Game machine
By introducing random number judgment and conditional output mechanisms into the game console, the problem that players find it difficult to recognize when holding memories is not displayed is solved, and better reward sound control and gaming experience are achieved.
Patent Information
- Application Number
- JP2023118269
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-20
- Publication Date
- 2025-01-30
- Estimated Expiration
- 2043-07-20
AI Technical Summary
When existing game consoles do not display the memory pattern, it is difficult to effectively notify the player of the memory that the player holds, resulting in the player's output of the reward sound is not clear enough.
By introducing a random number judgment mechanism in the game console, random numbers are stored based on preset conditions and corresponding sounds are output when displaying the memory pattern, hiding or disabling the output of reward sounds to improve the player's sense of participation and gaming experience.
It improves players' ability to recognize memory, enhances the attractiveness and participation of the game, avoids unnecessary interference from sound and light output, and improves the overall experience of the game.
Smart Images

Figure 2025015114000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, this type of gaming machine acquires a random number for determining whether or not a win has been made based on the entry of a gaming ball into a starting hole, performs a win / loss judgment on the acquired random number, changes the display of symbols and freezes the display of a symbol according to the result of the win / loss judgment, and executes a jackpot game when a jackpot symbol is frozen and displayed. A known gaming machine is one that can reserve and store up to a specified number of acquired random numbers for determining whether or not a win has been made, and judges whether or not a win / loss judgment random numbers that have been reserved and stored in order. In such random numbers for determining whether or not a win has been made, the reserved symbols corresponding to the reserved memories are displayed on the performance display device, making it easier for the player to grasp the number of reserved memories. There are also machines that output a winning sound based on the reserved memories. (For example, Patent Document 1) [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-137431 A Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines that output a winning sound when a reserved memory is created, it is possible to inform the player of the occurrence of a reserved memory even in situations where the reserved pattern is not displayed on the display device, but there is room for improvement because informing the player can also be a disadvantage in some situations.
[0005] The main object of the gaming machine of the present invention is to improve the case where a winning sound is output when a reserved memory is generated. [Means for solving the problem]
[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.
[0007] The gaming machine of the present invention is A reserve storage means for acquiring a random number for determining whether or not a winning / losing decision is made based on the establishment of a predetermined condition, and for retaining and storing the acquired random number for determining whether or not a winning / losing decision is made up to a predetermined number; a winning / losing determination execution means for executing a winning / losing determination based on the establishment of a winning / losing determination execution condition for the random number for winning / losing determination reserved and stored by the reserved storage means; A symbol variation means for performing a symbol variation based on the result of the hit / miss judgment by the hit / miss judgment execution means and notifying the result of the hit / miss judgment by a stopped symbol; a bonus state transition means for transitioning to a bonus state advantageous to a player when the symbol indicating a jackpot is stopped by the symbol variation means, A performance display means for executing a performance display based on the pattern change by the pattern change means; a reserved symbol display means for displaying the number of reserved memories by displaying a reserved symbol corresponding to the reserved memory by the reserved memory means by the performance means; and an established sound output means for outputting an established sound based on the establishment of the predetermined condition, The performance means includes a first performance display that hides the reserved symbol during the performance display and a second performance display different from the first performance display, The device is characterized in that it is provided with an output prohibition means which allows the establishment sound to be output in the first performance display, but prohibits the output of the establishment sound in the second performance display.
[0008] In the gaming machine of the present invention, when a predetermined condition is met (i.e., when a random number for winning / losing judgment is obtained), the reserved symbol is displayed and a sound indicating that the predetermined condition has been met is output. The sound is output during the first performance display in which the reserved symbol is not displayed, making it possible to appeal that the predetermined condition has been met even though the reserved symbol is not displayed, but during the second performance display, the sound is not output even if the predetermined condition is met, making it possible to concentrate on the game. Therefore, it is possible to appropriately suggest that the predetermined condition has been met according to the situation of the performance display.
[0009] Furthermore, a look-ahead determination means for performing a look-ahead determination on the random number for determining whether or not the winning / losing decision obtained by the winning / losing decision means before the execution condition for determining whether or not the winning / losing decision is satisfied; and a look-ahead performance means for suggesting a result of the look-ahead determination before the execution of the win / loss determination based on a result of the look-ahead determination means, The sound of the occurrence includes a normal sound of the occurrence and a special sound of the occurrence executed as the pre-reading performance, The output prohibition means may be configured to prohibit output of the special sound but not to prohibit output of the normal sound.
[0010] A special sound indicating a high expectation level as a pre-reading effect is likely to distract from the effect display being executed. By not outputting such a sound depending on the type of effect display, it is possible to output a suitable sound. Effect of the Invention
[0011] According to the gaming machine of the present invention, it is possible to efficiently inform the player of the establishment of the specified conditions for generating a reserved memory, and it is possible to improve the output of an establishment sound indicating that the specified conditions for executing a win / lose determination have been established. [Brief description of the drawings]
[0012] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine 1. [Diagram 3] 2 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 5] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 6] FIG. 2 is an explanatory diagram illustrating the specifications of the pachinko machine 1. [Figure 7]4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 8] 10 is a flowchart illustrating an example of a power-on process. [Figure 9] A flowchart showing an example of a start winning process. [Figure 10] 13 is a flowchart showing an example of a normal symbol game process. [Figure 11] 13 is a flowchart showing an example of normal pattern change display related processing. [Figure 12] 13 is a flowchart showing an example of a normal symbol winning game process. [Figure 13] 13 is a flowchart showing an example of a special symbol game process. [Figure 14] 13 is a flowchart showing an example of a special symbol game process. [Figure 15] 13 is a flowchart showing an example of a variable display related process. [Figure 16] FIG. 11 is an explanatory diagram showing an example of a fluctuation pattern. [Figure 17] 13 is a flowchart showing an example of a jackpot game process. [Figure 18] 13 is a flowchart showing an example of a jackpot game process. [Figure 19] This is a hold display presentation process executed by the CPU 90a of the sub-integrated control device 90. [Figure 20] This is a pattern change presentation process executed by the CPU 90a of the sub-integrated control device 90. [Figure 21] 1 is a table showing the relationship between reserved symbols and winning sounds. [Figure 22] 13 is an example of a performance display executed by the performance display device 37. [Diagram 23] 13 is an example of a performance display executed by the performance display device 37. [Figure 24] This is a timing chart showing the time sequence of the performance display and the reserved patterns and winning sounds related to the timing of winning the special chart start port. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Next, the embodiment of the present invention will be described with reference to examples. EXAMPLES
[0014] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, and Fig. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-machine type (first type) game machine will be described, in which the variable display of a special symbol (also called a special symbol for short) starts when a game ball enters a start hole, and a jackpot game starts when the special symbol stops and is displayed as a predetermined jackpot symbol.
[0015] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0016] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.
[0017] A speaker 14 (see FIG. 4) is provided in the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, a plurality of LEDs 15 (see FIG. 4) are arranged in the front frame 3 so as to surround the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0018] Prize balls and loan balls are dispensed into the upper tray 11, and balls that overflow from the upper tray 11 are dispensed into the lower tray 12. An adjustment display device 52 that displays the balance of a prepaid card inserted into the CR unit 50 is disposed above the upper tray 11, and a ball loan button 53 that instructs the loan of game balls is provided on one of both sides of the adjustment display device 52, and a settlement button 54 that instructs the settlement (return) of the prepaid card inserted into the CR unit 50 is provided on the other side. In addition, an effect button 16 that performs various effects in response to the player's operation is disposed in front of the upper tray 11.
[0019] As shown in FIG. 2, on the back side of the inner frame 5 of the pachinko machine 1, a ball tank 77 and a tank rail 7 The payout device 72 pays out a predetermined number of game balls as prize balls from a ball tank 77 through a tank rail 78 to the upper tray 11 when a ball loan button 53 is operated.
