Game machine
By performing special judgments and notification performances in the game console, players are allowed to terminate the result recommendation performance after the end of the favorable game state, solving the problem of inflexible result performance in the prior art and improving the player's ability to recognize game results.
Patent Information
- Application Number
- JP2023120690
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-25
- Publication Date
- 2025-02-06
AI Technical Summary
In the notification performance of existing game consoles, the duration and content of the results are not flexible enough, making it difficult for players to fully recognize the game results.
The game console performs special judgments, determines whether the special game state is conducive to the player based on the game conditions, and performs notification performance in this state, allowing the player to input the termination result and recommends the performance through operation, ensuring that the player can still fully recognize the result after the favorable game state is over.
Players can determine the performance of the termination result based on their own judgment, ensuring that the game results can be fully recognized after the favorable game state ends, and improving the recognizability of the game results.
Smart Images

Figure 2025017571000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine that, when a game state advantageous to a player ends, indicates the result of the game up to that point by using information indicating the number of consecutive big wins, the number of winning balls, etc. Patent Document 1 discloses a gaming machine that executes a result presentation, which is a presentation showing the result of the game up to that point, in a notification presentation executed in the final round in a probability variation state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-86102 A Summary of the Invention [Problem to be solved by the invention]
[0004] The gaming machine is configured so that the time scale of the result effect executed in the notification effect executed in the final round in the probability variation state is uniform regardless of whether the notification effect notifies any judgment result such as a big win, a small win, or a miss. The game result shown by the result effect is of interest to the player. If the game result is shown at a predetermined time, there is a problem that the player may not be able to fully recognize the content of the game result shown.
[0005] An object of the present invention is to provide a gaming machine that allows a player to fully recognize the result of a game. [Means for solving the problem]
[0006] The gaming machine of the present invention is equipped with a judgment means for executing a special judgment to derive a judgment result indicating whether or not to execute a special game advantageous to the player in response to the establishment of a predetermined condition, an announcement effect execution means for executing an announcement effect to announce the judgment result derived by the special judgment, a result suggestion effect execution starting means for starting the execution of a result suggestion effect indicating the result of the game in the advantageous gaming state when an advantageous gaming state, which is a gaming state advantageous to the player, ends upon completion of the execution of the special game or completion of the execution of a predetermined number of the announcement effects, and a result suggestion effect execution ending means for ending the result suggestion effect started to be executed by the result suggestion effect execution means due to the receipt of an operational input to the gaming machine.
[0007] The gaming machine according to the present invention can end the result suggestion effect, which is started when the advantageous game state ends, by receiving an operational input to the gaming machine. That is, the player can end the result suggestion effect according to the timing at which the player performs the operational input. Therefore, the gaming machine according to the present invention can make the player fully aware of the result of the game.
[0008] The result suggestion presentation execution ending means may end the result suggestion presentation due to receiving the operational input after the advantageous gaming state ends.
[0009] In conventional gaming machines, when the execution of a result suggestion effect is started in a favorable gaming state, the execution of the result suggestion effect generally ends when the favorable gaming state ends. In this regard, the gaming machine ends the execution of the result suggestion effect after the favorable gaming state ends. Therefore, the gaming machine allows the player to secure time to recognize the result of the game even after the favorable gaming state ends.
[0010] The determination means may execute the special determination when a game ball enters a starting hole. The operation input is an operation of a launch handle configured to be able to launch a game ball toward a game board on which the starting hole is provided, and the result suggestion presentation execution ending means may end the result suggestion presentation when the game ball enters the starting hole.
[0011] In conventional gaming machines, the period during which the result suggestion effect is executed is determined in advance, and the execution of the result suggestion effect is generally terminated when the period ends. In this regard, the gaming machine terminates the result suggestion effect that has been started when the gaming ball subsequently enters the starting hole. Thus, the player can continue the execution of the result suggestion effect by not operating the launch handle and preventing the gaming ball from entering the starting hole. In other words, the gaming machine can terminate the execution of the result suggestion effect in response to the player's desired timing of the gaming ball entering the starting hole. Thus, the gaming machine can ensure that the player has time to recognize the result of the game. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a front view of a pachinko machine 1. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 3] A conceptual diagram showing the special chart 1 jackpot related information storage area of RAM52. [Figure 4] 13 is a conceptual diagram showing a big win determination table stored in ROM 53. FIG. [Diagram 5] 13 is a conceptual diagram showing a special symbol determination table stored in ROM 53. FIG. [Figure 6] 13 is a conceptual diagram showing a variation pattern determination table stored in ROM 53. FIG. [Figure 7] A conceptual diagram showing a special second variation pattern determination table stored in ROM53. [Figure 8] 4 is a flowchart of a main process performed in a main control board 41. [Figure 9] 13 is a flowchart of special symbol processing performed in the main processing. [Figure 10] 10 is a flowchart continuing from FIG. [Figure 11] 11 is a flowchart continuing from FIG. 10. [Figure 12] 13 is a flowchart of a game state transition process performed in special pattern processing. [Figure 13] 13 is a flowchart of the special electric device processing performed in the main processing. [Figure 14] 14 is a flowchart continuing from FIG. 13. [Figure 15] 13 is a flowchart of sub-control board processing carried out in the sub-control board 58. [Figure 16] 16 is a flowchart continuing from FIG. 15. [Figure 17] 13 is a flowchart of the game state control processing performed in the sub-control board processing. [Figure 18] 18 is a flowchart continuing from FIG. 17. [Figure 19] 13 is a flowchart of the notification performance execution processing performed in the sub-control board processing. [Figure 20] 13 is a flowchart of the notification performance end processing performed in the sub-control board processing. [Figure 21] 13 is a flowchart of the ending performance start processing performed in the sub-control board processing. [Figure 22] This is an explanatory diagram for explaining details of the presentation related to a favorable gaming state, in particular, details of the result suggestion presentation. [Figure 23] FIG. 23 is an explanatory diagram following FIG. 22. [Figure 24] FIG. 24 is an explanatory diagram following FIG. 23. [Diagram 25] FIG. 25 is an explanatory diagram following FIG. 24. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] A pachinko machine 1, which is a first embodiment of a gaming machine according to the present invention, will be described below with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIG. 1. In the following description, the front side, back side, upper side, lower side, left side, and right side of FIG. 1 are respectively the front side, rear side, upper side, lower side, left side, and right side of the pachinko machine 1. The pachinko machine 1 is a so-called type 1 and type 2 mixed type gaming machine equipped with special symbols. The technology disclosed in this application can be applied to gaming machines of various gaming specifications, such as old type 1 type, old type 2 type, and general electric type, as long as the gaming machine can generate a gaming state advantageous to the player, such as a jackpot gaming state, a probability change state, and a time-saving state.
[0014] As shown in FIG. 1, the pachinko machine 1 comprises a gaming machine frame 30 and a gaming board 2. The gaming machine frame 30 comprises a front frame 31, and a main frame and an outer frame, which are not shown. The outer frame is a frame member for fixing the pachinko machine 1 to the island equipment of a hall. The main frame is a frame body for attaching the gaming board 2 and the like. The main frame is attached to the outer frame so as to be openable and closable. The front frame 31 is attached to the main frame so as to be openable and closable. A transparent plate, which is not shown, is detachably fixed to the front frame 31. The transparent plate is, for example, a glass plate. The front frame 31, together with the transparent plate, covers the gaming board 2 from the front.
[0015] The front frame 31 includes a launch handle 32, an upper tray 33, a lower tray 34, a performance button 35, a performance lever 36, a frame lamp 38, and a speaker 39. The launch handle 32 is provided at the lower right of the front frame 31. The launch handle 32 is configured so that a player can rotate it. When a player rotates the launch handle 32 to perform a launch operation, a game ball is launched by a game ball launching device 37 shown in FIG. 2 with a strength according to the rotation angle of the launch handle 32. The upper tray 33 is provided at the lower center of the front frame 31. The upper tray 33 supplies metallic game balls to the game ball launching device 37 and receives prize balls. The lower tray 34 is provided below the upper tray 33. The lower tray 34 receives prize balls. The performance button 35 is provided on the upper surface of the upper tray 33. The performance button 35 is configured so that a player can press it. The effect lever 36 is provided at the lower left of the front frame 31. The effect lever 36 is configured so that the player can rotate it left and right and push it backwards. The frame lamp 38 is a decorative part provided at the upper, left and right parts of the front frame 31. The frame lamp 38 has a built-in light source such as an LED and performs various effects using light. The speakers 39 are provided at the left and right corners of the upper part of the front frame 31. The speakers 39 output various sounds such as music, voice and sound effects.
[0016] The game board 2 is a plate-like shape that is approximately square when viewed from the front. On the front of the game board 2, a game area 4 that is approximately circular and surrounded by a guide rail 3 is formed. The guide rail 3 is formed on the left side of the game area 4. A center ornament 21 is provided in approximately the center of the game area 4. Game balls launched by the game ball launching device 37 are guided to the game area 4 by the guide rail 3 and flow down within the game area 4. Game balls launched with a launch strength less than a predetermined strength flow down the left side of the center ornament 21, and game balls launched with a launch strength equal to or greater than the predetermined strength flow down the right side of the center ornament 21. Hereinafter, launching a game ball so that the game ball flows down the left side of the center ornament 21 is referred to as a "left hit", and launching a game ball so that the game ball flows down the right side of the center ornament 21 is referred to as a "right hit".
[0017] The center decoration 21 mainly includes a display screen 28. The display screen 28 is disposed in the approximate center of the center decoration 21. The display screen 28 is, for example, configured with an LCD or the like, and can display numbers, letters, various moving images, and the like. The display screen 28 can execute a notification performance. The notification performance is a performance that notifies the player of the result of the jackpot determination by performing a pattern change that displays a combination of the performance patterns 100 indicating the result of the jackpot determination described later after varying the performance patterns 100, which are the patterns for the performance shown in FIG. 19. In addition, the center decoration 21 has a built-in board lamp 27 shown in FIG. 2, which is configured with a light source such as an LED. The center decoration 21 executes various performances using light by the board lamp 27.
[0018] A first start opening 14 is provided at the approximate center below the center ornament 21. The first start opening 14 functions as a start opening for a first special pattern, which will be described later. A first large winning opening 16 is provided to the right of the first start opening 14. The first large winning opening 16 is configured as a winning opening related to a so-called special electric device (a device that changes the size of the winning opening based on the result of a big win determination). The first large winning opening 16 has an opening / closing member 161 that extends with a longitudinal direction in the left-right direction and is configured to be able to open and close the entrance of the first large winning opening 16. A game ball can win in the first large winning opening 16 only when the opening / closing member 161 is opened. The opening / closing member 161 of the first large winning opening 16 is electrically opened and closed by the first large winning opening solenoid 70 shown in FIG. 2. The opening / closing member 161 of the first large winning opening 16 opens in a big win game, which will be described later.
[0019] A second large prize opening 17 is provided to the upper right of the first large prize opening 16. The second large prize opening 17 is also configured as a prize opening related to a so-called special electric device. The second large prize opening 17 has an opening / closing member 171 that extends longitudinally in the left-right direction and is configured to open and close the entrance of the second large prize opening 17. A game ball can win in the second large prize opening 17 only when the opening / closing member 171 is opened. The opening / closing member 171 of the second large prize opening 17 is electrically opened and closed by the second large prize opening solenoid 71 shown in FIG. 2. The opening / closing member 171 of the second large prize opening 17 is opened in a small prize game described later.
[0020] The second large prize opening 17 is provided with a specific area, a non-specific area, and a distribution member (not shown). The specific area and the non-specific area are areas through which only the game balls that have won the second large prize opening 17 can pass. The distribution member is a member that distributes the game balls that have won the second large prize opening 17 to a specific area or a non-specific area. The distribution member is electrically operated by a distribution member solenoid 72 shown in FIG. 2. The distribution member solenoid 72 is driven in a specific drive pattern in a small prize game described later. In this embodiment, when right-hand hits are continuously performed in a small prize game state, about 10 game balls win the second large prize opening 17. The specific drive pattern of the distribution member solenoid 72 is configured so that at least one of about 10 game balls that have won the second large prize opening 17 passes through the specific area, and the remaining about 9 game balls pass through the non-specific area. The specific drive pattern may include, for example, a first pattern in which the game ball is easy to pass through to the specific area, and a second pattern in which the game ball is more difficult to pass through to the specific area than the first pattern. Hereinafter, when the first large prize opening 16 and the second large prize opening 17 are collectively referred to, they will simply be referred to as the large prize openings.
