened) (S2306). Then, if the opening time of the second major prize opening 35 has not passed (NO in S2306), this process ends.
[0243] On the other hand, if the specified number of winnings has been reached (YES in S2305) or the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is met, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.
[0244] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in FIG. 31, it is determined whether a predetermined time (post-closing interval time) has elapsed since the second large winning opening 35 was closed during the small win game (S2310), and if the post-closing interval time has not elapsed (NO in S2310), the processing ends. The post-closing interval time during the small win game will be described later. On the other hand, if the post-closing interval time has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0245] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that a gaming ball has passed through the specific area 39 during execution of a small win game, and is a flag that is turned ON in step S2603 (see FIG. 33), which will be described later. If this V flag is not ON (NO in S2313), a type 2 big win game will not be executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special action status is set to "1" (S2315), and the processing ends.
[0246] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 turns OFF the V flag (S2317), turns ON the jackpot flag (S2318), and sets the special action status to "4" (S2319) to execute a type 2 jackpot game. Next, if the time-reduction flag is ON (YES in S2320), the time-reduction flag is turned OFF (S2321). After that, the game control microcomputer 81 sets a jackpot opening command (see FIG. 8) (S2322) and starts the jackpot opening (S2323). This transitions from a small jackpot game in which the second large prize opening 35 is opened for a short time to a type 2 jackpot game.
[0247] [Distributing Member Control Processing] The game control microcomputer 81 performs the distributing member control processing (S107) following the special operation processing (S106) (see FIG. 16). In the distributing member control processing (S107), as shown in FIG. 32, first, it is determined whether the distributing member operation flag is ON (S2501). If the distributing member operation flag is not ON, this processing is terminated. On the other hand, if the distributing member operation flag is ON, the opening of the small win game has started (see FIG. 26), so the distributing member operation processing (S2502) is performed to operate the distributing member 71 in a predetermined operation pattern, and the V valid period setting processing (S2503) is also performed.
[0248] In the distributing member operation process (S2502), a timer is set to measure the operation time of the distributing member 71, and based on the timing using the timer, the distributing member solenoid 73 is turned ON when it is time to open the distributing member 71, and the distributing member solenoid 73 is turned OFF when it is time to close the distributing member 71. As a result, the distributing member 71 moves in a constant manner from the start of the opening of the small win game.
[0249] Specifically, as shown in Figure 38(c), the distributing member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Next, it is controlled to a passage-permitting state (the state shown by the two-dot chain line in Figure 2) for 4600 ms. This is called V-opening. Next, it is controlled to a passage-blocking state for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" is the constant operation of the distributing member 71.
[0250] Furthermore, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is considered valid and the V flag is turned ON. As shown in FIG. 38(d), the V effective period is from the start of opening of the specific area 39 (the point at which the sorting member 71 is controlled to the passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to the passing-permitting state). This is done in consideration of the time lag until a gaming ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.
[0251] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.
[0252] Following the V valid period setting process (S2503), the game control microcomputer 81 determines whether the operation of the distributing member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distributing member 71 set in step S2502, it determines whether the total operation time (7608 ms (see FIG. 38(c))) from the start to the end of the fixed operation of the distributing member 71 has elapsed. If the operation of the distributing member 71 has not ended, the process ends. On the other hand, if the operation of the distributing member 71 has ended, the process ends after turning OFF the distributing member operation flag (S2505).
[0253] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in a small prize game will be explained based on Figure 38. In this embodiment, the opening pattern of the second large prize opening 35 in a small prize game is the opening pattern shown in Figure 38(b). Note that Figure 38(a) shows the timing of the variable display and stationary display of the special symbol to make it easier to understand the timing of the start of a small prize game.
[0254] The opening pattern shown in Figure 38(b) is an opening pattern that is selected when a small prize is won in the lottery for special chart 2. In other words, it is an opening pattern that is selected when a "Special chart 2_small prize pattern a", "Special chart 2_small prize pattern b", or "Special chart 2_small prize pattern c" (see Figure 8) is won. This opening pattern is a passing opening pattern that allows passage to the specific area 39.
[0255] More specifically, this passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms.
[0256] When the second large prize opening 35 is opened in this manner, the distribution member 71 is in a V-shaped opening and in a pass-permitting state during the 1600 ms open period of the second large prize opening 35 and the 3000 ms period after the second large prize opening 35 is closed (see Figures 38(b) and 38(c)). Therefore, regardless of the timing of the entry of a gaming ball into the second large prize opening 35, the gaming ball can pass through the specific area 39. In this embodiment, the second large prize opening device 36 and other devices are arranged so that if gaming balls are continuously shot by right-hand hitting, the gaming ball will always enter the second large prize opening 35 during the 1.6-second open period. Furthermore, the time required for a gaming ball that has passed through the second large prize opening 35 to reach the position of the distribution member 71 is shorter than 3000 ms. In other words, in this embodiment, a small prize essentially functions as a big prize. In this specification, the small win based on the lottery of Special Chart 2 may be referred to as the Special 2V passing small win.
[0257] In this embodiment, during a small win game, the number of game balls entering the second large prize device 36 is counted based on detection by the second large prize opening sensor 35a, and the number of game balls ejected from the second large prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. In other words, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as ejection opening sensors that count the number of game balls ejected from the second large prize device 36. If the two count values do not match at the end of a certain period of operation of the distributing member 71, an error notification is issued. Note that the operation of the distributing member 71 may be stopped when the two count values match after the second large prize opening 35 is closed. This allows the variable display of special symbols to begin smoothly after the second large prize opening 35 is closed.
[0258] [Specific Area Sensor Detection Processing] Returning to the explanation of the operation of the game control microcomputer 81, the game control microcomputer 81 performs the specific area sensor detection processing (S108) following the distribution member control processing (S107) (see FIG. 16). In the specific area sensor detection processing (S108), as shown in FIG. 33, first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the processing is terminated, but if there is detection (YES in S2601), it is determined whether or not the V valid period is in progress (S2602). The V valid period is the period set in the V valid period setting processing (S2503) in the distribution member control processing (FIG. 32) described above. Specifically, the V valid period is the period shown in FIG. 38(d).
[0259] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process ends. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process ends without performing the processes of steps S2603 and S2604. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).
[0260] 8. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 34 to 37. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in RAM 94.
[0261] [Sub-control main processing] When the power to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out the program for the sub-control main processing shown in Fig. 34 from the ROM 93 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0262] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 80 described above.
[0263] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in RAM 94 of the sub-control board 90 are transmitted to the image control board 100. Upon receiving the command, the image control board 100 displays an image on the display screen 7a (display unit) in accordance with the received command (executing various effects using the image). In addition to the various effects performed by the image control board 100, the sub-control board 90 also outputs sound from the speaker 67 via the sound control board 106 (executing various sound effects using the sound), lights up the board lamp 5 and the frame lamp 66 via the lamp control board 107 (executing various light-emitting effects using the light), and operates the board movable body 15 (executing various movable body effects using the movement). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0264] The performance control microcomputer 91 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0265] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0266] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 ms period is input to the sub-control board 90. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 35, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in this order.
[0267] In the input process (S4101), operations on the operation parts that can be operated by the player, such as the effect button detection switch 63a and the select button detection switch 64a, are detected, and commands are set or effect data is created according to the detection results.
[0268] In the light emission data output process (S4102), light emission data (lamp data) is output to the lamp control board 107 based on the performance data created in the input process and the performance data creation process described later, in order to cause lamps such as the frame lamp 66 and the board lamp 5 to emit light at timings that match the image-based performance, etc. In other words, the performance control microcomputer 91 causes the frame lamp 66, the board lamp 5, etc. to emit light in a predetermined light emission mode in accordance with the light emission data.
[0269] In the movable body control process (S4103), drive data is output to perform movable body effects that operate movable bodies such as the board movable body 15 at predetermined timings based on the performance data created in the input process (S4101) and the performance data creation process described below. In other words, the performance control microcomputer 91 performs movable body effects that operate the board movable body 15 and the like in a predetermined operating mode according to the drive data. In the watchdog timer process, a reset setting of the watchdog timer is performed.