[0020] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 4) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0021] [Configuration of the game board 20] As shown in Fig. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol operation gate 22 arranged to the right of the center role 38, a first start opening 23 that is always open and arranged below the center role 38, a second start opening 24 that can be opened and closed and arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. In addition, a large number of nails 21c that guide or bounce game balls flowing down the game area 21 are planted in the game board 20.
[0022] The second starting hole 24 is a variable ball entry hole configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting hole solenoid 24c (see FIG. 4) for operating the opening and closing blades 24b. This second starting hole 24 is normally in a closed state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when a normal symbol is stopped and displayed as a winning symbol and a winning game (a normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, so that the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a is attached to the second starting hole 24 for detecting the entry of game balls and counting the number of balls that have entered. The second starting hole 24 is closed when the second starting hole switch 24a counts the number of game balls that have entered the hole or when a predetermined maximum opening time has elapsed before the second starting hole switch 24a counts the number of game balls that have entered the hole.
[0023] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 4) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to open the opening / closing plate 25b to allow game balls to enter. A big prize opening switch 25a is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts the number of game balls that have entered the game or when a predetermined maximum opening time has elapsed before the big prize opening switch 25a counts the number of game balls that have entered the game (round game). The big win game is played by repeating the above-mentioned round game a predetermined number of times.
[0024] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, since the second starting hole 24 and the big prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a big hit, respectively, and the game ball can only be inserted when the hole is opened.
[0025] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0026] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to stop and display. Then, when the special symbol is displayed in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0027] In addition, when a game ball enters the first start hole 23 during the variable display of the special symbol or during a jackpot game, the variable display of the first special symbol is reserved and stored (also simply called reserved) up to a predetermined number (for example, 4), and after the current variable display ends, the variable display of the reserved first special symbol is started sequentially. The reserved number of first special symbols is displayed on the reserved number of first special symbols display device 33. Also, when a game ball enters the second start hole 24 during the variable display of the special symbol or during a jackpot game, the variable display of the second special symbol is reserved and stored up to a predetermined number (for example, 4), and after the current variable display ends, the variable display of the reserved second special symbol is started sequentially. The reserved number of second special symbols is displayed on the reserved number of second special symbols display device 34.
[0028] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by the gate switch 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.
[0029] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved and stored up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the reserved number display device 36.
[0030] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as a performance pattern 192 that changes between three patterns corresponding to special patterns on the display screen, a notice performance that predicts a reach performance or a big win, and a button performance that involves the operation of the performance button 16. FIG. 5 is an explanatory diagram showing an example of a performance display of the performance display device 37. As shown in the figure, the performance pattern 192 consisting of three performance patterns, left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure) is displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (the first start hole 23 or the second start hole 24), the performance pattern 192 is displayed in a variable manner so as to scroll from top to bottom, and when a predetermined variable time has passed, it is displayed in the order of left, right, and center. When the right performance pattern is displayed in a stopped state, if the right performance pattern does not match the left performance pattern, it is a miss (miss without reach). On the other hand, when the right performance symbol matches the left performance symbol, it becomes a reach and transitions to a reach performance. Then, when the performance symbol in the middle is stopped and displayed after the reach performance, if the performance symbol in the middle does not match the performance symbols on the left and right, it becomes a miss (reach miss), and when the performance symbol in the middle matches the performance symbols on the left and right, it becomes a jackpot. In addition, in conjunction with the variable display of the performance symbol 192, the performance display device 37 also displays, for example, a cut-in performance 193 that suggests the possibility (reliability) of a jackpot, which will be described later.
[0031] In addition, in the corner (lower part) of the display screen of the performance display device 37, as shown in FIG. 5, a variable pattern display section 196 in the shape of a cylinder and a reserved pattern display section 197 in the shape of a rectangular cube are also displayed. The round pattern displayed in the variable pattern display section 196 indicates the variable pattern, and the round pattern displayed in the reserved pattern display section 197 is the reserved pattern. The reserved pattern is not limited to a round pattern, and may be of a different shape or color. In this embodiment, reserved patterns indicating different reliability are used as a pre-reading performance. In addition, the reserved pattern display section 197 is a rectangle of a size that can accommodate four reserved patterns, which is the maximum. In this embodiment, the display of the variable pattern and the reserved pattern is made easy to see by providing a cylinder or a cube, but this cylinder or cube is not necessary, and of course there is no problem even if it has a different shape. The reserved symbol display section 197 is a section that displays reserved symbols corresponding to the reserved memory of the first special symbol. In the reserved symbol display section 197, each time a game ball enters the first starting hole 23 during the variable display of the special symbol, a corresponding reserved symbol is additionally displayed one by one, and each time the variable display of the first special symbol starts, the reserved symbols are shifted one by one to the variable symbol display section and erased. Note that the reserved symbol becomes a variable symbol by shifting it to the variable symbol display section 196, and the variable symbol is displayed as an original reserved symbol corresponding to the variable performance symbol 192. The reserved symbol display section 197 can display four reserved symbols, which is the upper limit for the number of reserved symbols that can be stored. In this embodiment, if the time-saving state is not activated, only the reserved pattern of the first special pattern is displayed, and since FIG. 5 is a display example showing the normal state, the reserved pattern of the second special pattern is not displayed. However, although not shown, if the time-saving state is activated, only the reserved pattern of the second special pattern is displayed, and the reserved pattern of the first special pattern is not displayed. In this case, a variable pattern display unit may be provided so that the reserved pattern is shifted and displayed as the variable pattern when the second special pattern changes. In addition, the number of reserved memories (reserved number) of the first special pattern and the second special pattern may be displayed in a predetermined display position in a place different from the reserved pattern position as a number. This number should be displayed small, and should be smaller and less noticeable than the reserved pattern. The number indicating the number of reserved memories may be displayed in any situation.
[0032] [Control circuit configuration] As shown in FIG. 4, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub integrated control device 90, a performance display control device 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game states and game results are transmitted to the hall computer 100 (see FIG. 4) via the external connection terminal board 65.
[0033] The main control device 60 is responsible for the basic progress of the game. As shown in FIG. 4, detection signals from the front frame opening switch 3a that detects the opening of the front frame 3 and the inner frame opening switch 5a that detects the opening of the inner frame 5 are input to the main control device 60 via the rear wiring relay terminal board 64. In addition, detection signals (detection signals) from the gate switch 22a that detects the passage of a game ball through the normal pattern operation gate 22, the first start port switch 23a that detects the entry of a game ball into the first start port 23, the second start port switch 24a that detects the entry of a game ball into the second start port 24, the big prize port switch 25a that detects the entry of a game ball into the big prize port 25, the normal prize port switch 27a that detects the entry of a game ball into the normal prize port 27, etc. are input to the main control device 60 via the game board relay terminal board 61. Furthermore, operation signals from a setting key switch 67 and a RAM clear switch 68 provided on the back side of the pachinko machine 1 are directly input to the main control device 60, and the settings made using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back side of the pachinko machine 1. Meanwhile, the main control device 60 outputs drive signals to the second start port solenoid 24c, the large prize port solenoid 25c, etc. via the game board relay terminal board 61. Also, the main control device 60 outputs drive signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the second special symbol reserved number display device 35, the third special symbol reserved number display device 36, the fourth special symbol reserved number display device 37, the fifth special symbol reserved number display device 38, the sixth special symbol reserved number display device 39, the seventh special symbol reserved number display device 39, the eighth ... Display signals to the number display device 34, the regular map display device 35, the regular map reserved number display device 36, etc. are output via a pattern display device relay terminal board 62. Furthermore, signals to the hall computer 100 are output from the main control device 60 via a rear wiring relay terminal board 64 and an external connection terminal board 65.