[0021] A gate 12 through which the game ball can pass is provided to the right of the center ornament 21. The gate 12 is an operating gate for a normal pattern. A second start port 15 is provided below the gate 12. The second start port 15 functions as a start port for a second special pattern, which will be described later. The second start port 15 is configured as a winning port related to a so-called normal electric device (a device that changes the size of the entrance of the winning port based on the result of a normal winning judgment). The second start port 15 is one-wing shaped and includes an opening / closing member 151 configured to open and close the entrance of the second start port 15. The game ball can win in the second start port 15 only when the opening / closing member 151 is opened. The opening / closing member 151 of the second start port 15 is electrically opened and closed by the second start port solenoid 69 shown in FIG. 2. The opening / closing member 151 of the second start port 15 is opened in a normal winning game, which will be described later.
[0022] A symbol display section 29 is provided at the lower right of the game board 2. The symbol display section 29 includes a first special symbol display section, a second special symbol display section, a normal symbol display section, a first special symbol memory number display LED, a second special symbol memory number display LED, and a normal symbol memory number display LED. The first special symbol display section and the second special symbol display section each include a plurality of LEDs including a 7-segment LED. The first special symbol display section notifies the result of the jackpot determination executed in response to the entry of a game ball into the first starting hole 14 by displaying a variable display such as blinking the LEDs, and then displaying the LEDs as a predetermined combination by confirming the lighting and extinguishing. Each of the combinations confirmed and displayed on the first special symbol display section is referred to as a first special symbol. Hereinafter, the jackpot determination executed in response to the entry of a game ball into the first starting hole 14 is referred to as a "special symbol 1 jackpot determination." The second special symbol display unit notifies the result of the jackpot determination executed when the gaming ball enters the second starting hole 15 by displaying the same variable display as the first special symbol display unit, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations displayed on the second special symbol display unit is referred to as a second special symbol. Hereinafter, the jackpot determination executed when the gaming ball enters the second starting hole 15 is referred to as a "special symbol 2 jackpot determination." Hereinafter, when the first special symbol and the second special symbol are collectively referred to, they are simply referred to as special symbols.
[0023] The normal symbol display unit notifies the result of the normal win determination that is executed when the game ball passes through the gate 12 by displaying a variable display similar to that of the special symbol, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations that are displayed on the normal symbol display unit is called a normal symbol. The first hold number display LED displays the first hold number, which is the number of times that the execution of the special symbol 1 jackpot determination is pending. The second hold number display LED displays the second hold number, which is the number of times that the execution of the special symbol 2 jackpot determination is pending. The normal hold number display LED displays the normal hold number, which is the number of times that the execution of the normal win determination is pending.
[0024] In addition to the above, the game area 4 is provided with an outlet 19, various decorative members, other winning ports, and game nails (not shown). The outlet 19 is provided at the bottom of the game board 2. Of the game balls that flow down the game area 4, those that do not win through the first start port 14, the second start port 15, the first large winning port 16, the second large winning port 17, or any of the other winning ports and flow down to the bottom of the game area 4 pass through the outlet 19 and are discharged outside the game area 4.
[0025] In addition, since each game member is arranged as described above in the game area 4, a game ball hit from the left is more likely to enter the first start hole 14 than a game ball hit from the right. It is difficult for a game ball hit from the right to enter the first start hole 14. In addition, a game ball hit from the right is more likely to pass through or enter the gate 12, the second start hole 15, the first large prize hole 16, and the second large prize hole 17 than a game ball hit from the left. It is difficult for a game ball hit from the left to pass through or enter the gate 12, the second start hole 15, the first large prize hole 16, and the second large prize hole 17. Therefore, the player advances the game by hitting from the right during the time-saving state, during the big win game, and during the small win game, which will be described later, and advances the game by hitting from the left in other cases.
[0026] With reference to FIG. 1, an overview of the game in the pachinko machine 1 will be described. The pachinko machine 1 is provided with a jackpot game, a small jackpot game, and a normal jackpot game. The jackpot game will be described. The jackpot game is executed by the operation of a condition device to operate a continuous accessory operation device. The condition device is a device that is a condition for the continuous accessory operation device to operate. The continuous accessory operation device is a device for generating a jackpot game state in which the large prize opening operates continuously. The condition device operates when a special pattern indicating a jackpot is displayed as a confirmed pattern, or when a game ball passes through a specific area inside the large prize opening while the continuous accessory operation device is not operating. In this embodiment, the specific area inside the second large prize opening 17 corresponds to the specific area inside this large prize opening. In this embodiment, the continuous accessory operation device operates when the condition device operates. The jackpot game state corresponds to a state in which the condition device and the continuous accessory operation device are operating.
[0027] In this embodiment, when the game ball enters the first starting hole 14, a special jackpot 1 determination is performed, and a first special symbol indicating the result of the determination is displayed in the first special symbol display section of the symbol display section 29. In the special jackpot 1 determination, either a jackpot or a miss is determined based on a jackpot random number. When the special jackpot 1 determination determines that the jackpot is a jackpot, a first special symbol indicating that the determination result is a jackpot is displayed in the first special symbol display section of the symbol display section 29, and a condition device is activated. Accordingly, a role-playing device is activated to generate a jackpot game state, and a jackpot game is executed in which the opening / closing member 161 of the first jackpot 16 is repeatedly opened for a predetermined time a predetermined number of times. In this embodiment, the first jackpot 16 is a jackpot that is activated when the role-playing device is activated by the activation of the condition device. In addition, the jackpot game that is executed when a jackpot is determined to be a jackpot by the special chart 1 jackpot determination, which is performed when the game ball enters the first starting hole 14 under normal conditions, is also called the "first jackpot game."
[0028] Hereinafter, a unit of repetition in which the opening / closing member 161 of the first major winning opening 16 or the opening / closing member 171 of the second major winning opening 17 are successively opened in a jackpot game is referred to as a "jackpot round." In each jackpot round, the first major winning opening 16 or the second major winning opening 17 is opened once or multiple times in a predetermined time. The total number of jackpot rounds constituting one jackpot game is referred to as the "number of rounds." Hereinafter, the number of rounds may be indicated as "R." Hereinafter, a special symbol indicating that the result of the jackpot determination is a jackpot is referred to as a jackpot symbol. A special symbol indicating that the result of the jackpot determination is a miss is referred to as a miss symbol.
[0029] In addition, when the game ball enters the second starting hole 15, a special jackpot 2 judgment is performed, and a second special pattern indicating the result of the judgment is displayed on the second special pattern display section of the pattern display section 29. In the special jackpot 2 judgment, a jackpot, a small jackpot, or a miss is judged based on a jackpot random number. When the special jackpot 2 judgment judges that the game is a jackpot, a second special pattern indicating that the judgment result is a jackpot is displayed on the second special pattern display section of the pattern display section 29, and the condition device is activated. Accordingly, the device for continuously operating the role is activated, a jackpot game state is generated, and a jackpot game is executed. In this embodiment, the probability of being judged as a jackpot in the special jackpot 1 judgment and the probability of being judged as a jackpot in the special jackpot 2 judgment are about 1 / 300 regardless of the game state. The probability of being judged as a jackpot in the jackpot judgment is hereinafter referred to as the "jackpot probability."
[0030] When the special jackpot 2 judgement determines that the prize is a small prize, the second special symbol indicating that the result of the judgement is a small prize is displayed on the second special symbol display section of the symbol display section 29. After that, a small prize game is played in which the opening and closing member 171 of the second large prize opening 17 is opened only once for a predetermined time. In this embodiment, the second large prize opening 17 is a large prize opening that operates when the special symbol indicating a small prize is displayed. The opening time of the large prize opening is limited to be shorter than that of the large prize game, and the small prize game is generally a game in which the player has a smaller advantage than the large prize game. At the stage where the special jackpot 2 judgement determines that the prize is a small prize, the condition device does not operate, and the role continuous operation device does not operate either. It is not prevented that the opening of the opening and closing member 171 of the second large prize opening 17 in the small prize game is composed of multiple openings.
[0031] In this embodiment, the probability of being determined to be a small win in the special pattern 2 big win judgment is about 1 / 5.285 regardless of the game state. Hereinafter, the probability of being determined to be a small win in the big win judgment is referred to as the "small win probability." The state in which a small win game is being played is referred to as the small win game state. The special pattern that indicates that the result of the big win judgment is a small win is referred to as the small win pattern.
[0032] When the game ball that entered the second large winning opening 17 with the opening and closing member 171 in the open state during the small winning game passes through a specific area inside the second large winning opening 17, the condition device is activated. When the consecutive operation device of the accessory is activated with the activation of the condition device, a big winning game state is generated, and the big winning game is executed following the small winning game. In this way, when the small winning game is executed due to the determination that it is a small winning in the big winning determination, and the big winning game is executed by the game ball passing through the specific area, the small winning game executed earlier is included as part of the big winning game. In this case, the small winning game is retroactively treated as the first big winning round, and is converted into the number of rounds as the big winning round for one round.
[0033] In this way, the jackpot game executed by the first big winning port 16 in response to the jackpot determination is also referred to as a type 1 game below. The type 1 game is a jackpot game similar to the jackpot game in the so-called old type 1 gaming machine, and is executed when a combination of special symbols that indicates that the result of the jackpot determination is a jackpot is displayed as a confirmed event.
[0034] In addition, a jackpot game that is executed due to a small jackpot game being executed in response to a small jackpot being determined in the jackpot determination is also referred to as a type 2 game below. The type 2 game is a jackpot game similar to a jackpot game in a so-called old type 2 game machine such as a pinball machine, and is executed on the condition that a game ball that entered the second large winning opening 17 during a small jackpot game passes through a specific area inside the second large winning opening 17. In this embodiment, after the small jackpot game using the second large winning opening 17 ends, the opening of the first large winning opening 16 is linked to execute a type 2 jackpot game. In other words, the type 2 game is a jackpot game that involves the opening operation of the second large winning opening 17 that has a specific area. The pachinko machine 1 is a so-called type 1 / 2 mixed type game machine that has both a type 1 game and a type 2 game. Hereinafter, when the jackpot game and the small jackpot game are collectively referred to, or when neither is specified, they are referred to as "win games."
[0035] A normal winning game will be described. A normal winning game is executed when a normal symbol indicating that the result of the normal winning judgment is a winning symbol is displayed on the symbol display unit 29. A normal winning judgment is triggered by the passing of a gaming ball through the gate 12. A normal winning game is executed when the opening / closing member 151 of the second starting hole 15 of the normal electric role device is opened in a predetermined opening pattern.
[0036] The pachinko machine 1 sets either a non-time-saving state or a time-saving state. The non-time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened at a normal frequency. The time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened more frequently than in the non-time-saving state. In this embodiment, the opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the non-time-saving state is about 0.1 seconds x 1 time. The probability of being determined to be a winning in the normal winning judgment is hereinafter referred to as the "normal winning probability." The normal winning probability in the non-time-saving state is about 1 / 11. In addition, the fluctuation time of the normal pattern in the non-time-saving state is about 10 seconds. The opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the time-saving state is about 1.2 seconds x 3 times. The normal winning probability in the time-saving state is about 10 / 11. In addition, the time required for the normal symbols to change during the time-saving state is about 2 seconds. Therefore, the player can easily place the game ball in the second starting hole 15 during the time-saving state compared to the non-time-saving state.
[0037] In this embodiment, the time-saving state is set after the end of the jackpot game. The set time-saving state ends when the number of jackpot determinations made in the time-saving state, that is, the total number of times the special chart 1 jackpot determinations are made and the number of times the special chart 2 jackpot determinations are made, reaches a predetermined number of time-saving times. In this embodiment, the number of time-saving times is 80. The pachinko machine 1 can set two types of game states, the non-time-saving state and the time-saving state. Hereinafter, the non-time-saving state is also referred to as the "normal state."
[0038] The electrical configuration of the pachinko machine 1 will be described with reference to Fig. 2. The control unit 40 of the pachinko machine 1 mainly includes a main control board 41, a sub-control board 58, a lamp control board 46, a performance control board 43, a payout control board 45, a relay terminal board 47, and a power supply board 42.
[0039] The main control board 41 is responsible for the main control of the pachinko machine 1. The CPU unit 50 of the main control board 41 is provided with a CPU 51 that performs various arithmetic processing, a RAM 52 that temporarily stores data, and a ROM 53 that stores a control program and the like. The RAM 52 stores game processing information for processing related to the game, such as information such as flags indicating the game state such as the time-saving state, information indicating the result of the jackpot determination, the first reserved number, the second reserved number, and the like. The random number generating circuit 56 and the interrupt signal generating circuit 57 are connected to the CPU unit 50. The random number generating circuit 56 generates random numbers within a predetermined range. The interrupt signal generating circuit 57 generates an interrupt signal every time a clock signal is input from a clock circuit (not shown) that outputs a clock signal of a constant frequency. The main control board 41 executes the main processing of the main control program described later every time an interrupt signal is input from the interrupt signal generating circuit 57.