[0270] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in Fig. 36, the 10 ms timer interrupt processing (S4012) sequentially executes received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.
[0271] In the received command analysis process (S4201), the command stored in the receive buffer of RAM 94 by the receive interrupt process (S4010) is analyzed and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process (S4202), a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start and end timings of the effective operation periods of operation parts such as the performance button 63 and the select button 64 are measured.
[0272] In the audio control process (S4203), based on the results of the input process (S4101) and the received command analysis process (S4201), audio data (data that controls the audio output from the speaker 67) is created and output to the audio control board 106. In the performance data creation process (S4204), performance data is created based on the results of the received command analysis process (S4201).
[0273] Here, an example of processing when the performance control microcomputer 91 receives a command from the game control microcomputer 81 will be described. The command received by the performance control microcomputer 91 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 91 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a fluctuation performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command, sets information about the sub-fluctuation pattern, and sets a fluctuation performance start command including information about the sub-fluctuation pattern in the output buffer, as processing when the fluctuation start command is received. For example, if the special chart fluctuation pattern indicated by the fluctuation start command is an SP fluctuation (a fluctuation pattern associated with an SP reach), it selects a sub-fluctuation pattern that performs an SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and sound control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. Note that the flow of processing related to the realization of such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant variations, and control of the effect mode.
[0274] [Received Command Analysis Processing] Next, the received command analysis processing (S4201) will be described in detail with reference to Fig. 37. In the received command analysis processing (S4201), first, as shown in Fig. 37, the performance control microcomputer 91 determines whether or not a start winning command has been received from the main control board 80 (S4401), and if so, performs a look-ahead performance determination processing (S4402). In the look-ahead performance determination processing (S4402), the start winning command is analyzed, and based on the analysis results, a lottery is performed for look-ahead performances such as so-called hold change notices and consecutive notices, and a look-ahead performance start command corresponding to the lottery results is set in the output buffer of RAM 94.
[0275] Next, the presentation control microcomputer 91 determines whether or not a game state designation command has been received (S4403), and if so, performs a presentation mode update process (S4404). In the presentation mode update process (S4404), the game state designation command is analyzed, and a presentation mode is selected based on the analysis result, and a presentation mode setting command for setting the presentation mode corresponding to the selection is set in the output buffer of the RAM 94.
[0276] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (S4405), and if so, performs a fluctuation performance start process (S4406). In the fluctuation performance start process (S4406), the fluctuation start command is analyzed, and a fluctuation performance pattern (content) is selected based on the analysis result. Then, a fluctuation performance start command for starting the fluctuation performance with the selected fluctuation performance pattern is set in the output buffer of RAM 94.
[0277] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (S4407), and if so, performs a fluctuation performance end process (S4408). In the fluctuation performance end process (S4408), the fluctuation stop command is analyzed, and based on the analysis result, a fluctuation performance end command for definitively stopping and displaying the performance symbols 8L, 8C, and 8R is set in the output buffer of the RAM 94.
[0278] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4409), and if so, performs opening effect selection processing (S4410). In the opening effect selection processing (S4410), the opening command is analyzed, and based on the analysis results, an opening effect pattern (content) to be executed during the opening of the special game is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of RAM 94.
[0279] Next, the effect control microcomputer 91 determines whether an ending command has been received from the main control board 80 (S4411), and if so, performs an ending effect selection process (S4412). In the ending effect selection process (S4412), the ending command is analyzed, and based on the analysis results, an ending effect pattern (content) to be executed during the ending of the jackpot game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of RAM 94.
[0280] Next, the effect control microcomputer 91 determines whether or not a V-passing command has been received from the main control board 80 (S4413), and if so, performs V-passing notification effect start processing (S4414). In the V-passing notification effect start processing (S4414), a V-passing notification effect start command for starting the V-passing notification effect is set in the output buffer of the RAM 94. The V-passing notification effect is an effect for notifying the player that a V-passing (passing into the specific area 39) has occurred. In this embodiment, it is an effect in which a predetermined V-passing notification image (e.g., a character image showing the letter "V") is displayed on the display screen 7a. In this pachinko gaming machine 1 that executes a type 2 jackpot game based on passing into the specific area 39, the display of the character image "V" as the V-passing notification effect also serves as a notification of a jackpot win. Note that the V-passing notification effect may be implemented in other ways, such as by outputting a special sound effect from the speaker 67.
[0281] Next, as other processing (S4415), processing based on received commands other than the above commands is performed, and the received command analysis processing ends.
[0282] 9.Effects of this form As explained in detail above, according to the pachinko gaming machine 1 of this embodiment, when the result of the jackpot determination process is a special miss, the game machine is controlled to a minute time-shortened state in which the game ball is more likely to enter the second starting hole 21 than in the normal game state, without going through the jackpot game state. The minute time-shortened state includes minute time-shortened state A and minute time-shortened state B, and when a jackpot is determined in minute time-shortened state B, it is set to be more advantageous for the player than when a jackpot is determined in minute time-shortened state A. Specifically, the normal time-shortened state, which is entered based on a jackpot determination in minute time-shortened state B, is set to have a greater number of time-shortened states than the normal time-shortened state, which is entered based on a jackpot determination in minute time-shortened state A (see FIG. 9). Furthermore, when the number of times the special symbol changes from the normal game state without determining a jackpot is small (e.g., 100 times), the likelihood of being controlled to the micro-time-saving state A is set higher than the likelihood of being controlled to the micro-time-saving state B. On the other hand, when the number of times the special symbol changes from the normal game state without determining a jackpot is large (e.g., 500 times), the likelihood of being controlled to the micro-time-saving state B is set higher than the likelihood of being controlled to the micro-time-saving state A. In other words, the longer a player gets stuck in a game without hitting a jackpot from the normal game state, the more likely they are to be controlled to the micro-time-saving state B than the micro-time-saving state A. In this way, the longer a player gets stuck in a game without hitting a jackpot from the normal game state, the more advantageous it is for the player when they hit a jackpot. Specifically, it is possible to provide a novel gameplay in which the number of times the time-saving state is set to the normal time-saving state is likely to increase. In other words, even if a player starts playing from the normal game state and does not hit a jackpot for a long time, resulting in a large number of special symbol changes, it is possible to increase the player's motivation to play.
[0283] Furthermore, according to the pachinko gaming machine 1 of this embodiment, if the result of the jackpot determination process in the normal gaming state is special symbol 1_missing symbol A, the machine is controlled to the micro-time-shortening state A without going through the jackpot gaming state, and if the result of the jackpot determination process in the micro-time-shortening state A is special symbol 1_missing symbol B, the machine is controlled to the micro-time-shortening state B (see FIG. 9). However, even if the result of the jackpot determination process in the normal gaming state is special symbol 1_missing symbol B, the machine does not transition to the micro-time-shortening state B (see FIGS. 9 and 10). In this way, the more you get stuck in the normal gaming state without hitting a jackpot, the easier it becomes to transition from the normal gaming state to the micro-time-shortening state A to the micro-time-shortening state B.
[0284] Furthermore, according to the pachinko gaming machine 1 of this embodiment, even if the result of the jackpot determination process in the micro-time-saving state B is special symbol 1_missing symbol A, the machine does not transition to the micro-time-saving state A. In other words, the machine does not transition from the micro-time-saving state B to the micro-time-saving state A. Therefore, the more you get stuck in the normal game state without hitting a jackpot, the easier it becomes to transition from the normal game state to the micro-time-saving state A to the micro-time-saving state B.
[0285] Furthermore, according to this embodiment of the pachinko gaming machine 1, if a special symbol 1_missing symbol A is drawn, the machine may be controlled to the micro-time-saving state A without going through the jackpot gaming state. Also, if a special symbol 1_missing symbol B is drawn, the machine may be controlled to the micro-time-saving state B without going through the jackpot gaming state. However, if a special symbol 1_missing symbol A that triggers the transition to the micro-time-saving state A is drawn in the micro-time-saving state A, it is treated as a normal miss, and the micro-time-saving state A is maintained. On the other hand, if a special symbol 1_missing symbol B is drawn in the micro-time-saving state A, the machine is controlled to the micro-time-saving state B. In this way, if a special symbol 1_missing symbol A is drawn in the micro-time-saving state A, the gaming state does not change, but if a special symbol 1_missing symbol B is drawn in the micro-time-saving state A, the machine can transition to the micro-time-saving state B, providing a novel gameplay.