[0034] The setting key switch 67 is a switch for setting various settings such as the probability of a big win for a special symbol. The RAM clear switch 68 is a switch for executing RAM clearing, and the manager of the game hall can execute RAM clearing by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used to select the setting value of the big win probability for a special symbol. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set one of six setting values (settings 1 to 6) to which different big win probabilities are assigned as the big win probability for a special symbol. The setting display device 69 is configured as a 7-segment display device, and displays the setting values for various settings, the performance of the pachinko machine 1, and error codes when an error occurs. The manager of the game hall inserts a predetermined key into the setting key switch 67, rotates it, and turns on the power while pressing the RAM clear switch 68. Then, the RAM clear is performed on the pachinko machine 1, and the setting value is changed. When the pachinko machine 1 is in this state, the administrator can select a desired setting value from among settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value in sequence on the setting display device 69 every time the RAM clear switch 68 is pressed. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 68 so that the number displayed on the setting display device 69 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by the administrator by rotating the key inserted into the setting key switch 67 and returning it to the initial position, and is set as the jackpot probability of the special pattern. By performing such operations, the administrator can set one of settings 1 to 6 for each pachinko machine 1.In this embodiment, the setting value is selected and set using the setting key switch 67 and the RAM clear switch 68, but the present invention is not limited to this. For example, the setting value may be selected and set using any other operating means that can be operated from the outside, such as a rotary knob, or a dedicated switch for selecting the setting value may be provided. In addition, the pachinko machine 1 displays the setting value on the setting display device 69, but the setting value may be displayed on another display device or may be notified by sound. In addition, the setting value is not limited to six, from settings 1 to 6, and any number of setting values may be selected from a plurality of setting values. The above explanation is for the process when the setting values are from 1 to 6. However, since this embodiment has only setting 1, settings other than 1 cannot be selected.
[0035] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects a ball-out in a ball tank 77 for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects a fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to a command sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.
[0036] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.
[0037] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 with a launch strength based on the rotation amount signal. When the launch control device 80 has not input a touch signal or has input a launch stop command, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.
[0038] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 by one-way communication via the effect relay terminal board 63, and performs effect control according to the received command. A detection signal from the effect button switch 16a that detects the operation of the effect button 16 is input to the sub-integrated control device 90. On the other hand, the sub-integrated control device 90 outputs an audio signal to the speaker 14 and a lighting signal to the LED 15. In addition, the sub-integrated control device 90 outputs a command for effect display control to the effect display control device 91 by one-way communication. The effect display control device 91 receives a command for effect display control from the sub-integrated control device 90, and controls the display of the effect display device 37 so that an effect image corresponding to the command is displayed on the effect display device 37.
[0039] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power supply into DC voltage, and supplies power to each part of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power supply of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is held by the power from the AC power supply. The power supply board 95 also includes an auxiliary power supply composed of a capacitor or the like, and stores the power supplied from the AC power supply in the auxiliary power supply. As a result, during a power outage in which the supply of power from the AC power supply is cut off, power from the auxiliary power supply is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is held for a certain period of time. In this way, the main control device 60 has a backup function that holds the memory of the RAM 60c by power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or a power outage occurs, the memory of the RAM 90c is cleared.
[0040] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. FIG. 6 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of winning a special symbol varies depending on the game state and the setting value. That is, as shown in FIG. 6(a), When the game state is normal (normal game state), the jackpot probability of setting 1 is 1 / 320. On the other hand, when the game state is a probability game state (probability state), the jackpot probability of setting 1 is 1 / 64. As mentioned above, this embodiment is only setting 1. When a jackpot occurs with a special pattern, a 4-round (4R) jackpot game (a jackpot game in which the specified number is 10 and the round game with a maximum opening time of 30 seconds is repeated 4 times) or a 10-round (10R) jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed. When a jackpot game is executed, the game state after the jackpot game ends will be a probability state with a 65% probability (probability jackpot). The probability state is a game state in which the winning probability (jackpot probability) of a special pattern is higher than in the normal state. In addition, when a jackpot game is executed, a time-saving state (time-saving game state, easy-to-score state) also occurs as the game state after the jackpot game ends.
[0041] Also, as shown in FIG. 6(b), the probability of winning with a normal symbol varies depending on the game state, being 1 / 100 when the game state is normal, and 1 / 1.1 when the game state is time-saving. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed in which the second starting hole 24 (normal electric role) opens. When a win occurs with a normal symbol when the game state is normal, a normal symbol winning game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is time-saving, a normal symbol winning game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. In this embodiment, the time-saving state is a game state that activates a time-saving function that shortens the normal symbol variation time compared to the normal state, a normal symbol probability-changing function that increases the probability of winning the normal symbol compared to the normal state, and an opening extension function that extends the opening time of the second starting hole 24 when the normal symbol is won compared to the normal state. Note that the time-saving state may omit some of these three functions.
[0042] In the pachinko machine 1 having such specifications, when a game ball enters the first starting hole 23 by hitting from the left (firing of a game ball into the first game area) (a predetermined condition is met), a win / loss determination is made, and the variable display of the first special symbol is started. Then, when the first special symbol is stopped and displayed as a big win symbol, a big win occurs, and a big win game is executed in which the big prize opening 25 is opened. The big prize opening 25 cannot accept game balls by hitting from the left, but can accept game balls by hitting from the right (firing of a game ball into the second game area). Therefore, when a big win game is executed, the player will play the big win game by hitting from the right. The winning symbol of the special symbol may include a small win symbol in which a small win game is executed in which the opening time of the big prize opening 25 is shorter than that of the big win game. In addition to the winning symbols (jackpot symbols), the special symbols may include time-saving symbols that generate a time-saving state without generating a jackpot.
[0043] There are two types of jackpot patterns: normal jackpot patterns and probability jackpot patterns. When the special pattern is stopped and displayed as a normal jackpot pattern, the game will enter a time-saving state after the jackpot game ends until the variable display of the special pattern is executed a predetermined number of times (100 times). Therefore, the player can easily make the game ball enter the second starting hole 24 by hitting the right side. When the game ball enters the second starting hole 24 (a predetermined condition is met), the variable display of the second special pattern begins. When the special pattern is stopped and displayed as a probability jackpot pattern, the game will enter a probability jackpot state and a time-saving state after the jackpot game ends. In the probability jackpot state, the probability of winning the special pattern (the probability of winning) is higher than in the normal state until the variable display of the special pattern is executed a predetermined number of times (10,000 times), that is, until the next jackpot is actually drawn. Therefore, in the special probability state and the time-saving state, the player can easily get the game ball into the second starting hole 24 by hitting from the right, thereby advantageously generating a jackpot while suppressing the loss of balls in hand, providing a chance to win a large number of balls in a short period of time.
[0044] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a big win game process (S80) after executing a power-on process required for turning on the power of the pachinko machine 1 (S10). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.
[0045] [Power-on process] FIG. 8 is a flow chart showing an example of a power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets an access permission that enables reading and writing of data to the RAM 60c after completing a security check (S100). Then, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal or not. The backup flag is determined whether the stored contents of the RAM 60c are normal or not by, for example, a checksum process, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on with the RAM clear switch 68 not operated.
[0046] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the game is started from the initial state. That is, the CPU 60a performs an initialization process to clear and initialize the game information storage area of the RAM 60c that stores game information and to start a game from the initial state (S106), transmits the corresponding initial commands to the payout control device 70 and the sub integrated control device 90 (S108), and ends the power-on process. As described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the setting key switch 67 from settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization process, and activates the setting value. The setting value storage area is not cleared by the initialization process. As shown above, this is the content when settings 1 to 6 are provided, and this embodiment is only setting 1.
[0047] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads out the game information immediately before the power was cut off that is stored in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information that indicates the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 90 (S114), and ends the power-on process. When the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0048] In the pachinko machine 1 of this embodiment, the main control device 60 has a backup function for retaining the memory of the RAM 60c as described above, and if the game information is normally stored in the RAM 60c when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 60 selectively transmits an initial command and a return command to the sub-integrated control device 90 according to the game information stored at the time of return in the power-on process, so that the sub-integrated control device 90 determines the game state of the pachinko machine 1 immediately after the power is turned on based on the received command.