[0040] Further, a RAM clear switch 412 is mounted on the main control board 41. The RAM clear switch 412 is a switch that is operated when performing a RAM clear process. The RAM clear process is performed to erase game processing information stored in the RAM 52 and to perform initial setting of the RAM 52. The RAM clear switch 412 may be provided on the power supply board 42. The RAM clear switch 412 may be provided on a dedicated board that is provided separately from the main control board 41, the power supply board 42, etc.
[0041] The main control board 41 is connected to the sub-control board 58, the payout control board 45, the relay terminal board 47, the symbol display unit 29, the external terminal board 55, the first start hole switch 61, and the second start hole switch 62 via the I / O interface 54. The display control of the symbol display unit 29 is performed by the CPU 51. The external terminal board 55 outputs information of the pachinko machine 1 to a gaming hall management computer (a so-called hall computer, not shown) that comprehensively manages the gaming machines installed in the pachinko hall. The first start hole switch 61 is provided in the first start hole 14, and when it detects the entry of a gaming ball into the first start hole 14, it outputs a detection signal to the main control board 41. The second start hole switch 62 is provided in the second start hole 15, and when it detects the entry of a gaming ball into the second start hole 15, it outputs a detection signal to the main control board 41.
[0042] The sub-control board 58 includes a CPU 581 that performs various arithmetic processing, a RAM 582 that temporarily stores data, a ROM 583 that stores control programs and the like, and a sound control circuit 585 that controls sound output in the pachinko machine 1. The sub-control board 58 is connected to the lamp control board 46, the performance control board 43, and the speaker 39. The sub-control board 58 performs overall control of the performance and the like in accordance with commands transmitted from the main control board 41.
[0043] The lamp control board 46 is connected to the performance button 35, the performance lever 36, the frame lamp 38, and the board lamp 27. The lamp control board 46 is equipped with an LED driver, not shown, etc. The lamp control board 46 controls the light emitting operation of the frame lamp 38 and the board lamp 27, etc., according to commands received from the sub-control board 58. When the performance button 35 is pressed, it outputs a signal indicating that the pressing operation has been performed. When the performance lever 36 is rotated and pushed, it outputs a signal indicating that the rotation operation and the pushing operation have been performed. The lamp control board 46 relays the signal received from the performance button 35 and the signal received from the performance lever 36 to the sub-control board 58.
[0044] The performance control board 43 includes a CPU 431 that performs various arithmetic processing, an image control circuit 435 that controls image output to the display screen 28, and a CGROM (not shown) that stores image data. The performance control board 43 controls the display of the display screen 28 in accordance with commands transmitted from the sub-control board 58.
[0045] The payout control board 45 includes a CPU 45a, etc. The payout control board 45 controls the operation of the prize ball payout device 49 in response to a command transmitted from the main control board 41, and causes the prize ball payout device 49 to pay out a predetermined number of game balls as prize balls.
[0046] The relay terminal board 47 is connected to the second start port solenoid 69, the first large prize port solenoid 70, the second large prize port solenoid 71, the distribution member solenoid 72, the gate switch 74, the first large prize port switch 76, the second large prize port switch 77, the specific area switch 78, and the non-specific area switch 79. The second start port solenoid 69 opens and closes the opening / closing member 151 of the second start port 15 during a normal winning game. The first large prize port solenoid 70 opens and closes the opening / closing member 161 of the first large prize port 16 during a big prize game. The second large prize port solenoid 71 opens and closes the opening / closing member 171 of the second large prize port 17 during a small prize game. The distribution member solenoid 72 is provided in the distribution member inside the second large prize port 17, and drives the distribution member in a specific driving pattern. The gate switch 74 is provided in the gate 12, and outputs a detection signal to the main control board 41 when it detects the passage of a game ball into the gate 12. The first large prize opening switch 76 is provided in the first large prize opening 16, and outputs a detection signal to the main control board 41 when it detects the entry of a game ball into the first large prize opening 16. The second large prize opening switch 77 is provided in the second large prize opening 17, and outputs a detection signal to the main control board 41 when it detects the entry of a game ball into the second large prize opening 17. The specific area switch 78 is provided in a specific area inside the second large prize opening 17, and outputs a detection signal to the main control board 41 when it detects the passage of a game ball into the specific area. The non-specific area switch 79 is provided in a non-specific area inside the second large prize opening 17, and outputs a detection signal to the main control board 41 when it detects the passage of a game ball into the non-specific area.
[0047] The power supply board 42 is connected to the main control board 41 and the game ball launcher 37, and supplies each board and the game ball launcher 37 with stabilized DC power. The game ball launcher 37 launches one game ball at a time into the game area 4 at regular intervals (approximately 0.6 seconds in this embodiment). The power supply board 42 is provided with a power switch 423. The power switch 423 is a switch that is operated to turn the power of the pachinko machine 1 on and off.
[0048] With reference to FIG. 3, the special chart 1 big win related information storage area of the RAM 52 will be described. The special chart 1 big win related information storage area is used in the special pattern processing of the main processing described later in FIG. 9 to FIG. 11. The special chart 1 big win related information storage area is provided with a plurality of storage areas corresponding to the maximum first reserved number. In this embodiment, the maximum first reserved number, which is the upper limit of the first reserved number that can be stored, is "4". For this reason, the special chart 1 big win related information storage area is provided with four storage areas No. 1 to No. 4. If the first reserved number is less than 4, i.e., 0 to 3, when the game ball enters the first starting hole 14, the random number is stored in order from the smallest numbered storage area.
[0049] The first reserved number is the number of first reserved random numbers stored in the special 1 jackpot related information storage area in a state where the execution of the special 1 jackpot judgment, the determination of the first variation pattern indicating the variation time of the first special pattern, etc. are reserved among the random numbers corresponding to the game ball that entered the first starting hole 14. The CPU 51 shifts the first reserved random number stored in the smallest numbered storage area among the random numbers in the storage areas that have not yet been processed to a judgment area (not shown). The judgment area is a storage area provided in the RAM 52 to store the random numbers for the jackpot judgment, and is used in common for the special 1 jackpot judgment and the special 2 jackpot judgment. The CPU 51 performs various processes such as the special 1 jackpot judgment on the random numbers shifted to the judgment area. When the first reserved random number stored in the smallest numbered storage area is shifted to the judgment area, the random numbers stored in the storage areas after the next number are shifted to the storage area with the next smaller number. After that, the first reserved random number stored in the smallest numbered memory area is shifted sequentially to the judgment area, and the process of the special chart 1 big win judgment and the like is repeated. The various processes for the random numbers stored in the judgment area include, for example, the determination of the notification performance that notifies the result of the special chart 1 big win judgment, and the process of the number of rounds of the big win game that is executed according to the judgment result. The random numbers in the judgment area are erased after the process of the big win judgment and the like is completed.
[0050] Each memory area is provided with a special 1 jackpot random number column in which the value of the jackpot random number is stored, a first special pattern determination random number column in which the value of the special pattern determination random number is stored, and a first variation pattern determination random number column in which the value of the variation pattern determination random number is stored. When the game ball enters the first starting hole 14, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column. The jackpot random number stored in the special 1 jackpot random number column is used for determining the special 1 jackpot. The special pattern determination random number stored in the first special pattern determination random number column is used to determine the first special pattern. The variation pattern determination random number stored in the first variation pattern determination random number column is used to determine the first variation pattern indicating the variation time of the first special pattern displayed in the first special pattern display section of the pattern display section 29. The various random numbers acquired together with the jackpot random number and stored in the special 1 jackpot related information memory area are also collectively referred to as the first random number. The first random number stored in the special chart 1 jackpot related information storage area in a state where the special chart 1 jackpot judgment, the first variation pattern determination, and the first special symbol determination are not executed and are reserved is called the first reserved random number. The variation time of the special chart 1 special symbol is also called the first variation time. In addition, random numbers other than the above, such as a reach random number for determining whether or not the notification performance is performed as a reach performance described later, may be obtained as the first random number when the game ball enters the first starting hole 14.
[0051] Although not shown, the RAM 52 is provided with a special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area is also used in the special symbol processing of the main processing. In this embodiment, the special chart 2 jackpot related information storage area is provided with four storage areas corresponding to the maximum second reserved number. The second reserved number is the number of second reserved random numbers stored in a state in which the execution of the special chart 2 jackpot judgment, the determination of the second variation pattern indicating the variation time of the second special symbol, etc., among the random numbers corresponding to the game ball that has entered the second starting hole 15, are reserved. When the game ball enters the second starting hole 15, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column of the special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area, like the special chart 1 jackpot related information storage area, is provided with a special chart 2 jackpot random number column in which the value of the jackpot random number is stored, a second special pattern determination random number column in which the value of the special pattern determination random number is stored, and a second fluctuation pattern determination random number column in which the value of the fluctuation pattern determination random number is stored.
[0052] The CPU 51 shifts the random number stored in the smallest memory area among the random numbers in the memory areas that have not yet been processed to the aforementioned judgment area. The CPU 51 performs various processes such as the special chart 2 jackpot judgment on the random numbers shifted to the judgment area. The various random numbers acquired together with the special chart 2 jackpot random number and stored in the special chart 2 jackpot related information storage area are collectively referred to as the second random number. The second random number stored in the special chart 2 jackpot related information storage area in a reserved state without executing the special chart 2 jackpot judgment, the determination of the second variation pattern, and the determination of the first special symbol is referred to as the second reserved random number. The variation time of the second special symbol is also referred to as the second variation time.
[0053] In the following explanation, the jackpot random numbers used to determine the special 1 jackpot are also referred to as the special 1 jackpot random numbers. The jackpot random numbers used to determine the special 2 jackpot are also referred to as the special 2 jackpot random numbers. The fluctuation pattern determining random numbers used to determine the first fluctuation pattern are also referred to as the first fluctuation pattern determining random numbers. The fluctuation pattern determining random numbers used to determine the second fluctuation pattern are also referred to as the second fluctuation pattern determining random numbers. The special pattern determining random numbers used to determine the first special pattern are also referred to as the first special pattern determining random numbers. The special pattern determining random numbers used to determine the second special pattern are also referred to as the second special pattern determining random numbers.
[0054] In the pachinko machine 1, the first and second variation times are equal to the presentation time of the notification presentation that notifies the player of the results of the special chart 1 jackpot determination and the special chart 2 jackpot determination. The sub-control board 58 controls the notification presentation according to the variation pattern determined by the main control board 41. Specifically, the main control board 41 starts the variation of the first special symbol according to the first variation pattern based on the first variation pattern determination random number. The main control board 41 starts the variation of the second special symbol according to the second variation pattern based on the second variation pattern determination random number. The sub-control board 58 controls the start of the variation display of the performance symbol 100 in synchronization with the start of the variation of the first special symbol and the second special symbol. When the first variation time ends, the main control board 41 displays the first special symbol that has been varied for a predetermined special symbol determination display time. In this embodiment, the special symbol determination display time is 0.8 seconds. Furthermore, when the variation time of the second special symbol ends, the main control board 41 displays the second special symbol that has been varied for a predetermined special symbol determined display time. The sub-control board 58 displays the performance symbol 100 in synchronization with the special symbol determined display time. The sub-control board 58 also controls the execution of the notification effect synchronized with the variation time of the special symbol by the display screen 28, the board lamp 27, the frame lamp 38, the speaker 39, etc., in addition to the performance symbol 100. Hereinafter, the notification effect synchronized with the variation time of the first special symbol is referred to as the first notification effect. The notification effect synchronized with the variation time of the second special symbol is referred to as the second notification effect.
[0055] Although not shown, the RAM 52 is provided with a normal win related information storage area for storing a normal win random number obtained when the game ball passes through the gate 12. The normal win related information storage area is also configured in the same manner as the special chart 1 jackpot related information storage area. In this embodiment, the normal win related information storage area is provided with four storage areas corresponding to the maximum normal reserve number "4", which is the upper limit of the normal reserve number that can be stored. The storage areas are provided with a normal win random number column in which the value of the normal win random number is stored, and a normal symbol determination random number column in which the value of the normal symbol determination random number is stored. The normal win random number is used for normal win judgment. The normal symbol determination random number is used to determine the normal win symbol.
[0056] The jackpot determination table stored in the ROM 53 will be described with reference to FIG. 4. The jackpot determination table defines jackpot random number values corresponding to the determination results of jackpot, small win, and miss, among jackpot random numbers having values from 0 to 65535. In this way, the determination table defines the jackpot probability that a jackpot is determined to be a jackpot by the jackpot determination, and the small win probability that a small win is determined to be a small win by the jackpot determination. The pachinko machine 1 determines whether the result of the jackpot determination is a jackpot, small win, or miss by referring to the jackpot determination table.
[0057] The jackpot determination table includes a special 1 jackpot determination table and a special 2 jackpot determination table. The special 1 jackpot determination table defines the jackpot random number value corresponding to the jackpot determination result, thereby defining the jackpot probability as approximately 1 / 300.624. The special 1 jackpot determination table associates jackpot random number values other than the jackpot random number value corresponding to the jackpot determination result with the miss determination result.