[0286] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the advantage to the player is set to be different when a jackpot is determined in the drawing of special chart 1 in the minute time-shortening state A and when a jackpot is determined in the drawing of special chart 1 in the minute time-shortening state B. Specifically, when a jackpot is determined in the drawing of special chart 1 in the minute time-shortening state B, the number of time-shortening cycles in the normal time-shortening state to which the machine transitions after a jackpot game is more likely to occur than when a jackpot is determined in the drawing of special chart 1 in the minute time-shortening state A (see Figures 9 and 10). Therefore, it is possible to draw the player's attention to whether the machine is controlled in the minute time-shortening state A or the minute time-shortening state B.
[0287] Furthermore, according to the pachinko gaming machine 1 of this embodiment, even if a special symbol 1_missing symbol A, which triggers a transition to the minute time-saving state A, is drawn in the normal game state, a change effect indicating a complete miss is executed while the daytime background image Ha remains displayed on the display screen 7a. That is, even if a change effect is executed when a special symbol 1_missing symbol A, which triggers a transition to the minute time-saving state A, is drawn, a change effect indicating a transition to the minute time-saving state A is not executed. Then, in the minute time-saving state A, as in the normal game state, a change effect is executed while the daytime background image Ha remains displayed on the display screen 7a (see Figures 39(A) and 39(B)). Thus, in the minute time-saving state A, it is impossible to tell that the state is controlled to the minute time-saving state A. However, if a special symbol 1_missing symbol A is drawn while the state is controlled to the minute time-saving state A, a slight fever mode promotion effect shown in Figure 40(A) is executed, followed by a slight fever mode notification success effect shown in Figure 40(B-1). In this way, it is possible for the player to understand that although the micro-time-saving state A is maintained, the player is being controlled to the micro-time-saving state A as a bonus for drawing the special pattern 1_missing pattern.
[0288] 10. Example of changes Modified examples will be explained below. In the explanation of the modified examples, the same components as those of the pachinko gaming machine 1 of the above embodiment (first embodiment) will be assigned the same reference numerals and explanations thereof will be omitted. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0289] In the above-mentioned form (first form), there are three minute time-shortening states: minute time-shortening state A, minute time-shortening state B, and minute time-shortening state C. However, as in the first modified example shown in Fig. 43, there may be only two minute time-shortening states: minute time-shortening state A (first specific game state) and minute time-shortening state B (second specific game state). The first modified example shown in Fig. 43 will be described below.
[0290] As shown in FIG. 43, in the first modified example, unlike the above form (first form), when special symbol 1_missing symbol B is drawn in the normal gaming state, the game is controlled to a minute time-saving state B in which the number of time-saving times is set to 1140 without going through a jackpot gaming state. Note that in the first modified example, similar to the above form, when special symbol 1_missing symbol A is drawn in the normal gaming state, the game is controlled to a minute time-saving state A in which the number of time-saving times is set to 1140 without going through a jackpot gaming state. In this way, the game may transition from the normal gaming state to the minute time-saving state A or the minute time-saving state B.
[0291] However, when in the micro-time-saving state B, as in the above form (first form), even if you draw special chart 1_missing pattern A, it is treated as a normal miss and you will not transition to micro-time-saving state A. Therefore, you will not transition from micro-time-saving state B to micro-time-saving state A. And in the first variant, as in the above form, the probability of drawing special chart 1_missing pattern A in the special chart 1 lottery is about 1 / 100, while the probability of drawing special chart 1_missing pattern B in the special chart 1 lottery is about 1 / 300.
[0292] As a result, in the first modified example, as in the above form (first form), when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is small (for example, 100 times), the possibility of being controlled to the minute time-shortening state A is set to be higher than the possibility of being controlled to the minute time-shortening state B. On the other hand, when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is large (for example, 500 times), the possibility of being controlled to the minute time-shortening state B is set to be higher than the possibility of being controlled to the minute time-shortening state A. Therefore, even in the first modified example, the more a player gets stuck in a game without winning a jackpot from the normal game state, the more advantageous it becomes for the player when they win a jackpot; specifically, it is possible to provide a novel gameplay in which the number of time-shortening times set in the normal time-shortening state is likely to be large.
[0293] In the above-described form (first form), there is no transition from the minute time-saving state B to the minute time-saving state A. In contrast, in the second modified example shown in FIG. 44, there is a transition from the minute time-saving state B to the minute time-saving state A. The second modified example shown in FIG. 44 will be described below.
[0294] As shown in Figure 44, in the second modified example, unlike the above form (first form), the probability of drawing special chart 1_missing symbol A in the lottery for special chart 1 is about 1 / 300, while the probability of drawing special chart 1_missing symbol B in the lottery for special chart 1 is about 1 / 100. In other words, it is easier to draw special chart 1_missing symbol B, which triggers a transition to the slight time-saving state B, than special chart 1_missing symbol A, which triggers a transition to the slight time-saving state A.
[0295] However, in the second modified example, as with the above form (first form), even if you draw special chart 1_missing symbol B in the normal game state, it is treated as a normal miss and you will not transition to micro-time-saving state B. In other words, although it is easier to draw special chart 1_missing symbol B than special chart 1_missing symbol A in the lottery for special chart 1, you will not immediately transition from the normal game state to micro-time-saving state B. And in micro-time-saving state A, if you draw special chart 1_missing symbol A, you will again be controlled to micro-time-saving state A, where the number of time-saving times is set to 1140, while if you draw special chart 1_missing symbol B, you will be controlled to micro-time-saving state B, where the number of time-saving times is set to 1140. At this time (when in the micro-time-saving state A), it is easier to draw Special Chart 1_Missing Pattern B than Special Chart 1_Missing Pattern A, so the more times the special pattern changes without drawing a jackpot, the higher the chance of transitioning to the micro-time-saving state B.
[0296] As a result, in the second modified example, as in the above form (first form), when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is small (for example, 100 times), the possibility of being controlled to the minute time-shortening state A is set to be higher than the possibility of being controlled to the minute time-shortening state B. On the other hand, when the number of times the special symbol changes from the normal game state without being determined to be a jackpot is large (for example, 500 times), the possibility of being controlled to the minute time-shortening state B is set to be higher than the possibility of being controlled to the minute time-shortening state A. Therefore, in the second modified example, the more a player gets stuck in the normal game state without winning a jackpot, the more advantageous it becomes for the player when he or she wins a jackpot; specifically, it is possible to provide a novel gameplay in which the number of time-shortening times set in the normal time-shortening state is likely to be large.
[0297] In the above-mentioned form (first form), the more the number of times the special symbol changes from the normal game state without being judged to be a jackpot, the more advantageous it is for the player when a jackpot is judged (the more likely the number of times time-saving is performed in the normal time-saving state). In contrast, in the third modified example shown in FIG. 45, the more the number of times the special symbol changes from the normal game state without being judged to be a jackpot, the more disadvantageous it is for the player when a jackpot is judged (the more likely the number of times time-saving is performed in the normal time-saving state). The third modified example shown in FIG. 45 will be explained below.
[0298] As shown in FIG. 45, in the third modified example, similar to the above form (first form), in the normal game state, if the special symbol 1_jackpot symbol A is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 10,000, if the special symbol 1_jackpot symbol B is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 165, and if the special symbol 1_jackpot symbol C is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 100. Then, in the slight time-saving state A, if the special symbol 1_jackpot symbol A is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 10,000, if the special symbol 1_jackpot symbol B is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 165, and if the special symbol 1_jackpot symbol C is won, the time-saving count is controlled to the normal time-saving state where the number of times is set to 50.