[0049] [Random number update process] The random number update process of S20 is a process for updating various random numbers for judgment. Examples of the random numbers for judgment include a random number for jackpot judgment (random number for special symbol hit / miss judgment) used for jackpot judgment (hit / miss judgment) performed based on the entry of a game ball into the start port (first start port 23 or second start port 24), a random number for determining a jackpot symbol used to determine a jackpot symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a jackpot, a random number for determining a losing symbol used to determine a losing symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a miss, a random number for determining a variation pattern used to determine a variation pattern (variation time) of a special symbol, and a random number for determining a normal symbol hit / miss judgment used for a hit / miss judgment performed based on the passage of a game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0050] [Winning confirmation process] The winning confirmation process of S30 detects the state of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the large winning port switch 25a, and the normal winning port switch 27a) and stores the state in a predetermined state storage area of the RAM 60c. In addition, it determines whether or not a game ball is detected by a switch related to a prize ball (the above-mentioned winning port switches except the gate switch 22a), and if it is determined that a game ball is detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, if the prize ball information is not a value of 0, it transmits a prize ball number designation command (prize ball information) to the payout control device 70 and ends the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by one each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S40).
[0051] [Start-up winning process] 9 is a flow chart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start hole switch 23a to determine whether or not a game ball has entered the first start hole 23 (S200). When it is determined that a game ball has entered the first start hole 23, it determines whether or not the current reserved number of the first special symbol (first special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the first special symbol reserved number display device 33, obtains a random number for determining the first special symbol, and stores it in a predetermined random number for determining storage area of the RAM 60c (S204). Here, the random numbers for judgment acquired in S204 include information on the progress of the variable game of the first special symbol, such as the random numbers for jackpot judgment, the random numbers for determining the jackpot symbol, the random numbers for determining the losing symbol, and the random numbers for determining the variable pattern. Then, the acquired random numbers for judgment are pre-read and the information on the result is stored (S206). In this way, it is possible to grasp what the result of the reserved memory stored before the execution of the hit / miss judgment will be. Then, a command to indicate the number of reserved first special symbols and a command indicating the result of the pre-read judgment in S206 are sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to indicate the number of reserved first special symbols includes information on the number of reserved first special symbols for displaying the first reserved symbol 372a on the performance display device 37. If it is determined in S200 that no game ball has entered the first starting hole 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the process skips S204 to S208 and proceeds to the next process of S210.
[0052] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S210). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S212). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1, and the display of the second special symbol reserved number display device 34 is updated, and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S214). Here, the random number for determination obtained in S214 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern, as described above. Then, the acquired random number for judgment is pre-read and judged, and the information of the result is stored (S216). Then, a second special symbol reserved number instruction command and a command indicating the result of the pre-read judgment of S216 are sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the performance display device 37. Note that, if it is determined in S210 that no game ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0053] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S222). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1, the display of the reserved normal symbol number display device 36 is updated, and a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S224). Then, the obtained random number for determination is pre-read and the information on the result is stored (S226). As the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a command to indicate the number of reserved normal symbols and a command indicating the result of the look-ahead judgment in S226 are sent to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol operation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the processes in S224 to S228 are skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50). In this embodiment, no special effects are executed regarding the prediction of normal patterns, and the number of reserved patterns is not displayed on the effect display, but since there is a possibility that it may be used on different gaming machines, these processes are provided to enable the reuse of those and the programs.
[0054] [Normal symbol game processing] FIG. 10 is a flow chart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first judges whether or not the normal symbol hit flag (normal symbol hit flag) is a value of 1 (S300). The normal symbol hit flag is a flag indicating whether or not a normal symbol hit game is being played. If it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the normal symbol game processing is terminated. If the normal symbol game processing is terminated, it proceeds to the next normal symbol hit game processing of S60. On the other hand, if it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and it is judged whether or not the normal symbol is being displayed in a variable manner (S302), and whether or not the fixed symbol of the normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time of the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game process is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read (S308), and a normal symbol variable display related process for displaying the normal symbol variably is executed (S310), and the normal symbol game process is terminated. Details of the normal symbol variable display related process of S310 will be described below with reference to the flowchart of FIG. 11.
[0055] In the normal symbol variation display related process, it is determined whether the time-saving flag is a value of 0 or not (S350). The time-saving flag is a flag that indicates whether the current game state is in the time-saving state or not. If it is determined that the time-saving flag is a value of 0, that is, that the current game state is not in the time-saving state, a win / loss determination is made using the low-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if it is determined that the time-saving flag is a value of 1, that is, that the current game state is in the time-saving state, a win / loss determination is made using the high-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The win / loss determination of the normal symbol is performed by comparing the normal symbol win / loss determination random number with the win value included in the normal symbol win / loss determination table, and if the normal symbol win / loss determination random number matches the win value, it is determined to be a win, and if they do not match, it is determined to be a miss. The high probability normal symbol winning judgment table has many winning values set compared to the low probability normal symbol winning judgment table. As a result, the winning probability of the normal symbol is set to be high in the time-saving state and low in the non-time-saving state. If the winning / losing judgment result is a winning ("YES" in S356), the winning symbol is determined as the fixed symbol of the normal symbol (S358), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display to the fixed display of the winning symbol is determined (S362). Also, if the winning / losing judgment result is a losing symbol ("NO" in S356), the losing symbol is determined as the fixed symbol of the normal symbol (S360), and the normal symbol fluctuation time (losing fluctuation pattern) from the start of the normal symbol fluctuation display to the fixed display of the losing symbol is determined (S362). The normal symbol fluctuation time is set to be shorter in the time-saving state than in the normal state. Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this manner, the display of the normal symbol changes begins (S364), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S366), a command to start changing the normal symbols is sent to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.
[0056] Returning to the normal symbol game process of FIG. 10, when the normal symbol variable display is started, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 has elapsed (variation according to the determined variable pattern has ended) (S312). If it is determined that the normal symbol variable time has not elapsed, the normal symbol game process is temporarily terminated, and if it is determined that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it is determined whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. When the normal pattern game process is executed after the confirmed normal pattern is displayed, it is determined in S304 that the display time for the confirmed pattern is in progress, and it is again determined in S316 whether or not the confirmed pattern display time has elapsed. If it is determined that the confirmed pattern display time has elapsed, the display of the confirmed pattern is terminated (S318), and it is determined whether or not the confirmed normal pattern is a winning pattern (S320).
[0057] If it is determined that the confirmed normal pattern is not a winning pattern but a losing pattern, the normal pattern game process is terminated. On the other hand, if it is determined that the confirmed normal pattern is a winning pattern, the normal pattern winning flag (normal pattern winning flag) is set to a value of 1 (S322) and the normal pattern game process is terminated. When the normal pattern game process is terminated, the process proceeds to the next normal pattern winning game process in S60.
[0058] [Normal symbol winning game processing] 12 is a flow chart showing an example of a normal symbol hit game process. In the normal symbol hit game process of S60, the CPU 60a of the main control device 60 first judges whether or not the normal symbol hit flag is a value of 1 (S400). If it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and the normal symbol hit game process is terminated. On the other hand, if it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the second start port is started. It is determined whether the second start hole 24 is open (S402). If it is determined that the second start hole 24 is not open, it is determined whether the opening waiting time has elapsed (S404). If it is determined that the opening waiting time has not elapsed, the normal symbol winning game processing is terminated. On the other hand, if it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start hole 24 is determined (S406), and the second start hole solenoid 24c is controlled so that the second start hole 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start hole 24 differs depending on the game state. In this embodiment, when the game state is normal, an opening pattern is set in which the hole is opened once for a maximum of 0.1 seconds, and when the game state is time-saving, an opening pattern is set in which the hole is opened once for a maximum of 5.8 seconds.
[0059] When the second start hole 24 is opened, the next time the normal symbol winning game process is executed, it is determined in S402 that the second start hole 24 is open, and it is determined whether or not a specified number of game balls (for example, 10 balls) have entered the second start hole 24 based on the detection signal from the second start hole switch 24a (S410), and whether or not the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start hole 24 and that the elapsed time since the opening of the second start hole 24 has started has not reached the maximum opening time, the normal symbol winning game process is temporarily terminated while the second start hole 24 is kept open. On the other hand, if it is determined that the specified number of game balls have entered the second start hole 24 or that the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game process is ended. When the normal symbol winning game process is ended, the process proceeds to the special symbol game process of S70.