[0058] The special chart 2 jackpot determination table defines the jackpot probability as approximately 1 / 300.624, similar to the special chart 1 jackpot determination table, by defining a jackpot random number value corresponding to the jackpot determination result. The special chart 2 jackpot determination table also defines the small jackpot probability as approximately 1 / 5.285 by defining a jackpot random number value corresponding to the small jackpot probability determination result. The special chart 2 jackpot determination table makes the jackpot random number value other than the jackpot random number value corresponding to the jackpot and small jackpot determination results correspond to the miss determination result. The special chart 1 jackpot determination table does not define a jackpot random number value corresponding to the small jackpot determination result. Therefore, in this embodiment, the small jackpot determination result is not derived by the special chart 1 jackpot determination. Note that the game specifications of this embodiment are an example, so there may be cases where the special chart 1 jackpot determination table defines a jackpot random number value corresponding to the small jackpot determination result, and the small jackpot determination result is derived by the special chart 1 jackpot determination.
[0059] The special symbol determination table stored in the ROM 53 will be described with reference to FIG. 5. The pachinko machine 1 determines the first special symbol indicating the result of the special symbol 1 jackpot determination and the second special symbol indicating the result of the special symbol 2 jackpot determination by referring to the special symbol determination table. The first special symbol and the second special symbol are classified into any of a plurality of winning symbols. The plurality of winning symbols include a jackpot symbol indicating that the result of the jackpot determination is a jackpot and a small winning symbol indicating that the result of the jackpot determination is a small winning. In this embodiment, the winning symbol of the first special symbol is composed of a jackpot symbol, and the winning symbol of the second special symbol is composed of a jackpot symbol and a small winning symbol. The special symbol determination table associates each of the plurality of winning symbols with a value (0 to 99) of the special symbol determination random number. If the result of the jackpot determination is a miss, a predetermined miss symbol is determined.
[0060] The first special symbols include two types of jackpot symbols, "4R jackpot A" and "4R jackpot B". The ratio of the jackpot symbols of the first special symbols is 50% for "4R jackpot A" and 50% for "4R jackpot B". The second special symbols include two types of jackpot symbols, "10R jackpot A" and "10R jackpot B", and two types of small jackpot symbols, "10R small jackpot A" and "10R small jackpot A". The ratio of the jackpot symbols of the second special symbols is 50% for "10R jackpot A" and 50% for "10R jackpot B". The ratio of the small jackpot symbols of the second special symbols is 50% for "10R small jackpot A" and 50% for "10R small jackpot B". "4R" and "10R" indicate the number of rounds associated with each winning symbol. The jackpot games based on the jackpot symbols "4R jackpot A", "4R jackpot B", "10R jackpot A" and "10R jackpot B" are type 1 games. The jackpot games based on the small jackpot games based on the small jackpot symbols "10R small jackpot A" and "10R small jackpot B" are type 2 games.
[0061] The number of rounds associated with the small win symbol is the number of rounds of the jackpot game to be executed when the game ball that entered the second large winning opening 17 during the execution of the small win game passes through a specific area inside the second large winning opening 17, thereby generating a jackpot game state. In other words, the number of rounds associated with the small win symbol is the number of rounds when the jackpot game of the two-type game is executed. Note that, if the small win game corresponding to the small win symbol is executed, but the game ball that entered the second large winning opening 17 passes only through the non-specific area and does not pass through the specific area, and the jackpot game state is not generated, the jackpot game is not executed after the end of the small win game.
[0062] The special symbol determination table defines the opening patterns of the first large prize opening 16 and the second large prize opening 17 in the small prize game and the big prize round. In the big prize game with the big prize symbols of "4R big prize A", "4R big prize B", "10R big prize A" and "10R big prize B", the first large prize opening 16 opens once for a maximum of 28.0 seconds in all big prize rounds. Also, in the small prize game with the small prize symbols of "10R small prize A" and "10R small prize B", the second large prize opening 17 opens once for a maximum of 1.5 seconds.
[0063] In a jackpot game that is caused by a game ball passing through a specific area inside the second large prize opening 17 during the execution of a small prize game, the first large prize opening 16 opens once for a maximum of 28.0 seconds in each round from the second round onward. This maximum opening time of the first large prize opening 16 is also referred to as the first opening time below. As described above, in a jackpot game that is caused by the execution of a small prize game, the small prize game is treated retroactively as the jackpot round of the first round. For this reason, in the special symbol determination table, the opening time of the second large prize opening 17 related to the small prize game is defined as the opening time of the jackpot round of the first round for convenience. This maximum opening time of the second large prize opening 17 is also referred to as the second opening time below. The second opening time is the aforementioned 1.5 seconds.
[0064] Each winning symbol is associated with a game state that is set after the jackpot game associated with that symbol has ended. For the first special symbol, the normal state is associated with "4R jackpot A," and the time-saving state is associated with "4R jackpot B." For the second special symbol, the normal state is associated with "10R jackpot A" and "10R small jackpot A," and the time-saving state is associated with "4R jackpot B," "10R jackpot B," and "10R small jackpot B."
[0065] Therefore, when a jackpot determination result is derived by the special chart 1 jackpot determination, after the end of the jackpot game related to the type 1 game, the normal state is set at a rate of 50% and the time-saving state is set at a rate of 50%. When a jackpot determination result is derived by the special chart 2 jackpot determination, after the end of the jackpot game related to the type 1 game, the normal state is set at a rate of 50% and the time-saving state is set at a rate of 50%. When a small jackpot determination result is derived by the special chart 2 jackpot determination, after the end of the small jackpot game and jackpot game related to the type 2 game, the normal state is set at a rate of 50% and the time-saving state is set at a rate of 50%.
[0066] The special symbol determination table defines the time-saving end condition, which is the end condition of the set time-saving state, according to the winning symbol. In this embodiment, the time-saving end condition is that the number of big win determinations made in the time-saving state reaches 80.
[0067] The variation pattern determination table and the special second variation pattern determination table stored in the ROM 53 will be described with reference to Fig. 6 and Fig. 7. The variation pattern determination table shown in Fig. 6 has a plurality of tables according to the result of the big win determination and the game state at the time when the variation pattern is determined. Each of the plurality of tables is assigned one or a plurality of types of variation patterns, and each variation pattern is associated with a value (0 to 511) of the variation pattern determination random number and a variation time of the special symbol.
[0068] When the special chart 1 big win determination is performed, the table division according to the game state at that time and the determination result of the special chart 1 big win determination is referenced, and one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 big win random number is determined. When the result of the special chart 1 big win determination in the normal state is a big win, the rate at which the variation pattern is determined increases in the order of "reach performance A" to "reach performance E". "Reach performance" is a notification performance that executes a performance indicating the possibility of a big win after a reach state is formed in which, for example, two of the three performance patterns 100 stop with the same pattern. On the other hand, when the determination result is a miss, the rate at which the variation pattern is determined decreases in the order of "reach performance A" to "reach performance E". Therefore, the expectation that the result of the special chart 1 big win determination will be a big win increases in the order of "reach performance A" to "reach performance E".
[0069] In this embodiment, the variation pattern of the "non-reach" such as "non-reach performance A" is a notification performance that ends without reaching a reach state. In this embodiment, the variation pattern of the "non-reach" is determined only when the result of the jackpot determination is a miss. In the first variation pattern of the "non-reach", the first variation time varies depending on the first reserved number at the start of the variation of the first special symbol. In FIG. 4, the reserved number "0" indicates a case where the first special symbol starts to vary when the game ball enters the first starting hole 14 with the first reserved number being "0". The reserved number "1", "2" or "3" indicates a case where the first special symbol starts to vary based on the first random number with the first reserved number being "1", "2" or "3".
[0070] Even when the game state is in the time-saving state, as in the normal state, one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 jackpot random number is determined according to the result of the jackpot determination. As with the first variation pattern, one or more types of second variation patterns are assigned to each of multiple tables according to the game state. Each variation pattern is associated with the value (0 to 511) of the second variation pattern determination random number and the second variation time. A table division according to the game state at the time of the special chart 2 jackpot determination and the result of the special chart 2 jackpot determination is referenced, and one second variation pattern corresponding to the value of the second variation pattern determination random number obtained together with the special chart 2 jackpot random number is determined.
[0071] The main control board 41 changes the first special symbol or the second special symbol for a change time determined according to the determined change pattern. When the change pattern is determined, the main control board 41 transmits a change pattern designation command, which is a command that designates the change pattern, to the sub-control board 58. The sub-control board 58 controls the notification effect according to the change pattern designated by the change pattern designation command.
[0072] The special second variation pattern determination table shown in FIG. 7 is provided to determine the second variation pattern in a special case. The special second variation pattern determination table is provided to determine the second variation pattern for the second notification performance corresponding to the second reserved random number stored in the advantageous game state in the normal state set after the advantageous game state ends. The advantageous game state refers to a game state advantageous to the player, and refers to a state in which the big win game state and the time-saving game state are played continuously. Specifically, the advantageous game state starts in response to the start of the first win game. If the time-saving state is set after the end of the first win game, the advantageous game state continues while the time-saving state continues. If a big win game is executed due to the determination result of a small win or a big win being derived in the time-saving state, the advantageous game state continues even during the execution of the big win game. If the time-saving state is set after the end of the big win game, the advantageous game state continues while the time-saving state continues. On the other hand, if the time-saving state is not set after the end of the jackpot game and the game transitions to a non-time-saving state, the advantageous game state ends with the end of the jackpot game. In other words, the advantageous game state corresponds to a state in which a so-called consecutive win continues. If the result of the jackpot determination is not derived in the time-saving state, or the result of the small win determination is derived and a small win game is played, but the notification performance is performed a predetermined number of times without the game ball passing through the specific area, the pachinko machine 1 ends the time-saving state. In this case, the advantageous game state ends with the end of the time-saving state.
[0073] The second reserved random number that is stored in the advantageous game state and for which the special chart 2 big win determination or the like is executed after the time-saving state ends is hereinafter referred to as the "remaining reserve". Details will be described later, but in this embodiment, the state in which the second notification performance is executed up to four times in association with the special chart 2 big win determination being executed sequentially for the remaining reserve after the advantageous game state ends is referred to as the special variation state. The pachinko machine 1 is provided with a special second variation pattern determination table so that a second variation pattern dedicated to the special variation state can be determined for the second notification performance corresponding to the remaining reserve that is executed up to four times in the normal state after the advantageous game state ends.
[0074] The special second variation pattern determination table defines a second variation pattern of the special big win variation when the result of the special chart 2 big win determination is a big win. The special second variation pattern determination table defines a second variation pattern of the special small win variation when the result of the special chart 2 big win determination is a small win. The special second variation pattern determination table defines a second variation pattern of the special miss variation when the result of the special chart 2 big win determination is a miss. In this embodiment, the second variation time is 2 seconds for all of the special big win variation, the special small win variation, and the special miss variation. Therefore, the special variation state is a state in which a maximum of four second notification performances corresponding to the remaining reserve are executed in a relatively short time. Note that this aspect of the special variation state is one example. Therefore, the execution time of the second notification performance in the special variation state may be changed arbitrarily.
[0075] The operation of the main control board 41 of the pachinko machine 1 will be described with reference to Figs. 8 to 14. The main control of the pachinko machine 1 is performed by a control program stored in the ROM 53. The main processing of the control program shown in Fig. 8 is started in the CPU 51 when the power switch 423 is turned ON to turn on the power of the pachinko machine 1. Thereafter, the CPU 581 executes the main processing when the CPU 51 detects an interrupt signal generated every 4 ms by the interrupt signal generating circuit 57 shown in Fig. 2. Each step in the flowchart will be abbreviated as "S" below.
[0076] The flags used in the main process will be described. In the main process, an operating flag, a small win game state flag, a big win game state flag, a special symbol display state flag, a time-saving flag, and the like are used. These flags are game process information stored in the RAM 52. The operating flag is a flag indicating whether the pachinko machine 1 is operating. The operating flag becomes "OFF" when the power switch 423 is operated to the OFF state to turn off the power of the pachinko machine 1. The operating flag becomes "ON" with the execution of a power-on process (S2) described later, which is executed when the power switch 423 is operated to the ON state to turn on the power of the pachinko machine 1. Hereinafter, the processes from S11 to S20 in the main process that are executed when the operating flag is "ON" are also referred to as operating processes.
[0077] The small win game state flag is a flag indicating whether or not the game is in a small win game state, and when "1" is stored in the small win game state, it becomes "ON", and when the game is not in a small win game state, it becomes "OFF". The big win game state flag is a flag indicating whether or not the game is in a big win game state, and when "1" is stored in the big win game state, it becomes "ON", and when the game is not in a big win game state, it becomes "OFF" and "0" is stored. The special symbol display state flag is stored as "1" when either the first special symbol or the second special symbol is changing (changing), as "2" when either one is displayed as a fixed symbol (displaying as a fixed symbol), and as "0" when neither is changing nor displayed as a fixed symbol. The time-saving flag is a flag indicating whether or not the game is in a time-saving state, and when "1" is stored in the time-saving state, it becomes "ON", and when "0" is stored in the non-time-saving state, it becomes "OFF".