[0299] However, in the third modified example, unlike the above form (first form), in the slight time-saving state B, if the special chart 1_jackpot pattern A is won, the time-saving count is controlled to the normal time-saving state where the count is set to 10,000 times, if the special chart 1_jackpot pattern B is won, the time-saving count is controlled to the normal time-saving state where the count is set to 50 times, and if the special chart 1_jackpot pattern C is won, the time-saving count is controlled to the normal time-saving state where the count is set to 50 times. And in the slight time-saving state C, if the special chart 1_jackpot pattern A is won, the time-saving count is controlled to the normal time-saving state where the count is set to 50 times, if the special chart 1_jackpot pattern B is won, the time-saving count is controlled to the normal time-saving state where the count is set to 50 times, and if the special chart 1_jackpot pattern C is won, the time-saving count is controlled to the normal time-saving state where the count is set to 50 times.
[0300] Thus, in the third modified example, the number of time-saving times is likely to increase in the normal time-saving state to which a player transitions when a jackpot is won, in the order of normal game state > slight time-saving state A > slight time-saving state B > slight time-saving state C. As explained in the above embodiment, if a player progresses from the normal game state and does not win a jackpot, the game may transition in the order of normal game state ⇒ slight time-saving state A ⇒ slight time-saving state B ⇒ slight time-saving state C. Therefore, the more a player gets stuck in the normal game state without winning a jackpot, the fewer the number of time-saving times will likely be when a jackpot is won, resulting in a novel gameplay. In other words, it is possible to provide a novel gameplay in which the number of time-saving times is likely to increase the sooner a player starts playing from the normal game state and wins a jackpot.
[0301] <Second form> In the first form, if a special miss (special chart 1_missing symbol A, special chart 1_missing symbol B, special chart 1_missing symbol C) was drawn in the normal game state, it was possible to transition only to the slight time-saving state A (see Figures 9 and 10). In contrast, in the second form, as shown in Figures 46 and 48, if a special miss (special chart 1_missing symbol A, special chart 1_missing symbol B, special chart 1_missing symbol C) was drawn in the normal game state, it was possible to transition to either the slight time-saving state A, the slight time-saving state B, or the slight time-saving state C. Below, we will mainly explain the differences from the first form.
[0302] As shown in Figure 46, if special symbol 1_missing symbol A is drawn in normal game mode, when the stop time of the special symbol has elapsed, the game will be controlled to micro-time-saving state A, in which the number of time-saving times is set to 1140. Also, if special symbol 1_missing symbol B is drawn in normal game mode, when the stop time of the special symbol has elapsed, the game will be controlled to micro-time-saving state B, in which the number of time-saving times is set to 1140. Also, if special symbol 1_missing symbol C is drawn in normal game mode, when the stop time of the special symbol has elapsed, the game will be controlled to micro-time-saving state C, in which the number of time-saving times is set to 1140. Thus, as shown in Figure 48, if a special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) is drawn in normal game mode, it will not be treated as a normal miss, and will always transition to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C).
[0303] Furthermore, if Special 1_Missing Symbol B is drawn in Micro Time-Saving State A, when the stop time of the special symbol has elapsed, the game will be controlled to Micro Time-Saving State B, where the number of time-saving times is set to 1140. Furthermore, if Special 1_Missing Symbol C is drawn in Micro Time-Saving State A, when the stop time of the special symbol has elapsed, the game will be controlled to Micro Time-Saving State C, where the number of time-saving times is set to 1140. However, if Special 1_Missing Symbol A is drawn in Micro Time-Saving State A, it is treated as a normal miss, and Micro Time-Saving State A will be maintained even after the stop time of the special symbol has elapsed. Thus, as shown in Figure 48, when a special miss (Special 1_Missing Symbol B, Special 1_Missing Symbol C) other than Special 1_Missing Symbol A, which triggered the transition to Micro Time-Saving State A, is drawn in Micro Time-Saving State A, the game will transition to a Micro Time-Saving State other than Micro Time-Saving State A (Micro Time-Saving State B, Micro Time-Saving State C).
[0304] Furthermore, if Special 1_Missing Symbol C is drawn in Micro Time-Saving State B, once the stop time of the special symbol has elapsed, the game will be controlled to Micro Time-Saving State C, in which the number of time-saving cycles is set to 1140. Also, if Special 1_Missing Symbol A is drawn in Micro Time-Saving State B, once the stop time of the special symbol has elapsed, the game will be controlled to Micro Time-Saving State A, in which the number of time-saving cycles is set to 1140. However, if Special 1_Missing Symbol B is drawn in Micro Time-Saving State B, it is treated as a normal miss, and Micro Time-Saving State B will be maintained even after the stop time of the special symbol has elapsed. Thus, as shown in Figure 48, if a special miss (Special 1_Missing Symbol C, Special 1_Missing Symbol A) other than Special 1_Missing Symbol B, which triggered the transition to Micro Time-Saving State B, is drawn in Micro Time-Saving State B, the game will transition to a Micro Time-Saving State other than Micro Time-Saving State B (Micro Time-Saving State C, Micro Time-Saving State A).
[0305] Furthermore, if Special 1_Missing Symbol A is drawn in the micro-time-saving state C, when the stop time of the special symbol has elapsed, the game will be controlled to Micro-Time-Saving State A, where the number of time-saving cycles is set to 1140. Furthermore, if Special 1_Missing Symbol B is drawn in the micro-time-saving state C, when the stop time of the special symbol has elapsed, the game will be controlled to Micro-Time-Saving State B, where the number of time-saving cycles is set to 1140. However, if Special 1_Missing Symbol C is drawn in the micro-time-saving state C, it is treated as a normal miss, and Micro-Time-Saving State C will be maintained even after the stop time of the special symbol has elapsed. Thus, as shown in Figure 48, when a special miss (Special 1_Missing Symbol A, Special 1_Missing Symbol B) other than Special 1_Missing Symbol C, which triggered the transition to Micro-Time-Saving State C, is drawn in the micro-time-saving state C, the game will transition to a micro-time-saving state other than Micro-Time-Saving State C (Micro-Time-Saving State A, Micro-Time-Saving State B).
[0306] In the second form, as shown in Figure 47, in the normal game state and the slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C), the number of times each time-saving state is entered when a jackpot (Special chart 1_jackpot pattern A, Special chart 1_jackpot pattern B, Special chart 1_jackpot pattern C) is won in the lottery for special chart 1 is the same as in the first form (see Figure 10). Therefore, in the slight time-saving state, the game state that is most advantageous to the player can be said to be slight time-saving state C > slight time-saving state B > slight time-saving state A, just like in the first form.
[0307] In the second form, as shown in Fig. 48, after the normal game state shifts to the micro-time-shortening state (micro-time-shortening state A, micro-time-shortening state B, micro-time-shortening state C), if the player does not win a jackpot but gets a special miss, the game state shifts among the micro-time-shortening states (micro-time-shortening state A, micro-time-shortening state B, micro-time-shortening state C). However, as explained in the first form, the player is basically made to think that he is being controlled to the normal game state, and even if he is being controlled to the micro-time-shortening state, he is unable to tell which micro-time-shortening state he is being controlled to.
[0308] Based on this premise, when the machine is controlled to the micro-time-saving state A, if the special symbol 1_missing symbol A, which triggers the transition to the micro-time-saving state A, is drawn, the change effect will be the slight fever mode promotion effect shown in FIG. 40(A), followed by the slight fever mode notification success effect shown in FIG. 40(B-1). Furthermore, even if the special symbol 1_missing symbol B or the special symbol 1_missing symbol C is drawn when the machine is controlled to the micro-time-saving state A, the change effect will be the effect of the symbols 8L, 8C, and 8R changing and then stopping in a complete miss mode (a scattered pattern), and no effect suggesting a transition to the micro-time-saving state (micro-time-saving state B, micro-time-saving state C) will be executed. Thus, when the machine is controlled to the micro-time-saving state A, the fact that the machine is controlled to the micro-time-saving state A will be notified only if the special symbol 1_missing symbol A, which triggers the transition to the micro-time-saving state A, is drawn. This allows the player to understand that he or she is being controlled into the slight time-saving state A as a bonus for drawing the special pattern 1_missing pattern A.