[0060] [Special symbol game processing] 13 and 14 are flow charts showing an example of a special symbol game process. In the special symbol game process of S70, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 or not (S500). If it is judged that the jackpot flag is value 1, it is judged that a jackpot game is being played, and the special symbol game process is terminated. When the special game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is judged that the jackpot flag is value 0 instead of value 1, it is judged that a jackpot game is not being played, and it is judged whether either the first special symbol or the second special symbol is being displayed in a variable manner (S502), and whether or not the fixed symbol is being displayed (S504). If it is judged that either the first special symbol or the second special symbol is not being displayed in a variable manner and the fixed symbol is not being displayed, it is judged whether or not the reserved number of the second special symbol is greater than the value 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining the second special symbol is read (S508), and a process related to the second special symbol change display for displaying the change in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0061] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S514), a process related to the first special symbol variable display for displaying the variable display of the first special symbol is executed (S516), and the special symbol game process is terminated. If it is determined in S512 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol change display (consumption of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Below, the second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be described in detail. In order to avoid duplication, the first special symbol change display related process and the second special symbol change display related process will be described using a common flowchart. FIG. 15 is a flowchart showing an example of the common change display related process.
[0062] In the variable display related process, first, it is determined whether the probability of winning is 0 or not, that is, whether the game is in a normal state or not (S600). If it is determined that the probability of winning is 0 (normal state), a low-probability jackpot determination process (win / lose determination) in which the probability of winning is low is performed (S602), and if it is determined that the probability of winning is 1 (probability of winning state), a high-probability jackpot determination process in which the probability of winning is high is performed (S604). The jackpot determination process is performed by comparing a jackpot determination random number obtained based on the entry of a game ball into the first start hole 23 or the second start hole 24 with a jackpot value included in the jackpot determination table, and if the jackpot determination random number matches any of the jackpot values, it is determined that there is a jackpot, and if the jackpot determination random number does not match any of the jackpot values, it is determined that there is a miss. The jackpot determination table is one of low-probability and high-probability jackpot determination tables according to the current setting value of the jackpot probability (only setting 1 in this embodiment). When the probability variable flag is set to value 0 (low probability state), the low-probability jackpot determination table with a small jackpot value is used, and when the probability variable flag is set to value 1 (high probability state), the high-probability jackpot determination table with a large jackpot value is used. When the jackpot determination process is performed, it is determined whether the result of the jackpot determination is a jackpot or not (S606).
[0063] If the result of the jackpot determination process is a jackpot, the jackpot pattern is determined based on the random number for determining the jackpot pattern read in S508 or S514 (S608). This process is performed by using the random number for determining the jackpot pattern to select one pattern from among multiple jackpot patterns (for example, 4R normal jackpot pattern, 4R variable jackpot pattern, 10R variable jackpot pattern, etc.) that have different contents of the jackpot game (number of rounds) and game states after the jackpot game ends (time-saving state, variable state), using the random number for determining the jackpot pattern. The determined jackpot pattern is stored in the RAM 60c and is saved until the jackpot game ends. Then, the variation time of the special pattern (jackpot variation pattern) from the start of the variation display of the special pattern to the stop display of the determined jackpot pattern is determined based on the random number for determining the variation pattern read in S508 or S514 and the jackpot variation pattern table (S610).
[0064] On the other hand, if it is determined in S606 that the result of the jackpot determination is a miss, a miss symbol is determined based on the random number for determining a miss symbol read in S508 or S514 (S612). Then, based on the random number for determining a miss symbol read in S508 or S514 and the miss variable pattern table, the variable time of the special symbol from when the variable display of the special symbol starts to when the determined miss symbol is stopped and displayed (miss variable pattern) is determined (S614). Note that a variable pattern table with a long average variable time may be used in the normal state, and a variable pattern table with a short average variable time may be used in the time-saving state, and different variable pattern tables may be used depending on the game state.
[0065] FIG. 16 is an explanatory diagram showing an example of a fluctuation pattern. As shown in the figure, the fluctuation patterns include a normal fluctuation (no reach), a fluctuation pattern from normal fluctuation to normal reach (for example, normal reach 1, 2), and a fluctuation pattern that develops from normal reach to SP reach (for example, SP reach 1, 2). In the case of a jackpot, the normal fluctuation (no reach) fluctuation pattern is not included, and the selection rates of normal reach 1, 2 and SP reach 1, 2 are 1%, 2%, 17%, and 80%, respectively. In addition, in the case of a miss, the selection rates of normal fluctuation, normal reach 1, 2, and SP reach 1, 2 are 80%, 9%, 6%, 4%, and 1%, respectively. Therefore, the fluctuation patterns are SP reach 2, SP reach 1, normal reach 2, and normal reach 1 in order of the expectation of a jackpot, and a jackpot does not occur in a normal fluctuation. In addition, normal reach 1 is a version with a long time after it becomes a reach, and normal reach 2 is a version with a short time after it becomes a reach. Normal reach is also a passing point to develop into SP reach, and the timing at which normal reach 2 stops is the branching point where the pattern stops as is or develops into SP reach, and normal reach 1 is when the normal reach continues without developing into an SP reach. SP reach 1 and SP reach 2 have different types of effects displayed, and SP reach 1 is the reach shown in Figure 23 below. We will not go into detail about SP reach 2, but it is different from SP reach 1.
[0066] When the variation pattern is determined in this way, the variation display of the special symbol is started (S616), the reserved number of the special symbol is decremented by a value of 1, and the display of the reserved number display device of the special symbol is updated (S618). When the variation display of the first special symbol is started, this process is a process of decrementing the reserved number of the first special symbol by a value of 1 and updating the display of the reserved number display device of the first special symbol, and when the variation display of the second special symbol is started, the reserved number of the second special symbol is decremented by a value of 1 and updating the display of the reserved number display device of the second special symbol. In addition, the random number for judgment related to the reservation to be consumed this time is cleared with the update of the reserved number of the special symbol. Then, a variation start command of the special symbol is transmitted to the sub-integrated control device 90 (S620), and the variation display related process is terminated. The sub-integrated control device 90 that has received the variation start command transmits a control command to the performance display control device 91 so that the pattern variation performance is started on the performance display device 37. The fluctuation start command includes the result of the jackpot determination, the fluctuation pattern of the special symbol (fluctuation time), the confirmed symbol (normal jackpot symbol, special jackpot symbol or miss symbol), etc.
[0067] Returning to the special symbol game process of FIG. 13 and FIG. 14, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has started, since it is determined in S502 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S610 or S614, it can be determined whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether or not the fixed symbol display time has elapsed (S524). Here, the fixed symbol display time is set to 0.5 seconds in this embodiment. If it is determined that the fixed symbol display time has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is determined again in S524 whether or not the fixed symbol display time has elapsed, and if it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether or not the fixed symbol is a jackpot symbol (S528).
[0068] When it is determined in S528 that the symbol is a jackpot symbol, the operation of the condition device is started in order to generate a jackpot (S530), the operation of the accessory continuous operation device is started (S532), and the value of the jackpot flag is set to 1 (S534). Then, in order to stop the probability variable function and the time-saving function during the jackpot game, the probability variable flag is set to 0 when the probability variable flag is 1 (probability variable state) (S536, S538), and the time-saving flag is set to 0 when the time-saving flag is 1 (time-saving state) (S540, S542), a game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the probability variable flag, and the time-saving flag. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process of S80.