[0078] When the main processing starts, the CPU 51 determines whether the operation flag is "ON" (S1). Immediately after the power of the pachinko machine 1 is turned on, the operation flag is "OFF". If the operation flag is "OFF" (S1: NO), the power-on process is executed (S2), and the main processing ends.
[0079] In the power-on process, the CPU 51 executes an initialization process associated with power-on. Specifically, the CPU 51 executes a wait process for waiting for the sub-control board 58 and the like to become operable, and an access permission setting for the RAM 52 for enabling writing and reading of game processing information to and from the RAM 52. In addition, when the power switch 423 is operated to the ON state and the power of the pachinko machine 1 is switched from OFF to ON, the CPU 51 executes a RAM clear process if the RAM clear switch 412 is in the ON state. In the RAM clear process, the game processing information stored in the use area of the RAM 52 is cleared, and the RAM 52 is initialized such that a predetermined initial value is stored in the RAM 52. By performing the RAM clear process, various flags stored in the RAM 52, such as a small win game state flag, a big win game state flag, and a time-saving flag, are set to "OFF". The RAM 52 is provided with various counters such as a time-saving counting counter to be described later. By performing the RAM clear process, the values stored in these counters are cleared to "0". When the power-on process ends, the CPU 51 sets the in-operation flag to "ON" and ends the power-on process.
[0080] When the main process is started by the next interrupt signal, since the operating flag is "ON" (S1: YES), the CPU 51 executes a switch reading process (S11). In the switch reading process, a process is performed to detect the passage or winning of a game ball from the detection results of each switch provided in the gate switch 74, the first start port switch 61, the second start port switch 62, the first large prize port switch 76, the second large prize port switch 77, the specific area switch 78, the non-specific area switch 79, and other prize ports shown in FIG. 2. The RAM 52 stores a flag corresponding to each switch. When each switch detects the passage of a game ball, the flag corresponding to each switch stored in the RAM 52 becomes "ON".
[0081] Next, the CPU 51 executes a counter update process (S12). In the counter update process, the values of a special symbol fluctuation time counter, which is a timer counter for measuring the fluctuation time of the first special symbol and the second special symbol stored in the RAM 52, and a special symbol determination display time counter for measuring the special symbol determination display time are subtracted.
[0082] Next, the CPU 51 executes special electric accessory processing (S13). Details will be described later with reference to Figs. 13 and 14, but in the special electric accessory processing, processing for controlling the operation of the big win game and the small win game, processing related to the game state set after the end of the big win game, etc. are performed. The operation of the big win game is mainly the opening and closing operation of the opening and closing member 161 of the first big win opening 16 in the big win game. The operation of the small win game is mainly the opening and closing operation of the opening and closing member 171 of the second big win opening 17 in the small win game.
[0083] Next, the special symbol process is performed (S15). Details will be described later with reference to Figs. 9 to 11, but in the special symbol process, a big win determination, a change pattern determination, a special symbol determination, a game state transition process, and the like are performed.
[0084] Next, the CPU 51 executes normal electric device processing (S16). In the normal electric device processing, when the result of the normal hit determination is a hit, processing is performed to control the operation of the normal hit game (mainly the opening and closing operation of the opening and closing member 151 of the second start opening 15). As described above, when the time-saving state is set, the CPU 51 increases the frequency with which the opening and closing member 151 of the second start opening 15 is opened compared to the non-time-saving state.
[0085] Next, the CPU 51 executes normal symbol processing (S17). In the normal symbol processing, a normal win random number is acquired when the gate switch 74 detects the passage of a gaming ball. Based on the acquired random number, processing such as normal win determination and generation of commands for controlling the fluctuation of normal symbols is performed. As described above, the fluctuation time of normal symbols during the time-saving state is shorter than the fluctuation time of normal symbols during the non-time-saving state.
[0086] Next, the CPU 51 executes a payout process (S18). When the game balls shot into the game area 4 enter the first start opening 14, the second start opening 15, the first large winning opening 16, the second large winning opening 17, and other winning openings, the pachinko machine 1 awards the player with a number of game balls corresponding to the unit number predetermined for each winning opening. The game balls awarded to the player in response to the game balls entering various winning openings are called prize balls. The unit number of prize balls predetermined for each winning opening is called the unit number of prize balls. When the game balls enter a winning opening, the CPU 51 generates a prize ball command indicating the unit number of prize balls corresponding to the winning opening. The CPU 51 sets the generated prize ball command in a command buffer provided in the RAM 52. The prize ball command set in the command buffer is sequentially transmitted to the payout control board 45 and the sub-control board 58. The CPU 451 of the payout control board 45 that receives the prize ball command causes the prize ball payout device 49 to pay out the unit number of prize balls indicated by the prize ball command according to the number of winning balls entered into the winning opening.
[0087] The main processing may include a command transmission process for transmitting commands set in the command buffer in the previously executed main processing to the sub-control board 58, etc. In this case, the commands set in the command buffer by the command transmission process may be transmitted to the sub-control board 58, etc., at each interruption of the main processing in the order in which they were set in the command buffer.
[0088] Next, the CPU 51 executes an error check (S19) and an information output process (S20) and ends the main process. In the error check, if an error occurs, a command for notifying the error using the display screen 28, the speaker 39, etc. is transmitted to the sub-control board 58. In the information output process, various information is output to the aforementioned game center management computer via the external terminal board 55.
[0089] The details of the special symbol processing shown in S15 of Fig. 8 will be described with reference to Fig. 9 to Fig. 11. The flags used in the special symbol processing will be described. In the special symbol processing, the big win game state flag, the small win game state flag, the special symbol display state flag, the time reduction flag, etc. are used.
[0090] As shown in Fig. 9, when the special symbol process is started, the CPU 51 judges whether a gaming ball has entered the first start hole 14 (S41). When the first start hole switch 61 detects the entry of a gaming ball, a flag corresponding to the first start hole switch 61 is set to "ON" in the switch reading process of the main process shown in S11 of Fig. 8. If this flag is "OFF", the CPU 51 judges that a gaming ball has not entered the first start hole 14 (S41: NO), and the process proceeds to the judgment of S51.
[0091] When this flag is "ON", the CPU 51 judges that the game ball has entered the first starting hole 14 (S41: YES) and judges whether the first reserved number is "4" (S43). The RAM 52 has a first reserved number storage area for storing the first reserved number. When the first reserved number stored in the first reserved number storage area is "4" (S43: YES), the first reserved number has reached the maximum first reserved number, so the CPU 51 shifts the process to the judgment of S51. When the first reserved number stored in the first reserved number storage area is not "4" (S43: NO), the CPU 51 adds "1" to the first reserved number stored in the first reserved number storage area (S45). The CPU 51 acquires the first random number, and stores each random number value of the acquired first random number in the smallest numbered empty storage area in the special chart 1 big win related information storage area shown in FIG. 3 (S46). Specifically, the random number value of the jackpot random number is stored in the special chart 1 jackpot random number column, the random number value of the first pattern determination random number is stored in the first special pattern determination random number column, and the random number value of the first variation pattern determination random number is stored in the first variation pattern determination random number column.
[0092] Next, the CPU 51 refers to the first reserved information, which is information about the first random number acquired in S46 (S48). The CPU 51 generates a first reserved information command for notifying the sub-control board 58 of the referred information, and sets it in the command buffer (S49). The first reserved ball information command is a command for notifying the sub-control board 58 of the first reserved information acquired and stored in S46. The first reserved information command set in the command buffer is transmitted to the sub-control board 58, the payout control board 45, the relay terminal board 47, etc. in the order in which it is set in the command buffer. The first reserved information is information obtained by referring to the first random number acquired and stored in S46 before processing such as a jackpot determination is performed on the first random number, and is so-called pre-reading information. In this embodiment, the first reserved information is information based on the special jackpot random number 1, the first special pattern determination random number, and the first variation pattern determination random number included in the first reserved random number. When the first random number includes the above-mentioned reach random number, the first reserved information also includes information obtained by referring to those random numbers. The first reserved information command is generated to include information indicating the first reserved number in addition to the look-ahead information regarding the first random number. The information indicating the first reserved number is based on the first reserved number stored in the first reserved number storage area.
[0093] The CPU 51 judges whether a game ball has entered the second start hole 15 (S51). When the second start hole switch 62 detects the entry of a game ball, a flag corresponding to the second start hole switch 62 becomes "ON" in the switch reading process of the main process shown in S11 of Fig. 8. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the second start hole 15 (S51: NO), and the process proceeds to the judgment of S61 shown in Fig. 10.
[0094] When this flag is "ON", the CPU 51 judges that the game ball has entered the second start hole 15 (S51: YES) and judges whether the second reserved number is "4" (S52). The RAM 52 has a second reserved number storage area for storing the second reserved number. When the second reserved number stored in the second reserved number storage area is "4" (S52: YES), the second reserved number has reached the maximum second reserved number, so the CPU 51 shifts the process to the judgment of S61. When the second reserved number stored in the second reserved number storage area is not "4" (S52: NO), the CPU 51 adds "1" to the second reserved number stored in the second reserved number storage area (S55). The CPU 51 acquires the second random number, and stores each random number value of the acquired second random number in the smallest numbered storage area among the empty storage areas in the special chart 2 big win related information storage area (S56). Specifically, the random number value of the special chart 2 jackpot random number is stored in the special chart 2 jackpot random number column, the random number value of the second special pattern determination random number is stored in the second special pattern determination random number column, and the random number value of the second variation pattern determination random number is stored in the second variation pattern determination random number column.
[0095] Next, the CPU 51 refers to the second reserved information, which is information related to the second random number acquired in S56 (S58). The CPU 51 generates a second reserved information command for notifying the sub-control board 58 of the referred information, and sets it in the command buffer (S59). The second reserved information command is a command for notifying the sub-control board 58 of the second reserved information (so-called pre-reading information), which is information related to the second reserved random number acquired and stored in S56. The second reserved information command is generated including information indicating the second reserved number in addition to information regarding the second random number (special chart 2 big win random number, second special pattern determination random number, and second variation pattern determination random number). The information indicating the second reserved number is based on the first reserved number stored in the second reserved number storage area. The second reserved information command set in the command buffer is sequentially transmitted to the sub-control board 58, etc. The CPU 51 shifts the process to the judgment of S61.
[0096] As shown in FIG. 10, the CPU 51 judges whether the game is in a big win game state or a small win game state, i.e., whether the game is in a winning game state (S61). If the big win game state flag or the small win game state flag is "ON", the CPU 51 judges that the game is in a winning game state (S61: YES) and returns the process to the main process. If the big win game state flag or the small win game state flag is "OFF", the CPU 51 judges that the game is not in a winning game state (S61: NO) and judges whether the first special symbol and the second special symbol are changing (S62). If the special symbol display state flag is not "1", the CPU 51 judges that neither the first special symbol nor the second special symbol is changing (S62: NO) and judges whether the first special symbol or the second special symbol is in a stopped state (S63). If the special symbol display state flag is not “2”, the CPU 51 determines that neither the first special symbol nor the second special symbol is being displayed as confirmed (S63: NO), and transitions to S71 shown in FIG. 11, where it executes processing such as determining whether or not there is a jackpot.
[0097] In this embodiment, in the jackpot determination, the special chart 1 jackpot determination is performed in priority over the special chart 2 jackpot determination. This is because, when the time-saving state is set after the end of the jackpot game, when the first reserved random number is stored, the first reserved random number is consumed at the beginning of the time-saving state. The pachinko machine 1 performs the special chart 1 jackpot determination in priority over the special chart 2 jackpot determination for reasons such as making the time-saving state a state in which the special chart 2 jackpot determination is mainly executed thereafter, that is, to make the time-saving state a state in which the small jackpot game is mainly executed repeatedly. Note that this is not limited to this, and the pachinko machine 1 may perform the special chart 2 jackpot determination in priority over the special chart 1 jackpot determination.
[0098] As shown in FIG. 11, the CPU 51 judges whether the first reserved number is "1" or more (S71). If the first reserved number stored in the first reserved number storage area of the RAM 52 is "1" or more (S71: YES), the CPU 51 subtracts "1" from the first reserved number stored in the first reserved number storage area (S73). The CPU 51 shifts each random number of the first reserved random number stored in the smallest numbered storage area in the special chart 1 jackpot related information storage area shown in FIG. 3 to the judgment area (S75). In addition, the CPU 51 shifts each random number of the first reserved random number stored in the special chart 1 jackpot related information storage area to the storage area with the next smaller number.