[0309] Also, when controlled in the micro-time-saving state B, if the special symbol 1_missing symbol B, which triggered the transition to the micro-time-saving state B, is drawn, the change effect will be the super-hot mode promotion effect shown in FIG. 41(A), followed by the super-hot mode notification success effect shown in FIG. 41(B-1). Even if the special symbol 1_missing symbol C or the special symbol 1_missing symbol A is drawn when controlled in the micro-time-saving state B, the change effect will be the display of the effect symbols 8L, 8C, and 8R, which will go through a variable display and stop in a miss mode (a scattered pattern), and no effect suggesting a transition to the micro-time-saving state (micro-time-saving state C, micro-time-saving state A) will be executed. Thus, when controlled in the micro-time-saving state B, the fact that the game is controlled in the micro-time-saving state B will be notified only if the special symbol 1_missing symbol B, which triggered the transition to the micro-time-saving state B, is drawn. This allows the player to have a great sense of elation at being controlled in the slight time-saving state B as a bonus for drawing the special pattern 1_missing pattern B.
[0310] Also, when controlled to the micro-time-saving state C, if the special symbol 1_missing symbol C, which triggered the transition to the micro-time-saving state C, is drawn, the change effect will be the scorching mode promotion effect shown in FIG. 42(A), followed by the scorching mode notification success effect shown in FIG. 42(B-1). Even if the special symbol 1_missing symbol A or the special symbol 1_missing symbol B is drawn when controlled to the micro-time-saving state C, the change effect will be the display of the effect symbols 8L, 8C, and 8R, which will change and then stop in a miss mode (a scattered pattern), and no effect suggesting a transition to the micro-time-saving state (micro-time-saving state A, micro-time-saving state B) will be executed. Thus, when controlled to the micro-time-saving state C, the fact that the state is controlled to the micro-time-saving state C will be notified only if the special symbol 1_missing symbol C, which triggered the transition to the micro-time-saving state C, is drawn. This allows the player to feel a great sense of elation as they are controlled in the slight time-saving state C as a special bonus for drawing the special pattern 1_missing pattern C. The contents (configuration, action and effect) other than those described above are the same as those of the first form, so the explanation will be omitted.
[0311] <3rd form> In the first form, as shown in FIG. 9, the normal game state was disadvantageous compared to the minute time-saving state B and minute time-saving state C in that the number of times of time-saving in the normal time-saving state to which the player transitions when a jackpot (Special Chart 1_Jackpot Pattern A, Special Chart 1_Jackpot Pattern B, Special Chart 1_Jackpot Pattern C) is won in the lottery for Special Chart 1 is likely to be fewer. In contrast, in the third form, as shown in FIG. 49, the normal game state is advantageous compared to the minute time-saving states (minute time-saving state A, minute time-saving state B, minute time-saving state C) in that the number of times of time-saving in the normal time-saving state to which the player transitions when a jackpot (Special Chart 1_Jackpot Pattern A, Special Chart 1_Jackpot Pattern B, Special Chart 1_Jackpot Pattern C) is won in the lottery for Special Chart 1 is likely to be greater. Below, we will mainly explain the differences from the first form.
[0312] As shown in Figures 49 and 50, if a player wins "Special Chart 1_Jackpot Pattern A" during normal gameplay, the game transitions to a normal time-saving mode where the number of time-saving cycles is set to 10,000 after the jackpot. If a player wins "Special Chart 1_Jackpot Pattern B" during normal gameplay, the game transitions to a normal time-saving mode where the number of time-saving cycles is also set to 10,000 after the jackpot. If a player wins "Special Chart 1_Jackpot Pattern C" during normal gameplay, the game transitions to a normal time-saving mode where the number of time-saving cycles is also set to 10,000 after the jackpot. Thus, if a player wins a jackpot in the Special Chart 1 lottery during normal gameplay, the next jackpot win is guaranteed in the normal time-saving mode to which the player transitions. Therefore, the normal gameplay state is an extremely advantageous game state.
[0313] Furthermore, if "Special Chart 1_Jackpot Pattern A" is selected in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. If "Special Chart 1_Jackpot Pattern B" is selected in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 165. If "Special Chart 1_Jackpot Pattern C" is selected in the micro-time-saving state A, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 50. Thus, compared to the normal game state, the micro-time-saving state A is a significantly disadvantageous game state in that the number of time-saving times in each of the time-saving states to which the game transitions when the jackpot (Special Chart 1_Jackpot Pattern A, Special Chart 1_Jackpot Pattern B, Special Chart 1_Jackpot Pattern C) is selected in the Special Chart 1 lottery is likely to be smaller.
[0314] Furthermore, if "Special Chart 1_Jackpot Pattern A" is selected in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. If "Special Chart 1_Jackpot Pattern B" is selected in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 165. If "Special Chart 1_Jackpot Pattern C" is selected in the micro-time-saving state B, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 100. Thus, while micro-time-saving state B is a less favorable game state than the normal game state, it is more favorable than micro-time-saving state A in that the number of time-saving times in each of the time-saving states to which the game transitions when the jackpot (Special Chart 1_Jackpot Pattern A, Special Chart 1_Jackpot Pattern B, Special Chart 1_Jackpot Pattern C) is selected in the Special Chart 1 lottery is more likely to be increased.
[0315] Furthermore, if "Special Chart 1_Jackpot Pattern A" is selected in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 10,000. If "Special Chart 1_Jackpot Pattern B" is selected in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is set to 165. If "Special Chart 1_Jackpot Pattern C" is selected in the micro-time-saving state C, after the jackpot game, the game will transition to the normal time-saving state, where the number of time-saving times is also set to 165. Thus, while micro-time-saving state C is a less favorable game state than the normal game state, it is more favorable than micro-time-saving state A and micro-time-saving state B in that the number of time-saving times in each of the time-saving states to which the game transitions when the jackpot (Special Chart 1_Jackpot Pattern A, Special Chart 1_Jackpot Pattern B, Special Chart 1_Jackpot Pattern C) is selected in the Special Chart 1 lottery is more likely to be increased. As described above, in the third mode, the game states advantageous to the player can be said to be normal game state>slightly time-shortened state C>slightly time-shortened state B>slightly time-shortened state A in that order.
[0316] Also, in the third form, as shown in Figures 49 and 51, if you draw a special miss (Special Chart 1_Missing Pattern A, Special Chart 1_Missing Pattern B, Special Chart 1_Missing Pattern C) in the normal game state, it will not be treated as a normal miss, and you will transition to the respective slight time-saving state (Slight time-saving state A, Slight time-saving state B, Slight time-saving state C).
[0317] Also, if you draw special symbol 1_missing symbol B in short time-saving state A, when the stop time of the special symbol has elapsed, you will be controlled to short time-saving state B, where the number of time-saving times is set to 1140, and if you draw special symbol 1_missing symbol C in short time-saving state A, when the stop time of the special symbol has elapsed, you will be controlled to short time-saving state C, where the number of time-saving times is set to 1140. Also, if you draw special symbol 1_missing symbol C in short time-saving state B, when the stop time of the special symbol has elapsed, you will be controlled to short time-saving state C, where the number of time-saving times is set to 1140, and if you draw special symbol 1_missing symbol A in short time-saving state B, when the stop time of the special symbol has elapsed, you will be controlled to short time-saving state A, where the number of time-saving times is set to 1140. Furthermore, if special symbol 1_missing symbol A is drawn in the short time-saving state C, when the stop time of the special symbol has elapsed, the state will be controlled to short time-saving state A, where the number of time-saving times is set to 1140, and if special symbol 1_missing symbol B is drawn in the short time-saving state B, when the stop time of the special symbol has elapsed, the state will be controlled to short time-saving state B, where the number of time-saving times is set to 1140.
[0318] In the third form, when the player is in the slight time-saving state A and draws the special symbol 1_missing symbol A again, which triggered the transition to the slight time-saving state A; when the player is in the slight time-saving state B and draws the special symbol 1_missing symbol B again, which triggered the transition to the slight time-saving state B; and when the player is in the slight time-saving state C and draws the special symbol 1_missing symbol C again, a large bonus is awarded in each case.