[0069] On the other hand, if it is determined in S528 that the symbol is not a jackpot symbol, it is determined whether the probability variable flag is 1 (S546), and if it is determined that the probability variable flag is 0 rather than 1, the process proceeds to S554. If it is determined that the probability variable flag is 1, the probability variable counter is decremented by 1 (S548), and it is determined whether the probability variable counter is 0 (S550). Here, the probability variable counter indicates the remaining number of times that the special symbol that maintains the probability variable state will change, and a predetermined value is set to the probability variable counter at the end of the jackpot game. In this embodiment, when a probability variable jackpot is won, a value of 10,000 is set to the probability variable counter as the number of times that the special symbol that maintains the probability variable state (the number of times that the probability variable state continues), so that the probability variable state is essentially maintained until the next jackpot is won. If it is determined that the value of the special chance counter is not 0, the special chance state is maintained and the process proceeds to the next step S554. If it is determined that the value of the special chance counter is 0, the special chance state is ended by setting the special chance flag to 0 (S552) and the process proceeds to the next step S554.
[0070] Next, it is determined whether the time-saving flag is a value of 1 (S554), and if it is determined that the time-saving flag is a value of 0, not 1, the process proceeds to S544. If it is determined that the time-saving flag is a value of 1, the time-saving counter is decremented by a value of 1 (S556), and it is determined whether the time-saving counter is a value of 0 (S558). Here, the time-saving counter indicates the remaining number of variations of the special pattern that maintains the time-saving state, and a value that is predetermined is set to the time-saving counter at the end of the jackpot game. In this embodiment, when a sure-variable jackpot is won, a value of 10,000 is set, so that the time-saving state is essentially maintained until the next jackpot is won. Also, when a normal jackpot is won, a value of 100 is set. If it is determined that the time-saving counter is not a value of 0, the special pattern game process is ended while maintaining the time-saving state, and if it is determined that the time-saving counter is a value of 0, the time-saving flag is set to a value of 0 to end the time-saving state (S560). Then, a game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game process is terminated.
[0071] [Jackpot game processing] 17 and 18 are flow charts showing an example of the jackpot game process. In the jackpot game process of S80, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S700). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is being opened (S702), whether the jackpot game start presentation is being performed (S704), whether the jackpot game end presentation is being performed (S706), and whether the opening interval is being performed (S708). If it is judged negatively in any of S702 to S708, it transmits a jackpot game start presentation command to the sub integrated control device 90 (S710), and terminates the jackpot game process. The sub-integrated control device 90 that has received the jackpot game start presentation command starts the jackpot game start presentation. When the jackpot game start presentation starts, the next time the jackpot game processing is executed, in order to determine that the jackpot game start presentation is in progress in S704, it is determined whether the jackpot game start presentation time has elapsed (S712). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening 25 is opened by driving the jackpot opening solenoid 25c (S714), and the jackpot game processing is terminated. The main control device 60 transmits a round game presentation command to the sub-integrated control device 90 in conjunction with the opening of the jackpot game opening 25.
[0072] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S702 that the large prize opening 25 is open, and based on the detection signal from the large prize opening switch 25a, it is determined whether the number of game balls entering the large prize opening 25 has reached a specified number (10 in this embodiment) (S716), and whether the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (30 seconds in this embodiment) (S718). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S720), and it is determined whether or not the current round game is the final round (S722). Since the number of rounds of the big prize game is set by the big prize pattern ("4R normal big prize pattern", "10R normal big prize pattern", "10R variable big prize pattern"), the determination of whether or not the current round game is the final round is performed by determining whether or not the number of repetitions of the round game has reached a number determined according to the big prize pattern. When it is determined that the current round game is not the final round, an interval between openings is generated (S724), and the big prize game processing is terminated. When an interval between openings is generated, the main control device 60 transmits an interval between openings generation command to the sub integrated control device 90. When an interval between openings occurs, the next time the jackpot game process is executed, in order to determine in S708 that the interval between openings is in progress, it is determined whether the interval between openings (e.g., 2 seconds) has elapsed (S726). If it is determined that the interval between openings has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S714), and the jackpot game process is terminated.
[0073] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S722 that the current round play is the final round, a big prize play end presentation command is sent to the sub-integrated control device 90 (S728) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end presentation command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S706 that the big prize play end presentation is in progress when the next big prize play processing is started, so it is determined whether or not the big prize play end presentation time has elapsed (S730). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S732) and the operation of the condition device is stopped (S734). Next, it is determined whether or not the current big prize pattern is a sure-variable big prize pattern (S736). If it is determined that the jackpot pattern is a high probability jackpot pattern, the high probability flag is set to a value of 1 (S738), the high probability counter is set to a value of 10000 (S740), the time-saving flag is set to a value of 1 (S742), and the time-saving counter is set to a value of 10000 (S744) in order to generate a high probability state and a time-saving state. On the other hand, if it is determined that the jackpot pattern is not a high probability jackpot pattern but a normal jackpot pattern, the time-saving flag is set to a value of 1 (S746), and the time-saving counter is set to a value of 100 (S748) in order to generate a time-saving state. Then, the jackpot flag is set to a value of 0 (S750) in order to end the jackpot game, and a game state designation command is sent to the sub-integrated control device 90 (S752), and the jackpot game processing is ended. The game state designation command includes the value of the high probability flag, the value of the time-saving flag, the value of the jackpot flag, and the like.
[0074] Next, various processes executed by the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a special chart change start command (first special chart change start command, second special chart change start command), a pattern stop command, a game state designation command, a jackpot game start presentation command, and a jackpot game end presentation command. The processes of the sub-integrated control device 90 that receives various commands include a reservation display presentation process for displaying a reservation in association with the entry of a game ball into the first start hole 23 or the second start hole 24, a pattern change presentation process for executing a pattern change presentation that changes and displays a presentation pattern in association with the display of a special pattern, and a jackpot game presentation process for executing a jackpot game presentation in association with the occurrence of a jackpot. Details of the reservation display presentation process and the pattern change presentation process will be described below. Note that the jackpot game presentation process is not the gist of the present invention, so a description will be omitted.
[0075] [Hold display processing] FIG. 19 is a flowchart showing an example of the reserved display performance process executed by the CPU 90a of the sub-integrated control device 90. In the reserved display performance process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a special reserved number instruction command (first special reserved number instruction command or second special reserved number instruction command) transmitted from the main control device 60 has been received (S800). If it is judged that the special reserved number instruction command has not been received, this process is terminated. On the other hand, if it is judged that the special reserved number instruction command has been received, it is judged whether the game state is a reserved memory of a special pattern that can display a reserved pattern (S805). As described above, in this embodiment, if the time-saving state is in a time-saving state, the reserved pattern for the reserved memory of the second special pattern can be displayed, and if the time-saving state is not in a time-saving state, the reserved pattern for the reserved memory of the first special pattern can be displayed. If the reserved memory is not a displayable special pattern, this process is terminated. If the reserved memory is a displayable special pattern, the type of reserved pattern to be added is determined (S810).
[0076] In this embodiment, as shown in FIG. 21(c), in addition to the default reserved pattern, multiple reserved patterns (also called pre-read reserved patterns) with different jackpot expectancies are provided as the pre-read performance, and are selected based on a command indicating the result of the pre-read judgment transmitted from the main control device 60. The reserved patterns are classified by color, and the order of expectancies is from the default white to blue, green, and red. In addition, a winning sound is output based on the occurrence of reserved memory due to the entry of a special pattern into the starting hole, but as shown in FIG. 21(c), this winning sound also differs depending on the type of reserved pattern that is generated. By making the winning sound different in this way, it is possible to understand the type of reserved pattern that has been added only by the sound. Note that in FIG. 21(c), colored letters are written inside the reserved pattern circle for ease of explanation, but the reserved pattern that is actually displayed does not have any letters, and the reserved pattern of this color is displayed. The command indicating the result of the look-ahead determination is sent simultaneously with the special chart reservation number indication command.