[0099] The CPU 51 executes the special chart 1 big win determination process (S76). The CPU 51 refers to the big win determination table shown in Fig. 4 and determines whether the special chart 1 big win random number shifted to the determination area in S75 corresponds to a "big win" or a "miss". As a result, the special chart 1 big win determination based on the undetermined special chart 1 big win random numbers stored in the RAM 52 is performed in the order in which the special chart 1 big win random numbers are stored.
[0100] The CPU 51 determines the winning symbol of the first special symbol according to the result of the special symbol 1 jackpot determination derived in S76 (S78). When the CPU 51 determines a jackpot in the process of S76, it refers to the special symbol determination table shown in FIG. 5 and determines the first special symbol of the jackpot symbol indicating the jackpot determination result according to the value of the first special symbol determination random number shifted to the determination area in S75. When the CPU 51 determines a miss in the process of S76, it determines the first special symbol of a predetermined miss symbol indicating the miss determination result. Information indicating the content of the determined first special symbol is stored in the RAM 52. The CPU 51 shifts the process to S101.
[0101] On the other hand, if the first reserved number is "0" (S71: NO), the CPU 51 judges whether the second reserved number is "1" or more (S91). If the second reserved number stored in the second reserved number storage area of the RAM 52 is "0" (S91: NO), the CPU 51 returns the process to the main process. If the second reserved number is "1" or more (S91: YES), the CPU 51 subtracts "1" from the second reserved number stored in the second reserved number storage area (S92). The CPU 51 shifts each random number value of the second reserved random number stored in the storage area with the smallest number in the special chart 2 jackpot related information storage area to the judgment area (S93). Also, the CPU 51 shifts each random number value of the second reserved random number stored in the special chart 2 jackpot related information storage area to the storage area with the next smaller number.
[0102] The CPU 51 executes a special chart 2 big win determination process (S95). The CPU 51 refers to the big win determination table shown in Fig. 4 and determines whether the special chart 2 big win random number shifted to the determination area in S92 corresponds to a "big win", a "small win", or a "miss". As a result, the special chart 2 big win determination based on the undetermined second big win random number stored in the RAM 52 is performed in the order in which the second big win random numbers were stored.
[0103] The CPU 51 determines the winning symbol of the second special symbol according to the result of the special symbol 2 big win determination derived in S95 (S96). When the CPU 51 determines a big win in the process of S95, it refers to the special symbol determination table shown in FIG. 5 and determines the second special symbol of the big win symbol indicating the determination result of the big win according to the value of the second special symbol determination random number shifted to the determination area in S93. When the CPU 51 determines a small win in the process of S95, it refers to the special symbol determination table and determines the second special symbol of the small win symbol indicating the determination result of the small win according to the value of the second special symbol determination random number shifted to the determination area in S93. When the CPU 51 determines a loss in the process of S95, it determines the second special symbol of the predetermined loss symbol indicating the determination result of the loss. Information indicating the content of the determined second special symbol is stored in the RAM 52. The CPU 51 shifts the process to S101.
[0104] The CPU 51 generates a stop symbol designation command and sets it in the command buffer (S101). The stop symbol designation command is a command for notifying the sub-control board 58 of the contents of the big win symbol, small win symbol, or loss symbol determined as the special symbol in the process of S78 or S96. In this embodiment, the stop symbol designation command is configured to be able to specify the symbol name of the special symbol. Hereinafter, a command for notifying the sub-control board 58 of the contents of the big win symbol or loss symbol determined as the first special symbol is referred to as a first stop symbol designation command. A command for notifying the sub-control board 58 of the contents of the big win symbol, small win symbol, or loss symbol determined as the second special symbol is referred to as a second stop symbol designation command. The first stop symbol designation command and the second stop symbol designation command set in the command buffer are sequentially transmitted to the sub-control board 58.
[0105] The CPU 51 determines the variation pattern (S102). In S102, the CPU 51 refers to the state of the time-saving flag and specifies whether the game state is currently set to the normal state or the time-saving state. The CPU 51 refers to the variation pattern determination table or the special second variation pattern determination table shown in FIG. 6 and FIG. 7.
[0106] Specifically, when the CPU 51 determines the first variation pattern, it refers to the variation pattern determination table. When the CPU 51 determines the second variation pattern, it refers to the variation pattern determination table when the game state is in the time-saving state or when the game state is in the normal state and the value of the judgment count counter is "5" or more. The judgment count counter is a counter that counts the number of jackpot determinations performed after a jackpot game is performed, that is, the total number of executions of the special chart 1 jackpot determination and the special chart 2 jackpot determination, and is stored in the RAM 52. When the CPU 51 determines the second variation pattern, it refers to the special second variation pattern determination table when the game state is in the normal state and the value of the judgment count counter is "4" or less. This value of "4" corresponds to the maximum second reserved number, that is, the maximum number of remaining reserved. In other words, when the CPU 51 determines the second variation pattern corresponding to the remaining reserved, it refers to the variation pattern determination table for the special machine. Then, the CPU 51 determines a variation pattern corresponding to the variation pattern determination random number in accordance with the specified game state and the determination result of the big win determination.
[0107] The CPU 51 generates a variation pattern designation command for designating the variation pattern determined in S102, and sets it in the command buffer (S103). Hereinafter, when the variation pattern determined in S102 is the first variation pattern, the command designating the first variation pattern is referred to as the first variation pattern designation command. When the variation pattern determined in S101 is the second variation pattern, the command designating the second variation pattern is referred to as the second variation pattern designation command. When the first variation pattern designation command and the second variation pattern designation command are collectively referred to as the variation pattern designation command, they are simply referred to as the variation pattern designation command. The variation pattern designation command includes information on the type of the determined variation pattern and the variation time of the special pattern corresponding to the variation pattern. The variation pattern designation command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58. The pattern display unit 29 that has received the first variation pattern designation command via the relay terminal board 47 starts the variation of the first special pattern in the first special pattern display unit. The pattern display unit 29 that has received the second variation pattern designation command starts the variation of the second special pattern in the second special pattern display unit. The sub-control board 58, which receives the first variation pattern designation command and the second variation pattern designation command, instructs the start of variation of the performance pattern 100 on the display screen 28.
[0108] The CPU 51 stores the special symbol fluctuation time corresponding to the fluctuation pattern determined in S102 in the special symbol fluctuation time counter (S105). The CPU 51 stores "1" indicating that the special symbol is fluctuating in the special symbol display state flag (S106), and returns the process to the main process.
[0109] 10, if the special symbol display flag is set to "1", the CPU 51 determines that the special symbol is changing (S62: YES) and determines whether the first or second change time has elapsed (S111). This determination is made according to the value of the special symbol change time counter stored in S103. If the value of the special symbol change time counter is not "0", the CPU 51 determines that the first or second change time has not elapsed (S111: NO) and returns the process to the main process.
[0110] When the value of the special symbol variation time counter is "0", the CPU 51 judges that the first variation time or the second variation time has elapsed (S111: YES), generates a special symbol stop command, and sets it in the command buffer (S112). The special symbol stop command is a command for notifying the symbol display unit 29 and the sub-control board 58 that the variation of the special symbol is to be stopped. The special symbol stop command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58, and instructs the variation of the first special symbol or the second special symbol in the symbol display unit 29 to be stopped and the variation of the performance symbol 100 on the display screen 28 to be stopped. Hereinafter, the command that designates the variation of the first special symbol is referred to as the first special symbol stop command. The command that designates the variation of the second special symbol is referred to as the second special symbol stop command. When the first special symbol stop command and the second special symbol stop command are collectively referred to, they are simply referred to as the special symbol stop command.
[0111] The CPU 51 stores the special symbol confirmation display time in the special symbol confirmation display time counter of the RAM 52 (S113). The CPU 51 stores "2" indicating that either the first special symbol or the second special symbol is being confirmed and displayed in the special symbol display state flag (S114). The CPU 51 returns the process to the main process.
[0112] Also, in the judgment of S63, if "2" is stored in the special symbol display state flag (S63: YES), the CPU 51 judges whether the special symbol fixed display time has elapsed according to the value of the special symbol fixed display time counter stored in S103 (S116). If the value of the special symbol fixed display time counter is not "0", the CPU 51 judges that the special symbol fixed display time has not elapsed (S116: NO) and returns the process to the main process. If the value of the special symbol fixed display time counter is "0", the CPU 51 judges that the special symbol fixed display time has elapsed (S116: YES) and stores "0", which indicates that neither the first special symbol nor the second special symbol is being changed or fixed, in the special symbol display state flag (S117). After that, the CPU 51 executes a game state transition process (S118) and returns the process to the main process.
[0113] The game state transition process shown in S118 of Fig. 10 will be described in detail with reference to Fig. 12. In the game state transition process, when a big win is determined by the big win determination, and when a game ball passes through a specific area inside the second big winning opening 17 in a small win game, a process for transitioning the game to a big win game state is performed. In addition, in the game state transition process, the time-saving flag is also appropriately controlled.
[0114] When the game state transition process is started, the CPU 51 judges whether the special symbol is determined to be a jackpot symbol (S121). If the special symbol is determined to be a jackpot symbol (S121: YES), the CPU 51 clears the value of the judgment count counter to "0" (S122).
[0115] The CPU 51 clears the value of the time-saving count counter to "0" (S123). The CPU 51 generates a game state command notifying that the time-saving state will end, and sets it in the command buffer (S125). The transmission of a game state command notifying that the time-saving state will end to the sub-control board 58 is called a time-saving state end notification. The CPU 51 sets the time-saving flag to "OFF" (S126). In other words, during a jackpot game, the game state is set to the normal state.
[0116] The CPU 51 sets the number of rounds corresponding to the jackpot symbol in the R counter (S129). The R counter is provided in the RAM 52 as a counter for storing the number of rounds. As described above, in this embodiment, the number of rounds is "4" when the jackpot symbol is "4R jackpot A" or "4R jackpot B", and is "10" when the jackpot symbol is "10R jackpot A" or "10R jackpot B".
[0117] The CPU 51 generates a game state command notifying the start of the jackpot game state and sets it in the command buffer (S131). The game state command notifying the start of the jackpot game state is transmitted to the sub-control board 58, which is called a jackpot game state start notification. The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 sets the jackpot game state flag to "ON" (S132). The CPU 51 returns the process to the special symbol process.
[0118] On the other hand, when the special symbol is not displayed as a big win symbol (S121: NO), the CPU 51 judges whether the special symbol is displayed as a small win symbol (S133). When the special symbol is displayed as a losing symbol (S133: NO), the CPU 51 shifts the process to the judgment of S141. When the special symbol is displayed as a small win symbol (S133: YES), the CPU 51 sets the number of rounds corresponding to the small win symbol in the R counter (S135). In this embodiment, the number of rounds set in the R counter is "10" because the small win symbols are "10R small win A" and "10R small win B".
[0119] The CPU 51 generates a game state command notifying that a small win game state will start, and sets it in the command buffer (S136). The game state command notifying that a small win game state will start is transmitted to the sub-control board 58, which is called a small win game state start notification. The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 sets the small win game state flag to "ON" (S138). The CPU 51 proceeds to the judgment of S141.
[0120] The CPU 51 judges whether the time-saving flag is "ON" (S141). If the time-saving flag is "OFF" (S141: NO), the CPU 51 returns the process to the special symbol process. If the time-saving flag is "ON" (S141: YES), the CPU 51 subtracts "1" from the value of the time-saving count counter (S142). The time-saving count counter is a counter that counts the number of jackpot determinations performed in the time-saving state, and is stored in the RAM 52. The CPU 51 judges whether the value of the time-saving count counter is "0" (S143). If the value of the time-saving count counter is not "0" (S143: NO), the time-saving state continues thereafter. In this case, the CPU 51 returns the process to the special symbol process.
[0121] If the value of the time-saving count counter is "0" (S143: YES), the CPU 51 generates a game state command corresponding to the time-saving state end notification and sets it in the command buffer (S146). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. In S146, the CPU 51 generates a game state command corresponding to the time-saving state end notification with content that makes it possible to identify that the time-saving state has ended as the number of time-saving times has been consumed. The CPU 51 sets the time-saving flag to "OFF" (S148). The CPU 51 adds "1" to the judgment count counter (S149) and returns the process to the special symbol process.
[0122] The details of the special electric role processing shown in S13 of FIG. 8 will be described with reference to FIG. 13 and FIG. 14. The flags used in the special electric role processing will be described. In addition to the various flags described above, the special electric role processing uses an open flag and an ending flag. The open flag is a flag indicating whether the first large prize opening 16 and the second large prize opening 17 are open or not, and is stored in the RAM 52. The open flag is stored as "1" when the opening / closing member 161 of the first large prize opening 16 is open, as "2" when the opening / closing member 171 of the second large prize opening 17 is open, and as "0" when neither is open, and is "OFF". In this embodiment, the first large prize opening 16 and the second large prize opening 17 are not opened at the same time.