[0319] Specifically, as shown in Figures 49 and 51, when in the micro-time-saving state A, if the player draws the special symbol 1_missing symbol A that triggered the transition to the micro-time-saving state A, it is not treated as a normal miss (it is not simply that the number of time-saving times is consumed once), but the player is controlled to the micro-time-saving state A where the number of time-saving times is set to one. Also, when in the micro-time-saving state B, if the player draws the special symbol 1_missing symbol B that triggered the transition to the micro-time-saving state B, it is not treated as a normal miss (it is not simply that the number of time-saving times is consumed once), but the player is controlled to the micro-time-saving state B where the number of time-saving times is set to one. Also, when in the micro-time-saving state C, if the player draws the special symbol 1_missing symbol C that triggered the transition to the micro-time-saving state C, it is not treated as a normal miss (it is not simply that the number of time-saving times is consumed once), but the player is controlled to the micro-time-saving state C where the number of time-saving times is set to one.
[0320] In this way, when the game is controlled to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) in which the number of time-saving times is set to one, if the variable display of the special symbol is performed once in that micro-time-saving state (if the one time-saving time is consumed), the game will transition to the extremely advantageous normal game state. Therefore, in each micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), if the special miss (special symbol 1_miss symbol A, special symbol 1_miss symbol B, special symbol 1_miss symbol C) that triggered the transition to that micro-time-saving state is drawn again, it is possible to provide a novel game feature in which the game can immediately transition to the extremely advantageous normal game state. In other words, even if the game has transitioned to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) that is less favorable than the normal game state, by drawing a special miss that triggered the control to the currently controlled micro-time-saving state, it is possible to receive a great benefit of suddenly reducing the number of times the time has been saved to one.
[0321] Next, the presentation modes when controlled in the normal game state and the minute time-shortening state (minute time-shortening state A, minute time-shortening state B, minute time-shortening state C) in the third form will be explained. In the third form, when controlled in the normal game state, it is set to the Heaven mode, when controlled in the minute time-shortening state A, it is set to the Small Good Luck mode, when controlled in the minute time-shortening state B, it is set to the Medium Good Luck mode, and when controlled in the minute time-shortening state C, it is set to the Great Good Luck mode.
[0322] As shown in FIG. 52(A), in heaven mode, a daytime background image Ha is displayed, and a heaven mode suggestion image EM1 showing the word "heaven" is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the heaven mode suggestion image EM1, the player can understand that the game is being controlled to the normal gaming state. Also, as shown in FIG. 52(B), in small fortune mode, a daytime background image Ha is displayed, and a small fortune mode suggestion image EM2 showing the word "small fortune" is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the small fortune mode suggestion image EM2, the player can understand that the game is being controlled to the slight time-shortening state A.
[0323] As shown in FIG. 52(C), in the Chukichi mode, a daytime background image Ha is displayed, and a Chukichi mode suggestion image EM3 showing the characters "Chukichi" (Chukichi) is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the Chukichi mode suggestion image EM3, the player can understand that the game is being controlled to the minute time-saving state B. As shown in FIG. 52(D), in the Daikichi mode, a daytime background image Ha is displayed, and a Daikichi mode suggestion image EM4 showing the characters "Daikichi" (Daikichi) is displayed in the upper left corner of the display screen 7a. Therefore, by looking at the Daikichi mode suggestion image EM4, the player can understand that the game is being controlled to the minute time-saving state C. As described above, in the third mode, when the game is controlled to the normal game state or the minute time-saving state (minute time-saving state A, minute time-saving state B, minute time-saving state C), the player can understand the current game state.
[0324] Next, a case where the heaven mode teaser effect is executed when the machine is controlled to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) will be described with reference to FIG. 53. A case where the heaven mode teaser effect is executed when the machine is controlled to the micro-time-saving state A will be described as an example. When the heaven mode teaser effect is executed, as shown in FIG. 53(A), the left and right performance symbols 8L and 8R are each temporarily stopped, and the center performance symbol 8C showing the words "Heaven Chance" gradually slows down and moves toward the center of the display screen 7a. In this way, the player is made to expect the center performance symbol 8C showing the words "Heaven Chance" to stop and be displayed in the center of the display screen 7a.
[0325] After that, it branches into a case where the heaven mode transition possible effect shown in Fig. 53 (B-1) is executed, and a case where the heaven mode transition impossible effect shown in Fig. 53 (B-2) is executed. In the third form, when controlled in the micro-time-shortening state A, if the special chart 1_missing pattern A that triggered the transition to the micro-time-shortening state A is drawn, the heaven mode teasing effect and the heaven mode transition possible effect are executed. Also, when controlled in the micro-time-shortening state A, if the normal miss (special chart 1_missing pattern D) is drawn, the heaven mode teasing effect and the heaven mode transition impossible effect may be executed by lottery.
[0326] As shown in Figure 53 (B-1), when the Heaven mode transition effect is executed, the center effect symbol 8C, which displays the words "Heaven Chance," stops in the center of the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed in a definite stopped state. This allows the player to understand that the game can transition to Heaven mode, i.e., the normal game state. Then, as shown in Figure 53 (C-1), the display screen 50a displays the Kokichi mode suggestion image EM2 and the remaining number of changes image NC, which indicates "one change left until Heaven," and the change effect begins. The remaining number of changes image NC indicates the number of special symbol changes required to transition to the normal game state (Heaven mode). In this way, the player who sees the remaining number of changes image NC can understand that the game can transition to the normal game state (Heaven mode) once the special symbol change display is executed once. In the situation shown in Figure 53 (C-1), if the jackpot is not won and the game is a miss, the game will transition to the normal game state (heaven mode) after the stop time of the special symbol has elapsed.
[0327] On the other hand, as shown in Figure 53 (B-2), when the heaven mode transition impossible effect is executed, the medium effect symbol 8C showing the characters "heaven chance" passes downward from the display screen 7a, and the effect symbols 8L, 8C, and 8R are definitely stopped and displayed in a losing state ("583"). In this way, by executing the heaven mode transition impossible effect, it is notified that it is not possible to immediately transition to the normal gaming state (heaven mode). Then, as shown in Figure 53 (C-1), the next variable effect will start.
[0328] In the above, using Figure 53, a case where the heaven mode teasing effect is executed when controlled to the micro-time-saving state A is explained, but the same applies to a case where the heaven mode teasing effect is executed when controlled to the micro-time-saving state B or the micro-time-saving state C. In other words, when controlled to the micro-time-saving state B, if the special symbol 1_missing symbol B that triggers the transition to the micro-time-saving state B is drawn, the heaven mode teasing effect and the heaven mode transition possible effect are executed (see Figure 53 (A) (B-1)), and if a normal miss (special symbol 1_missing symbol D) is drawn, the heaven mode teasing effect and the heaven mode transition impossible effect may be executed by lottery. In addition, when the machine is controlled to the micro-time-saving state C, if the special symbol 1_missing symbol C, which triggers the transition to the micro-time-saving state C, is drawn, a heaven mode teasing effect and a heaven mode transition possible effect are executed (see Figure 53 (A) (B-1)), and if a normal miss (special symbol 1_missing symbol D) is drawn, a heaven mode teasing effect and a heaven mode transition impossible effect may be executed by lottery.
[0329] As described above, in the third mode, when the game is controlled in a slight time-saving state (slight time-saving state A, slight time-saving state B, slight time-saving state C), if the heaven mode teasing effect (see FIG. 53(A)) is executed, it is possible to create a great sense of expectation in the player that they may soon be able to transition to the advantageous normal game state (heaven mode). And, when the heaven mode transition possible effect (see FIG. 53(B-1)) is executed, it is possible to give the player a great sense of excitement that they will soon be able to transition to the advantageous normal game state (heaven mode). In other words, when the heaven mode transition possible effect (see FIG. 53(B-1)) is executed, it is possible to make the player understand that the number of time-saving times will suddenly be one (see FIG. 53(C-1)), and to present the impression that the game is suddenly approaching the advantageous normal game state (heaven mode).