[0077] Returning to the explanation of FIG. 19, when the type of reserved symbol to be added is determined in S810, it is determined whether or not a winning sound can be output (S815). As will be described later, in this embodiment, there are times when the winning sound can be output and times when it cannot. Note that the winning sound here is the sound that is emitted when a reserved symbol is added, and if you hear the sound, you can determine that a reserved symbol will be added. The winning sound is output when a special reserved number instruction command is received, that is, when a reserved symbol is added, so if the reserved number is at the upper limit, the winning sound will not be output even if the starting hole is won. If the winning sound can be output, it is decided to execute the winning sound, and the reserved symbol determined in S810 is added by the reserved symbol increase update process of S825, and if the execution of the winning sound was decided in S820, the winning sound is output and this process ends. If the winning sound cannot be output, the reserved symbol determined in S810 is added by the reserved symbol increase update process of S825, and this process ends without outputting the winning sound. Note that if the reserved symbol is in a hidden state as described later, the reserved symbol is added internally, and the reserved symbol itself is not displayed when it is added.
[0078] 20 is a flow chart showing an example of the pattern change performance process executed by the CPU 90a of the sub-integrated control device 90. In the pattern change performance process, first, it is determined whether or not a special pattern change start command (first special pattern change start command or second special pattern change start command) transmitted from the main control device 60 has been received (S900). If it is determined that a special pattern change start command has been received, the stop pattern of the performance pattern is determined based on the determined pattern of the special pattern (normal jackpot pattern, guaranteed jackpot pattern, or miss pattern) included in the received special pattern change start command (S905), and the performance pattern is determined based on the change pattern of the special pattern (S910). Here, the determination of the performance pattern can be performed by determining the stop pattern of the performance pattern corresponding to the fixed pattern of the special pattern from the performance pattern setting table stored in advance in ROM90b. For example, when the fixed pattern of the special pattern is a normal jackpot pattern, the stop pattern of the performance pattern is determined to be an even number pattern such as "444" or "666", and when the fixed pattern of the special pattern is a probability jackpot pattern, the stop pattern of the performance pattern is determined to be an odd number pattern such as "333" or "777". In addition, the determination of the performance pattern can be performed by determining the performance pattern corresponding to the variation pattern of the special pattern from the performance pattern setting table stored in advance in ROM90b. Note that the variation pattern of the special pattern is determined by the allocation as shown in the table shown in FIG. 16 as described above.
[0079] Once the stopping symbols and performance pattern of the performance symbols have been determined in this manner, the type of preview performance to be executed in this pattern change performance is determined (S915), the pattern change performance is started (S920), and the reserved symbol that is the subject of this change is shifted to the changing symbol by a reserved symbol subtraction update process, thereby erasing the reserved symbol in the reserved symbol display section, and if there are any other reserved symbols, they are shifted to the left (S925).
[0080] If the variation start command has not been received in S900, it is determined whether a pattern stop command sent from the main control device 60 has been received (S930). If the pattern stop command has not been received, this process ends. If the pattern stop command has been received, the pattern variation performance ends, i.e., the performance pattern is stopped (S935). Note that the performance pattern is already in a state of being stopped while shaking slightly as a temporary stop before the timing of receiving the pattern stop command due to the performance pattern, and when the pattern stop command is received, the shaking stops and the pattern variation performance ends by stopping completely.
[0081] The display of reserved symbols and the output of winning sounds in this embodiment will be described with reference to Figs. 21 to 24. Fig. 21(a) shows the state in which reserved symbols in this embodiment are displayed and the state in which winning sounds are output. As shown in Fig. 21(a), reserved symbols are not displayed and are in a non-display state during cut-in performance and SP reach, which will be described later, and winning sounds are output during cut-in performance, and winning sounds are not output during SP reach. Figs. 22 and 23 show examples of performance display, and Fig. 24 shows a time chart of the chronological order of the performances executed in Figs. 22 and 23. FIG. 22 is an example of a performance display executed by one of a plurality of performance patterns in the performance display device 37. FIG. 22(a) is an example when the change of the performance pattern 192 starts, and all of the performance patterns 192 are changing. In this situation, the changing pattern is displayed in the changing pattern display section 196 and the reserved pattern is displayed in the reserved pattern display section 197. When the change of the performance pattern 192 is executed and time has passed, the cut-in performance 193 is executed. In the cut-in performance 193, the changing pattern and the reserved pattern are not displayed as shown in FIG. 21(a). Note that this not displaying the changing pattern and the reserved pattern means that they are not displayed including the changing pattern display section and the reserved pattern display section. In the cut-in performance 193, the performance pattern 192 is displayed large using the entire screen to create an impactful performance, so that it is displayed in a reduced size in the upper left corner. As shown in the timing chart of FIG. 24, since the reserved symbols are not displayed during the cut-in effect, a new reserved memory is generated, but it cannot be determined from the display. However, since the winning sound is output, it is possible to grasp the occurrence of the reserved memory. The cut-in effect uses a large screen for the effect display, and is an effect that has an impact on the player. If the expectation of a big win is low with such an effect, the player will feel it is an annoying effect, so it is desirable that the expectation of a big win can be expected at least by the appearance. Therefore, in this embodiment, the expectation is higher when the effect appears at the timing when the cut-in effect appears than when it does not appear.
[0082] Then, the cut-in effect 193 ends, and the game enters a reach state, as shown in FIG. 22(c). This indicates that the left and right symbols of the effect pattern 192 have stopped at 7, and the game has entered a reach state. This state is called a normal reach, and is also a stage where the game is in a state of ending or developing further into an SP reach. A new reserved memory is generated during the cut-in effect 193, so the reserved symbols increase by one. Then, as shown in FIG. 23(a), when the game develops into an SP reach, the effect pattern 192 is displayed in a reduced size in the upper left corner, as in the cut-in effect 193, and the variable symbols and reserved symbols are not displayed. In this example of an SP reach, the character symbol 194 (also called a character for short) breaks the rock symbol 195 (a display that resembles a rock, also called a rock for short), resulting in an SP reach that results in a big win.
[0083] In Fig. 23(b), the character 194 is shown frustrated at not being able to destroy the rock 195, indicating a loss. The performance symbol 192 is temporarily stopped with the combination of 767 and the symbol that caused the loss, and then the SP reach ends, the screen returns to show the performance symbol 192 in a large size, and when a symbol stop command is received, the currently changing symbol is erased, the temporarily stopped performance symbol stops, and if there is a reserved memory, the next change is executed. When the SP reach ends and the screen returns, the currently changing symbol and the reserved symbol are displayed. As shown in FIG. 24, a start winning occurs during the SP reach, but since there is no pending display and no winning sound is output, the player will not realize that he or she has not seen the winning at the start hole 23. However, when the SP reach ends and the screen returns, the number of pending symbols has increased, making it possible for the player to notice.
[0084] In Fig. 23(c), a rock 195 is destroyed and a character 194 is displayed looking happy, indicating a jackpot. The combination of 777 and the jackpot symbol is temporarily stopped on the performance symbol 192, and when the SP reach ends, the background changes to a special background for jackpot notification and the performance symbol 192 is displayed large. When a symbol stop command is received, the temporarily stopped performance symbol is stopped and the game transitions to a jackpot game state. When the SP reach ends and the screen returns, the changing symbols and reserved symbols are displayed. As shown in FIG. 24, a start winning occurs during the SP reach, but the reserved display is not made and the winning sound is not output, so the player cannot know if he does not see the winning in the start hole 23, and even on the dedicated screen when the jackpot is announced, the reserved symbols are not displayed and the game moves directly to the jackpot game state, so the player cannot determine whether a reservation has occurred. However, since the game moves to the jackpot game state, the presence or absence of reserved memory is meaningless until the jackpot game state ends, so there is no need to bother to inform the player, and it becomes possible to concentrate on the jackpot game.