[0123] The ending flag is stored in the RAM 52. The ending flag is a flag provided to indicate whether the jackpot game is in a jackpot ending state. The jackpot ending is a time provided after the end of the jackpot round, taking into consideration the time it takes for the game ball that entered the first jackpot winning port 16 in the jackpot round to be discharged from the inside of the first jackpot winning port 16 to the discharge path 26, and constitutes a part of the jackpot game. In general, the jackpot ending time is used to execute a jackpot ending performance that indicates to the player that the jackpot game is ending. In the pachinko machine 1, the jackpot ending performance is also executed during the jackpot ending time. The ending flag is stored as "1" during the jackpot ending and is "ON", and is stored as "0" and is "OFF" when the jackpot ending is not in progress.
[0124] As shown in FIG. 13, when the special electric device processing is started, the CPU 51 judges whether or not the game is in a big win game state (S181). This judgment is made based on the state of the big win game state flag. If the big win game state flag is "OFF", the CPU 51 judges that the game is not in a big win game state (S181: NO), and as shown in FIG. 14, judges whether or not the game is in a small win game state (S211). This judgment is made based on the state of the small win game state flag. If the small win game state flag is "OFF", the CPU 51 judges that the game is not in a small win game state (S211: NO), and returns the processing to the main processing.
[0125] When the small win game state flag is "ON", the CPU 51 judges that the game is in a small win game state (S211: YES), and judges whether the second large prize opening 17 is open (S212). This judgment is made based on the state of the open flag. When the open flag indicates "2", the CPU 51 judges that the second large prize opening 17 is open (S212: YES), and moves the process to the judgment of S221. When the open flag indicates "0", the CPU 51 judges that the second large prize opening 17 is not open (S212: NO), generates a second opening command for opening the second large prize opening 17, and sets it in the command buffer (S213). The set second opening command is sequentially transmitted to the relay terminal board 47. The second large prize opening solenoid 71 that receives the second opening command via the relay terminal board 47 opens the opening / closing member 171 of the second large prize opening 17. The CPU 51 stores the second opening time, which is the opening time of the second large prize opening 17 in the small win game, in the second opening time counter of the RAM 52 (S215). In this embodiment, the second opening time is 1.5 seconds. The CPU 51 stores "2" in the opening flag (S216).
[0126] The CPU 51 generates a distribution member operation command for operating the distribution member provided inside the second large winning opening 17 in a specific drive pattern, and sets the command buffer (S218). The set distribution member operation commands are sequentially transmitted to the relay terminal board 47. The distribution member solenoid 72, which receives the distribution member operation command via the relay terminal board 47, operates the distribution member. The CPU 51 transitions the process to the judgment of S221.
[0127] The CPU 51 judges whether a game ball has entered the second large prize opening 17 (S221). When the second large prize opening switch 77 detects the entry of a game ball, a flag corresponding to the second large prize opening switch 77 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 8. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the second large prize opening 17 (S221: NO), and the process proceeds to the judgment of S223. If this flag is "ON", the CPU 51 judges that a game ball has entered the second large prize opening 17 (S221: YES), and adds "1" to the second prize ball counter of the RAM 52 that counts the number of game balls that have entered the second large prize opening 17 (S222). The CPU 51 proceeds to the judgment of S223. The number of game balls that have entered the second large winning port 17 and is counted by the second winning ball counter is referred to as the second winning ball count.
[0128] The CPU 51 judges whether the second winning ball number is "10" or more (S223). If the second winning ball number is less than "10" (S223: NO), the CPU 51 judges whether the second opening time has elapsed based on the value of the second opening time counter (S225). If the second opening time has not elapsed (S225: NO), the CPU 51 returns the process to the main process. In the special electric device process performed thereafter, if the game is in a small winning state (S211: YES), the judgments of S223 and S225 are repeatedly executed until 10 or more game balls enter the second large winning port 17 or the second opening time has elapsed.
[0129] When 10 or more game balls enter the second large prize opening 17 (S223: YES) or the second open time has elapsed (S225: YES), a second close command is generated and set in the command buffer (S226). The second close command is a command for closing the opening / closing member 171 of the open second large prize opening 17. The set second close command is sequentially transmitted to the relay terminal board 47. The second large prize opening solenoid 71 that receives the second close command via the relay terminal board 47 closes the opening / closing member 171 of the second large prize opening 17. The CPU 51 stores "0" in the open flag (S228). The CPU 51 sets the small win game state flag to "OFF" (S229).
[0130] The CPU 51 judges whether the game ball has passed through a specific area inside the second large winning opening 17 during a small win game (S231). When the specific area switch 78 detects the entry of the game ball, a flag corresponding to the specific area switch 78 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 8. If this flag is "ON", the CPU 51 judges that the game ball has passed through the specific area (S231: YES), generates a game state command corresponding to a big win game state start notification, and sets it in the command buffer (S233). The CPU 51 subtracts "1" from the value of the R counter (S235). The CPU 51 sets the big win game state flag to "ON" (S236) and returns the process to the main process.
[0131] On the other hand, when the flag corresponding to the specific area switch 78 is "OFF", the CPU 51 determines that the game ball that entered the second large prize opening 17 in the small prize game did not pass through the specific area (S231: NO), and clears the R counter to "0" (S232). The CPU 51 returns the process to the main process.
[0132] Returning to the explanation of Fig. 13, the CPU 51 determines that the jackpot game state is in progress when the jackpot game state flag is "ON" (S181: YES), and determines whether all jackpot rounds have ended, i.e., whether the value of the R counter is "0" (S182). The value of the R counter is decremented by "1" each time a jackpot round ends in the process of S199 described later. In other words, if the value of the R counter is "0", the final round in the jackpot game has ended.
[0133] If the value of the R counter is not "0" (S182: NO), the CPU 51 judges whether the first large prize opening 16 is open (S183). This judgment is made based on the state of the open flag. If the open flag indicates "1", the CPU 51 judges that the first large prize opening 16 is open (S183: YES), and moves the process to the judgment of S191. If the open flag indicates "0", the CPU 51 judges that the first large prize opening 16 is not open (S183: NO), generates a first opening command for opening the first large prize opening 16, and sets it in the command buffer (S185). The set first opening command is sequentially transmitted to the relay terminal board 47. The first large prize opening solenoid 70 that receives the first opening command via the relay terminal board 47 opens the opening / closing member 161 of the first large prize opening 16. The CPU 51 stores the first opening time, which is the opening time of the first big prize opening 16 in the big win game, in the first opening time counter of the RAM 52 (S186). In this embodiment, the first opening time is 28.0. The CPU 51 stores "1" in the opening flag (S188). The CPU 51 shifts the process to the judgment of S191.
[0134] The CPU 51 judges whether a game ball has entered the first large prize opening 16 (S191). When the first large prize opening switch 76 detects the entry of a game ball, a flag corresponding to the first large prize opening switch 76 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 8. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the first large prize opening 16 (S191: NO), and shifts the process to the judgment of S193. If this flag is "ON", the CPU 51 judges that a game ball has entered the first large prize opening 16 (S191: YES), and adds "1" to the first prize ball counter of the RAM 52 that counts the number of game balls that have entered the first large prize opening 16 (S192). The CPU 51 shifts the process to the judgment of S193. The number of game balls that have won in the first large winning port 16, which is counted by the first winning ball number counter, is referred to as the first winning ball number.
[0135] The CPU 51 judges whether the first winning ball number is "10" or more (S193). If the first winning ball number is less than "10" (S193: NO), the CPU 51 judges whether the first opening time has elapsed based on the value of the first opening time counter (S195). If the first opening time has not elapsed (S195: NO), the CPU 51 returns the process to the main process. In the special electric device process performed thereafter, if the game is in a big win game state (S181: YES) and the value of the R counter is not "0" (S182: NO), the judgments of S193 and S195 are repeatedly executed until 10 or more game balls enter the first big winning opening 16 or the first opening time has elapsed.
[0136] When 10 or more game balls enter the first large prize opening 16 (S193: YES) or the first open time has elapsed (S195: YES), a first close command is generated and set in the command buffer (S196). The first close command is a command for closing the opening / closing member 161 of the first large prize opening 16 that is open. The set first close command is sequentially transmitted to the relay terminal board 47. The first large prize opening solenoid 70 that receives the first close command via the relay terminal board 47 closes the opening / closing member 161 of the first large prize opening 16. The CPU 51 stores "0" in the open flag (S198). The CPU 51 subtracts "1" from the value of the R counter (S199) and returns the process to the main process.
[0137] On the other hand, if the value of the R counter is "0" (S182: YES), the CPU 51 judges whether or not the big win ending is in progress (S251). This judgment is made according to the state of the ending flag.
[0138] If the ending flag is "OFF", the CPU 51 determines that the big win ending is not in progress (S251: NO), and sets a predetermined ending time in the ending time counter (S252). The ending time counter is a timer counter that measures whether or not a predetermined ending time, which is the time for the big win ending, has elapsed, and is provided in the RAM 52. The CPU 51 generates an ending start command for notifying that the big win ending is about to start, and sets it in the command buffer (S253). The set ending start command is sequentially transmitted to the sub-control board 58. The CPU 51 sets the ending flag to "ON" (S255), and returns the process to the main process.
[0139] When the ending flag is "ON", the CPU 51 judges that the big win ending is in progress (S251: YES), and judges whether the ending time has elapsed (S261). When the value of the ending time counter is not "0", the CPU 51 judges that the ending time has not elapsed (S261: NO), and returns the process to the main process. When the value of the ending time counter is "0", the CPU 51 judges that the ending time has elapsed (S261: YES). In this case, the big win game ends, so the CPU 51 generates a game state command corresponding to the big win game state end notification and sets it in the command buffer (S262). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag and the ending flag to "OFF" (S263).
[0140] The CPU 51 refers to information indicating the contents of the winning symbols stored in the RAM 52, and judges whether the referred information indicates any of "4R big win B", "10R big win B" and "10R small win B" (S265). If the referred information does not indicate any of "4R big win B", "10R big win B" and "10R small win B" (S265: NO), the time-saving state is not set after the end of the big win game. The CPU 51 returns the process to the main process.
[0141] When the referenced information indicates either "4R big win B", "10R big win B" or "10R small win B" (S265: YES), the time-saving state is set after the big win game ends. The CPU 51 generates a game state command notifying the start of the time-saving state and sets it in the command buffer (S266). The game state command notifying the start of the time-saving state is transmitted to the sub-control board 58, which is called a time-saving state start notification. The game state command set in the command buffer is transmitted to the sub-control board 58 in sequence. The CPU 51 sets the time-saving count counter to "80", which corresponds to the number of time-saving times (S268). The CPU 51 sets the time-saving counting counter to "ON" (S269) and returns the process to the main process.
[0142] With reference to Figs. 15 and 16, the sub-control board processing executed by the sub-control board 58 will be described. In the sub-control board processing, processing for controlling various presentations is performed according to commands transmitted from the main control board 41. In particular, in the sub-control board processing, control of notification presentations, control of presentations in a winning game state, and control of result suggestion presentations described later are performed. The sub-control board 58 includes a clock circuit (not shown) that outputs a clock signal at a predetermined cycle, and an interrupt signal generating circuit (not shown). The interrupt signal generating circuit generates an interrupt signal every time a clock signal is input from the clock circuit. When the power supply of the pachinko machine 1 is turned on, the CPU 581 of the sub-control board 58 executes a predetermined initialization process, and then executes the sub-control board processing every time an interrupt signal is input from the interrupt signal generating circuit according to a program stored in the ROM 583.
[0143] In the sub-control board processing, a sub-time-saving flag, a favorable game state flag, a special variation state flag, a result suggestion performance flag, etc. are used. These flags are stored in the RAM 582. The sub-time-saving flag is a flag that indicates whether or not the game is in the time-saving state, and when "1" is stored in the time-saving state, it becomes "ON", and when "0" is stored in the non-time-saving state, it becomes "OFF".
[0144] The advantageous game state flag is a flag that indicates whether or not the game is in an advantageous game state. When the advantageous game state is in an advantageous game state, the advantageous game state flag is stored as "1" and is "ON", and when the advantageous game state is not in an advantageous game state, the advantageous game state flag is stored as "0" and is "OFF".
[0145] The special fluctuation state flag is a flag that indicates whether or not the aforementioned special fluctuation state is in effect. The special fluctuation state flag is set to "ON" when "1" is stored in the special fluctuation state, and is set to "OFF" when the special fluctuation state is not in effect. The result suggestion effect flag is a flag that indicates whether or not a result suggestion effect, which will be described later, is in progress. The result suggestion effect is an effect that suggests to the player information such as the number of jackpot games that have been executed in a favorable gaming state, and the number of winning balls that the player has acquired in a favorable gaming state. The result suggestion effect flag is set to "ON" when "1" is stored during the execution of a result suggestion effect, and is set to "ON" when "0" is not being executed.