[0330] As described above, according to the third form of pachinko gaming machine PY1, as shown in FIG. 49, if a special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) is drawn in the normal gaming state, the machine is controlled to a micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C) without going through the jackpot gaming state. Also, if a special miss that triggers a transition to the micro-time-saving state is drawn in the micro-time-saving state, the machine is controlled back to that micro-time-saving state. However, in the micro-time-saving state that is controlled when a special miss (special symbol 1_missing symbol A, special symbol 1_missing symbol B, special symbol 1_missing symbol C) is drawn in the normal gaming state, the number of time-saving times is set to 1140. On the other hand, in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), the number of time-saving states that is controlled when a special miss that triggers the transition to that micro-time-saving state is drawn is set to 1. In this way, even if the player is controlled to the same micro-time-saving state when a special miss (special chart 1_missing pattern A, special chart 1_missing pattern B, special chart 1_missing pattern C) is drawn in the normal game state and when a special miss that triggers the transition to that micro-time-saving state is drawn in the micro-time-saving state, it is possible to provide innovative gameplay in which the ending conditions for each micro-time-saving state are different.
[0331] Furthermore, according to the third form of pachinko gaming machine PY1, as shown in FIG. 49, the normal game state is set to be more advantageous than the micro-time-saving state (special game state 1_missing symbol A, special game state 1_missing symbol B, special game state 1_missing symbol C) in that the number of time-saving times set in the normal game state to which the player transitions when a jackpot is won in the lottery for special game state 1 is more likely to be increased. Furthermore, in the micro-time-saving state controlled when a special miss (special game state 1_missing symbol A, special game state 1_missing symbol B, special game state 1_missing symbol C) is drawn in the normal game state, the number of time-saving times is set to 1,140. In contrast, in the micro-time-saving state controlled when a special miss that triggers the transition to the micro-time-saving state is drawn in the micro-time-saving state (micro-time-saving state A, micro-time-saving state B, micro-time-saving state C), the number of time-saving times is set to an extremely small number of one. This allows for an immediate transition from the short-time-saving state to the advantageous normal game state if the special miss that triggered the transition to the short-time-saving state is drawn again during the short-time-saving state. In other words, if the special miss that triggered the transition to the short-time-saving state is drawn again during the short-time-saving state, it is possible to grant the player the benefit of being able to immediately transition to the advantageous normal game state.
[0332] <4th form> Before explaining the fourth mode, we will explain the problems with the conventional configuration. The game control microcomputer 81 is configured to set the variable status after a jackpot game. The variable status is information for determining which special chart variable pattern determination table to use when selecting a variable pattern in the game state after a jackpot game (particularly the normal time-saving state in the fourth mode).
[0333] In the fourth mode, when the special symbol 1_jackpot symbol A is won during normal gameplay, the game is controlled to a normal time-saving mode in which the number of time-saving cycles is set to 10,000 after the jackpot game. However, the game control microcomputer 81 sets the instant win variable status in the normal time-saving mode in which the number of time-saving cycles is set to 10,000 based on the win of the special symbol 1_jackpot symbol A (see FIG. 54). The instant win variable status is information indicating the use of a special symbol variable pattern determination table (not shown) for instant wins, which is likely to select a variable pattern with a very short variable time. Thus, in the normal time-saving mode in which the number of time-saving cycles is set to 10,000 after going from the normal game mode to the jackpot game mode, the special symbol variable pattern determination table for instant wins is used, and a variable pattern with a very short variable time is likely to be selected.
[0334] Furthermore, if the special symbol 1_jackpot symbol B is won in the normal game state, the game will be controlled to the normal time-saving state in which the number of time-saving times is set to 165 after the jackpot game. However, the game control microcomputer 81 sets the high continuation variable status in the normal time-saving state in which the number of time-saving times is set to 165 based on the win of the special symbol 1_jackpot symbol B (see FIG. 54). The high continuation variable status is information indicating the use of a high continuation special symbol variable pattern determination table (not shown) in which a variable pattern with a relatively short variable time is likely to be selected. Thus, in the normal time-saving state in which the number of time-saving times is set to 165 after going from the normal game state to the jackpot game state, the high continuation special symbol variable pattern determination table is used, and a variable pattern with a relatively short variable time is likely to be selected.
[0335] Furthermore, when the special symbol 1_jackpot symbol C is won in the normal game state, the game is controlled to the normal time-saving mode in which the number of time-saving times is set to 100 after the jackpot game. However, the game control microcomputer 81 sets the low continuation fluctuation status in the normal time-saving mode in which the number of time-saving times is set to 100 based on the win of the special symbol 1_jackpot symbol C (see FIG. 54). The low continuation fluctuation status is information indicating the use of a special symbol fluctuation pattern determination table (not shown) for low continuation, in which a fluctuation pattern with a relatively long fluctuation time is likely to be selected. Thus, in the normal time-saving mode in which the number of time-saving times is set to 100 after going from the normal game state to the jackpot game state, the special symbol fluctuation pattern determination table for low continuation is used, and a fluctuation pattern with a relatively long fluctuation time is likely to be selected.
[0336] Here, if the game control microcomputer 81 sets the post-jackpot variable status based solely on the type of winning jackpot symbol, as described above, the following problem occurs. For example, as shown in FIG. 54, if the special symbol 1_jackpot symbol B is won in the slight time-saving mode B, the game is controlled to a normal time-saving mode in which the number of time-saving cycles is set to 10,000 after the jackpot. In this case, the game control microcomputer 81 sets the high continuation variable status based on the winning of the special symbol 1_jackpot symbol B. However, since the high continuation variable status is a variable status set in the normal time-saving mode in which the number of time-saving cycles is set to 165, as described above, if it is set in the normal time-saving mode in which the number of time-saving cycles is set to 10,000, the player may feel uncomfortable with the variable time of the selected variable pattern. In other words, in the normal time-saving mode where the number of time-saving times is set to 10,000, even though it is assumed that a fluctuation pattern with a very short fluctuation time is likely to be selected, a situation arises in which a fluctuation pattern with a relatively short fluctuation time is likely to be selected.
[0337] For example, if a special symbol 1_jackpot symbol C is hit in the micro-time-saving mode C, the game is controlled to a normal time-saving mode with the number of time-saving cycles set to 10,000 after the jackpot game. At this time, the game control microcomputer 81 sets the low-continuation variable status based on the win of the special symbol 1_jackpot symbol C. However, since the low-continuation variable status is a variable status set in the normal time-saving mode with the number of time-saving cycles set to 100, as described above, if it is set in the normal time-saving mode with the number of time-saving cycles set to 10,000, the player may feel uncomfortable with the variable time of the selected variable pattern. In other words, in the normal time-saving mode with the number of time-saving cycles set to 10,000, even though it is assumed that a variable pattern with a very short variable time is likely to be selected, a situation arises in which a variable pattern with a relatively long variable time is likely to be selected. In addition, the above-mentioned problems can also occur with the variable status set when Special Chart 1_Big Win Pattern C is won in the short-time state A, or the variable status set when Special Chart 1_Big Win Pattern B is won in the short-time state C.
[0338] Therefore, in the fourth embodiment, to solve the above-mentioned problems, as shown in FIG. 55, the game control microcomputer 81 sets the fluctuation status after a jackpot game. Specifically, as shown in FIG. 55, when a special symbol 1_jackpot symbol C is won in the slight time-saving state A, after the jackpot game, the game is controlled to a normal time-saving state in which the number of time-saving times is set to 50. At this time, the game control microcomputer 81 sets the long fluctuation status based on the number of time-saving times (50) set in the normal time-saving state, rather than the winning special symbol 1_jackpot symbol C. The long fluctuation status is information indicating the use of a long special symbol fluctuation pattern determination table (not shown), which is likely to select a fluctuation pattern with a very long fluctuation time. In this way, when the game is controlled to a normal time-saving state in which the number of time-saving times is set to 50 based on a win on the special symbol 1_jackpot symbol C, the long fluctuation pattern determination table is used, making it possible to make it more likely that a fluctuation pattern with a very long fluctuation time will be selected.