[0085] In this way, the pachinko machine 1 of the first embodiment has a situation where the reserved symbols are displayed and a situation where the reserved symbols are not displayed. In the situation where the reserved symbols are not displayed, the cut-in performance 193 that informs the player that the expectation of a big win is high and the SP reach to incite the player to win or not are applicable, and the reserved symbols are not displayed and the player is allowed to concentrate on these performances to enhance the sense of expectation. In addition, when the cut-in performance 193 ends, the variable display returns and the reserved symbols are displayed again, so by outputting the winning sound, the player is not surprised by the sudden increase in the number of reserved symbols, even though the winning sound is not displayed. And, even the winning sound is not output during the SP reach, when the jackpot is announced during the SP reach, the player goes straight into the jackpot game state, so it is possible to incite the expectation of the jackpot by the SP reach, rather than the occurrence or non-occurrence of the reserved symbols. In addition, since there is a high possibility that the player will stop firing game balls if a certain amount of reserved memory has been accumulated during the SP reach, by not even outputting the winning sound, the player will not realize that reserved patterns (reserved memory) have been accumulated, and the possibility of the player continuing to fire game balls even during the SP reach can be increased, thereby making it possible to prevent a decrease in the operation of the gaming machine.
[0086] In the first embodiment, only one type of winning sound is used, but the winning sound may be provided with a normal winning sound and a special winning sound that increases the expectation level when the special winning sound is executed. In this case, as shown in FIG. 21(b), even when the special winning sound is included, it may be possible to output the special winning sound while the cut-in performance 193 is being executed, just like the winning sound, but it may not be output during the SP reach. In such a case, the normal winning sound described in claim 2 corresponds to the normal winning sound, and the special winning sound corresponds to an example of the special winning sound. In addition, when the ball enters the starting hole, the normal winning sound and the special winning sound may both be executed as winning sounds of different systems, or one of them may be executed as a single system of effects. Although the SP reach has been shown as an example of a reach content in which the character 194 destroys the rock 195, a number of different SP reaches may also be provided. In this case, it is preferable to make the expectation of a big win different depending on the type of SP reach. In an SP reach with a high expectation, the reserved symbol is not displayed, but in an SP reach with a low expectation, some players do not have high expectations for the reach and would like to save the reserved memory, so the reserved symbol may be displayed. A system of SP reaches with a high expectation and a system of SP reaches with a low expectation may be provided, and the reserved symbol may be displayed in the system of SP reaches with a low expectation. Of course, during an SP reach in which the reserved symbol is displayed, the changing symbol may also be displayed.
[0087] When a special winning sound is executed, there is a high expectation of a jackpot, and if it is executed during an SP reach, it is not desirable as it will make the player more concerned about the pending memory of the special winning sound being executed than the SP reach that is currently in progress.Therefore, even in cases where the normal winning sound itself is output during an SP reach, it is better not to output the special winning sound.
[0088] In this embodiment, as shown in FIG. 21(c), a plurality of pre-read reserved patterns with different expectation levels are provided as pre-read performances, but the winning sound may be output according to the type of reserved pattern with different expectation levels that occurs when the reserved pattern is generated by winning the start hole of the first special pattern. The reserved pattern may be changed to a reserved pattern with different expectation levels. In such a case, the reserved change performance may be executable when the cut-in performance 193 is displayed, but it is preferable to configure it not to be executed during the SP reach.
[0089] Also, the changing pattern may be changed in the same way. In this case, when the cut-in effect 193 is displayed, neither the reserved pattern nor the changing pattern is displayed, but during the SP reach, the reserved pattern may not be displayed but the changing pattern may be displayed, and the changing pattern may be changeable even during the SP reach. Since the changing pattern indicates the expectation of the change, by making it changeable even during the SP reach, it becomes possible to enjoy the SP reach while maintaining the expectation that even a changing pattern with a low expectation may rise to a high expectation due to the change effect.
[0090] Also, the read-ahead reserved symbol itself can be selected while the cut-in performance 193 is displayed, but the read-ahead reserved symbol may not be selected during the SP reach. That is, while the cut-in performance 193 is displayed, the read-ahead reserved symbol may be selected when the reserved symbol is added, so when the cut-in performance 193 ends and the reserved symbol is displayed, the read-ahead reserved symbol may have been added, but since the read-ahead reserved symbol is not selected during the SP reach, if the SP reach is a miss, the read-ahead reserved symbol will not have been added when the SP reach ends and the reserved symbol is displayed.
[0091] In this embodiment, the explanation is given for the normal game state, not the time-saving state, but of course, there is no problem in using the relationship between the winning sound and the hold display in the same way even when the game is in the time-saving state or the special state.
[0092] In the embodiment, the present invention has been described as being applied to a so-called seven-machine type gaming machine, but is not limited to this and may also be applied to a so-called type 1 / type 2 mixed machine which has a specific area inside a large prize opening which opens during a small win game, and in which a gaming ball enters the large prize opening during a small win game, and when the entering gaming ball passes through the specific area, it progresses to a large win game.
[0093] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but it may be a so-called sealed type pachinko machine. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machines of the embodiment and the modified example may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.
[0094] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be explained. In the embodiment, S200, S202, and S204 or S210, S212, and S214 of the start winning process correspond to an example of a reserved storage means, the performance display device 37 corresponds to an example of a performance means, the cut-in performance 193 corresponds to an example of a first performance display, and the SP reach shown in FIG. 23 corresponds to an example of a second performance display. In addition, the correspondence between the main elements of the Examples and the main elements of the invention described in the Means for Solving the Problem column does not limit the elements of the invention described in the Means for Solving the Problem column, since the Examples are examples for specifically explaining the form for implementing the invention described in the Means for Solving the Problem column. In other words, the interpretation of the invention described in the Means for Solving the Problem column should be made based on the description in that column, and the Examples are merely a specific example of the invention described in the Means for Solving the Problem column.
[0095] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]
[0096] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 LED, 16 performance button, 16a performance button switch, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern activation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c large prize port solenoid, 27 normal prize port, 27a normal prize port switch, 29 Outlet, 31 first special symbol display device (first special symbol display device), 32 second special symbol display device (second special symbol display device), 33 first special symbol reserved number display device (first special symbol reserved number display device), 34 second special symbol reserved number display device (second special symbol reserved number display device), 35 normal symbol display device (normal symbol display device), 36 normal symbol reserved number display device (normal symbol reserved number display device), 37 performance display device, 192 performance symbol (pseudo symbol), 196 variable symbol display section, 197 reserved symbol display section, 194 character symbol, 195 rock symbol, 38 center role, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 rear wiring relay terminal board, 65 external connection terminal board, 67 setting key switch, 68 RAM clear switch, 69 setting display device, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 95a power switch, 100 hall computer.
Claims
1. A reserve storage means for acquiring a random number for determining whether or not a winning / losing decision is made based on the establishment of a predetermined condition, and for retaining and storing the acquired random number for determining whether or not a winning / losing decision is made up to a predetermined number; a winning / losing determination execution means for executing a winning / losing determination based on the establishment of a winning / losing determination execution condition for the random number for winning / losing determination reserved and stored by the reserved storage means; A symbol variation means for performing a symbol variation based on the result of the hit / miss judgment by the hit / miss judgment execution means and notifying the result of the hit / miss judgment by a stopped symbol; a bonus state transition means for transitioning to a bonus state advantageous to a player when the symbol indicating a jackpot is stopped by the symbol variation means, A performance display means for executing a performance display based on the pattern change by the pattern change means; a reserved symbol display means for displaying the number of reserved memories by displaying a reserved symbol corresponding to the reserved memory by the reserved memory means by the performance means; and an established sound output means for outputting an established sound based on the establishment of the predetermined condition, The performance means includes a first performance display that hides the reserved symbol during the performance display and a second performance display different from the first performance display, The gaming machine is characterized by comprising an output prohibition means for prohibiting the output of the establishment sound in the second performance display while enabling the establishment sound to be output in the first performance display.
2. a look-ahead determination means for performing a look-ahead determination on the random number for winning / losing determination acquired by the winning / losing determination means before the winning / losing determination execution condition is satisfied; and a look-ahead performance means for suggesting a result of the look-ahead determination before the execution of the win / loss determination based on a result of the look-ahead determination means, The sound of the occurrence includes a normal sound of the occurrence and a special sound of the occurrence executed as the pre-reading performance, 2. The gaming machine according to claim 1, wherein the output prohibition means does not prohibit the output of the normal sound but prohibits the output of the special sound.
Citation Information
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