[0339] Also, as shown in FIG. 55, when a special jackpot symbol B is selected in the micro-time-saving mode B, the game is controlled to a normal time-saving mode in which the number of time-saving cycles is set to 10,000 after the jackpot game. At this time, the game control microcomputer 81 sets the instant win variable status based on the number of time-saving cycles (10,000) set in the normal time-saving mode, rather than the selected special jackpot symbol B. This allows the instant win variable pattern determination table to be used, making it easier to select a variable pattern with a very short variable time, even in the normal time-saving mode in which the number of time-saving cycles is set to 10,000 based on a win on the special jackpot symbol B. Note that instead of the method of setting the variable status based on the number of time-saving cycles as described above, the following method may be used. That is, as described above, when the normal time-saving state in which the number of time-saving times is set to 10,000 is controlled, the game control microcomputer 81 may set the variable status for an immediate win based on the special chart 1_jackpot pattern B that was won and the game state at the time of the win (slight time-saving state B).
[0340] As shown in FIG. 55, when a special symbol 1_jackpot symbol B is selected in the micro-time-saving mode C, the game is controlled to a normal time-saving mode in which the number of time-saving cycles is set to 10,000 after the jackpot game. In this case, the game control microcomputer 81 sets the instant win variable status based on the number of time-saving cycles (10,000) set in the normal time-saving mode, rather than the selected special symbol 1_jackpot symbol B. This allows the instant win variable pattern determination table to be used, making it easier to select a variable pattern with a very short variable time, even in the normal time-saving mode in which the number of time-saving cycles is set to 10,000 based on a win on the special symbol 1_jackpot symbol B. Alternatively, when the game is controlled to a normal time-saving mode in which the number of time-saving cycles is set to 10,000, the game control microcomputer 81 may set the instant win variable status based on the selected special symbol 1_jackpot symbol B and the game state at the time of the win (micro-time-saving mode C).
[0341] As shown in FIG. 55, when a special symbol 1_jackpot symbol C is selected in the micro-time-saving mode C, the game returns to the normal time-saving mode, where the number of time-saving cycles is set to 10,000. In this case, the game control microcomputer 81 sets the instant win variable status based on the number of time-saving cycles (10,000) set in the normal time-saving mode, rather than the selected special symbol 1_jackpot symbol C. This allows the instant win variable pattern determination table to be used, making it easier to select a variable pattern with a very short variable time, even in the normal time-saving mode, where the number of time-saving cycles is set to 10,000, based on a win on the special symbol 1_jackpot symbol C. Alternatively, when the game returns to the normal time-saving mode, where the number of time-saving cycles is set to 10,000, the game control microcomputer 81 may set the instant win variable status based on the selected special symbol 1_jackpot symbol C and the game state (micro-time-saving mode C) at the time of the win.
[0342] As described above, in the fourth embodiment, the game control microcomputer 81 sets the variable status to be set in the game state after a jackpot game (normal time-saving state) not based only on the type of jackpot symbol, but also based on the number of time-saving cycles to be set in the normal time-saving state to which the game is to be transitioned. Alternatively, the game control microcomputer 81 sets the variable status to be set in the game state after a jackpot game (normal time-saving state) based on the type of jackpot symbol and the type of game state at the time of winning. This makes it possible to optimally set the variable status according to each normal time-saving state, even when a special miss causes the game to be controlled to multiple normal time-saving states with different numbers of time-saving cycles.
[0343] <5th form> In the fourth embodiment, the game control microcomputer 81 sets the variable status in the game state after the jackpot game (normal time-saving state) based on the number of time-saving cycles set in the normal time-saving state to which the game is to be transferred, or based on the type of jackpot symbol and the type of game state at the time of the win. However, there is a risk that the variable status cannot be set using the above method. Therefore, in the fifth embodiment, the following measures are taken.
[0344] In the fifth form, the game control microcomputer 81 sets the variable status to be set in the game state (normal time-saving state) after the jackpot game based only on the type of jackpot symbol, as in the conventional method. In addition, the special symbol variable pattern determination table for high continuation used in setting the variable status for high continuation and the special symbol variable pattern determination table for low continuation used in setting the variable status for low continuation are configured as follows.
[0345] That is, since the special symbol fluctuation pattern determination table for high continuation is assumed to be used in the normal time-saving mode in which the number of times of time-saving is set to 165, a fluctuation pattern can be selected when the number of times of special symbol fluctuation is 165. However, in the special symbol fluctuation pattern determination table for high continuation of the fifth form, as shown in Figure 56, a fluctuation pattern can be selected when the number of times of special symbol fluctuation exceeds 165, up to 10,000. In detail, in the special symbol fluctuation pattern determination table for high continuation of the fifth form, a fluctuation pattern with a relatively short fluctuation time is set to be easily selected when the number of times of special symbol fluctuation is 1 to 165, and a fluctuation pattern with a very short fluctuation time is set to be easily selected when the number of times of special symbol fluctuation is 166 to 10,000 (9,835 times). As a result, even though after a jackpot game, the number of time-saving times is controlled to a normal time-saving state in which the number of time-saving times is set to 10,000, when a special symbol variation pattern determination table for high continuation is used, once the number of times the special symbol varies exceeds 166 times, it is possible to make it easier for a variation pattern with a very short variation time to be selected.
[0346] Specifically, as shown in FIG. 56, for example, if a special symbol 1_jackpot symbol B is selected in the slight time-saving state C, after the jackpot game, the game is controlled to a normal time-s...
Claims
1. a game control means capable of variably displaying an identification symbol indicating a result of the determination process; In a gaming machine having a performance control means capable of controlling a performance, The game control means is capable of controlling the game state to a specific game state when a number of pattern variations, which is a number of times that the identification pattern is variably displayed in a predetermined game state, reaches a predetermined number of times; The predetermined game state includes a first predetermined game state in which the game state is controlled to the specific game state when the number of times of pattern variation reaches a first predetermined number, and a second predetermined game state in which the game state is controlled to the specific game state when the number of times of pattern variation reaches a second predetermined number that is greater than the first predetermined number, The performance control means includes: In either the first predetermined game state or the second predetermined game state, the number of pattern changes required to be controlled to the specific game state is not suggested until the number of pattern changes reaches a reference number that is less than the first predetermined number, and when the number of pattern changes reaches the reference number, a specific suggestion performance is started that suggests that control to the specific game state is near; A gaming machine characterized in that, in either the first predetermined gaming state or the second predetermined gaming state, the number of pattern changes until the specific suggestion performance is started can be suggested.
2. 2. The gaming machine according to claim 1, A gaming machine characterized in that the specific gaming state is set to be more advantageous to a player than the first predetermined gaming state and the second predetermined gaming state.
3. 3. The gaming machine according to claim 2, The game control means is capable of controlling the game ball into an easy-entry state in which it is easier for the game ball to enter the variable ball entry opening than in a normal game state, The specific gaming state is the normal gaming state, A gaming machine characterized in that the easy-to-score ball state includes a first easy-to-score ball state as the first predetermined gaming state and a second easy-to-score ball state as the second predetermined gaming state.
4. 3. The gaming machine according to claim 2, The predetermined game state includes a third predetermined game state in which the game state is controlled to the specific game state when the number of symbol variations reaches a third predetermined number, which is greater than the second predetermined number. The performance control means includes: In any of the first predetermined game state, the second predetermined game state, and the third predetermined game state, the number of pattern changes until the number of pattern changes reaches the reference number is not suggested until the number of pattern changes reaches the specific game state, and when the number of pattern changes reaches the reference number, the specific suggestion performance can be started; In either the second predetermined game state or the third predetermined game state, when the number of symbol variations reaches another reference number that is greater than the first predetermined number and less than the second predetermined number, the specific suggestion performance can be started; A gaming machine characterized in that, in either the second predetermined gaming state or the third predetermined gaming state, after the number of pattern changes exceeds the first predetermined number, the number of pattern changes until the specific suggestion performance is started can be suggested.
5. 3. The gaming machine according to claim 2, The performance control means includes: When the game machine is controlled to the first predetermined game state, it is more likely to execute a special suggestion effect suggesting that the game machine is more likely to be controlled to the first predetermined game state than the second predetermined game state during the execution of the specific suggestion effect than when the game machine is controlled to the second predetermined game state.
Citation Information
Patent Citations
Game machine
JP2018051327A