[0146] 15, when the sub-control board processing is started, the CPU 581 judges whether or not a game status command has been received from the main control board 41 (S401). If the CPU 581 has not received a game status command from the main control board 41 (S401: NO), the CPU 581 shifts the processing to the judgment of S403. If the CPU 581 has received a game status command from the main control board 41 (S401: YES), the CPU 581 executes the game status control processing (S402) and shifts the processing to the judgment of S403.
[0147] The game status control process shown in S402 of Fig. 15 will be described in detail with reference to Fig. 17 and Fig. 18. In the game status control process, processing is performed according to various states notified by game status commands.
[0148] As shown in FIG. 17, when the game state control process is started, the CPU 581 judges whether the received game state command is a jackpot game state start notification (S501). If the received game state command is a jackpot game state start notification (S501: YES), the CPU 581 generates a jackpot game presentation start command and sets it in a command buffer provided in the RAM 582 (S502). The jackpot game presentation start command is a command for instructing the start of the jackpot game presentation executed in the jackpot game state. The commands set in the command buffer are transmitted to the presentation control board 43 and the like in the order in which they are set in the command buffer. The CPU 431 of the presentation control board 43 that has received the jackpot game presentation start command reads image data corresponding to the jackpot game presentation from the CGROM. The CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the presentation image of the jackpot game presentation. The CPU 581 also controls the illumination effects of the frame lamp 38 and the board lamp 27 via the lamp control board 46. The CPU 581 also controls sound processing by the sound control circuit 585. This starts the execution of the big win game effect.
[0149] The CPU 581 adds "1" to the consecutive jackpot count counter. The consecutive jackpot count counter is provided in the RAM 582 as a counter for counting the consecutive jackpot count, which is the number of jackpot games executed in the advantageous gaming state. The consecutive jackpot count corresponds to the so-called consecutive number of games. The CPU 581 judges whether or not the advantageous gaming state is established (S505). If the advantageous gaming state flag is "ON", the CPU 581 judges that the advantageous gaming state is established (S505: YES), and returns the processing to the sub-control board processing.
[0150] If the advantageous game state flag is "OFF", the CPU 581 determines that the advantageous game state is not in effect, that is, the notification of the start of the big win game state in S501 notifies the start of the big win game state related to the initial win game (S506). In this case, the advantageous game state starts, so the CPU 581 sets the advantageous game state flag to "ON" (S506). The CPU 581 returns the process to the sub-control board process.
[0151] If the received game state command is not a jackpot game state start notification (S501: NO), the CPU 581 judges whether the received game state command is a jackpot game state end notification (S511). If the received game state command is a jackpot game state end notification (S511: YES), the CPU 581 generates a jackpot game performance end command and sets it in the command buffer (S512). The jackpot game performance end command is a command for instructing to end the jackpot game performance and the jackpot ending performance performed in the jackpot ending. The commands set in the command buffer are transmitted to the performance control board 43 and the like in the order in which they are set in the command buffer. The CPU 431 of the performance control board 43 that has received the jackpot game performance end command ends the execution of the jackpot game performance and the jackpot ending performance by, for example, ending the display of image data corresponding to the jackpot game performance on the display screen 28.
[0152] The CPU 581 judges whether the non-time-saving state is set after the big win gaming state ends (S513). The RAM 582 stores the symbol name of the special symbol obtained by analyzing the stop symbol designation command received from the main control board 41, as will be described later in detail. The CPU 581 refers to the symbol name of the special symbol stored in the RAM 582 in S513. Then, the CPU 581 judges whether the referred symbol name is either "4R big win A", "10R big win A" or "10R small win A". If the referred symbol name is neither "4R big win A", "10R big win A" nor "10R small win A", the time-saving state is set after the big win gaming state ends (S513: NO), so the CPU 581 returns the process to the sub-control board process.
[0153] If the referenced symbol name is "4R jackpot A", "10R jackpot A" or "10R small jackpot A", the non-time-saving state is set after the jackpot game state ends (S513: YES). In this case, the CPU 581 clears the value of the consecutive jackpot count counter to "0" (S515). Also, the CPU 581 clears the value of the cumulative prize ball counter to "0" (S516). The cumulative prize ball counter is a counter for counting the cumulative prize ball number, which is the number of prize balls paid out in the favorable game state, and is provided in the RAM 582. Since the favorable game state ends in response to the non-time-saving state being set after the jackpot game state ends, the CPU 581 sets the favorable game state flag to "OFF" (S518). The CPU 581 returns the process to the sub-control board process.
[0154] On the other hand, if the received game state command is not a jackpot game state end notification (S511: NO), as shown in FIG. 18, the CPU 581 judges whether the received game state command is a time-saving state end notification (S521). If the received game state command is a time-saving state end notification (S521: YES), the CPU 581 sets the sub time-saving flag to "OFF" (S522). The CPU 581 refers to the contents of the game state command indicating the received time-saving state end notification and judges whether the time-saving state end notification is a notification that the time-saving state has ended due to the time-saving count being consumed (S523). If the time-saving state end notification is not a notification that the time-saving state has ended due to the time-saving count being consumed (S523: NO), the CPU 581 returns the process to the sub-control board process.
[0155] When the time-saving state end notification is a notification that the time-saving state has ended as the number of times of time-saving has been consumed (S523: YES), the CPU 581 generates a result suggestion effect start command and sets it in the command buffer (S525). The result suggestion effect start command is a command for instructing to start the execution of a result suggestion effect, which is an effect that suggests the result of the game in the favorable game state. Although details will be described later, the result suggestion effect is composed of contents that notify information indicating the result of the game in the favorable game state, such as the number of jackpot games executed in the favorable game state and the cumulative number of winning balls in the favorable game state. The CPU 581 refers to the consecutive jackpot count counter to obtain a value indicating the number of jackpot games executed in the favorable game state. The CPU 581 refers to the cumulative winning ball counter to obtain a value indicating the cumulative number of winning balls in the favorable game state. The CPU 581 generates a result suggestion effect start command with contents indicating each of the obtained values. The result suggestion effect start commands set in the command buffer are sequentially transmitted to the effect control board 43. The CPU 431 of the performance control board 43 that has received the result suggestion performance start command reads image data corresponding to the result suggestion performance from the CGROM. The CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the result suggestion performance. This starts the execution of the result suggestion performance.
[0156] The CPU 581 sets the result suggestion effect flag to "ON" (S526). The CPU 581 clears the value of the consecutive jackpot count counter to "0" (S528). The CPU 581 clears the value of the cumulative prize ball count counter to "0" (S529). The CPU 581 sets the advantageous game state flag to "OFF" (S531).
[0157] The CPU 581 determines whether the second reserved number is "0" (S532). The RAM 582 is provided with a first reserved number counter and a second reserved number counter. The first reserved number counter is a counter that counts the first reserved number. The second reserved number counter is a counter that counts the second reserved number. If the value of the second reserved number counter is "1" or greater, the CPU 581 determines that the second reserved number is not "0" (S532: NO), and returns the process to the sub-control board process.
[0158] When the time-saving state ends due to the time-saving count being consumed, if the second reserved number is "0", that is, if there is no remaining reserved, the special variable state in which the second notification effect corresponding to the remaining reserved is executed is not provided and the game moves to the normal state. If the value of the second reserved number counter is "0", the CPU 581 determines that the second reserved number is "0" (S532: YES), generates a normal state background display command, and sets it in the command buffer (S533). The normal state background display command is a command for instructing that the background image in the normal state is displayed on the display screen 28. The normal state background display command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that has received the normal state background display command reads out image data corresponding to the background image in the normal state from the CGROM. The CPU 431 controls the image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby displaying the background image in the normal state. The CPU 581 returns the processing to the sub-control board processing.
[0159] On the other hand, if the received game state command is not a time-saving state end notification (S521: NO), the CPU 581 executes processing according to various states notified by the game state command (S535). For example, if the received game state command notifies the start of the time-saving state, the CPU 581 sets the sub-time-saving flag to "ON". If the game state command notifies the start of the small win game state, the CPU 581 controls the start of the execution of the small win game performance for the small win game. The CPU 581 returns the processing to the sub-control board processing.
[0160] Returning to the explanation of FIG. 15, the CPU 581 judges whether or not a prize ball command has been received from the main control board 41 (S403). If the CPU 581 has not received a prize ball command from the main control board 41 (S403: NO), the CPU 581 shifts the process to the judgment of S408. If the CPU 581 has received a prize ball command from the main control board 41 (S403: YES), the CPU 581 judges whether or not the current game state is advantageous (S405). If the advantageous game state flag is "OFF", the CPU 581 judges that the current game state is advantageous (S405: NO), and shifts the process to the judgment of S408. If the advantageous game state flag is "ON", the CPU 581 judges that the current game state is advantageous (S405: YES), and adds the unit number of prize balls indicated by the prize ball command to the cumulative number of prize balls counter (S406). The CPU 581 shifts the process to the judgment of S408.
[0161] The CPU 581 determines whether or not a hold information command has been received from the main control board 41 (S408). If the CPU 581 has not received a hold information command from the main control board 41 (S408: NO), the process proceeds to the determination of S411. If the CPU 581 has received a hold information command from the main control board 41 (S408: YES), the CPU 581 executes hold display processing (S409) and proceeds to the determination of S411.
[0162] As shown in Figs. 22 to 25, the pachinko machine 1 performs a notification effect by displaying the effect pattern 100 in a varying manner in synchronization with the display of the special pattern, and displaying the effect pattern 100 in a final manner in synchronization with the display of the special pattern. The effect pattern 100 includes a left pattern 101, a middle pattern 102, and a right pattern 103. The left pattern 101 is mainly displayed on a varying line on the left side of the display screen 28. The middle pattern 102 is mainly displayed on a varying line on the center side of the display screen 28. The right pattern 103 is mainly displayed on a varying line on the right side of the display screen 28. The left pattern 101, the middle pattern 102, and the right pattern 103 are scrolled from top to bottom in order from the "1" pattern to the "8" pattern on each varying line, thereby causing the effect pattern 100 to vary. In Fig. 22 to Fig. 25, the arrow Y1 indicates that each of the performance symbols 100 continues to scroll. The left pattern 101, the middle pattern 102, and the right pattern 103 are stopped and displayed at the center of each of the moving lines, thereby determining and displaying the performance symbol 100. Although not shown, in this embodiment, the performance symbol 100 is determined and displayed as a combination of random numbers, thereby informing the user that the result of the jackpot determination is a miss. The performance symbol 100 is determined and displayed as a combination of repeated numbers, thereby informing the user that the result of the jackpot determination is a jackpot. The performance symbol 100 is determined and displayed as a combination of numbers starting from an odd number, thereby informing the user that the result of the jackpot determination is a small win.
[0163] As shown in FIG. 22 and FIG. 23, the pachinko machine 1 displays the first reserved display NH1 indicating the first reserved random number on the display screen 28. As shown in FIG. 22(A) and the like, the first reserved display NH1 is composed of a circular symbol. The first reserved display NH1 may have various shapes other than a circle. The first reserved display NH1 may indicate the high or low expectation of the first reserved random number by a difference in its display color, a difference in shape, and the like. The expectation of the first reserved random number is based on the first reserved information. Specifically, the expectation of the first reserved random number is determined based on information indicating whether the special chart 1 jackpot random number related to the first reserved random number is a jackpot or not, information indicating which variation pattern the first variation pattern determination random number corresponds to, and the like. Positions H1 to H4 indicating the positions at which the first reserved display NH1 is displayed are provided in the lower left corner of the display screen 28. At positions H1, H2, H3, and H4, the first reserved display NH1 corresponding to the first reserved random number stored at No. 1, 2, 3, and 4 of the special symbol 1 big win related information storage area shown in Fig. 3 is displayed. In Fig. 22(A), the first notification performance is being executed in synchronization with the change time of the first special symbol, the first reserved number is "1", and one second reserved display NH2 is displayed at position H1.
[0164] The pachinko machine 1 displays the second reserved display NH2 indicating the second reserved random number on the display screen 28. As shown in FIG. 23(I) and the like, the second reserved display NH2 is composed of a triangular symbol. The second reserved display NH2 may have various shapes other than a triangle. The second reserved display NH2 may indicate the degree of expectation of the second reserved random number by a difference in its display color, a difference in shape, and the like. The expectation of the second reserved random number is based on the second reserved information, similar to the expectation of the first reserved random number. Positions H5 to H8 indicating the positions at which the second reserved display NH2 is displayed are provided in the lower right of the display screen 28. At positions H5, H6, H7, and H8, respectively, the second reserved display NH2 corresponding to the second reserved random numbers stored in No. 1, 2, 3, and 4 of the special chart 2 jackpot related information storage area is displayed. In FIG. 23(I), the second reserved number is "1", and one second reserved display NH2 is displayed at position H5.
[0165] The CPU 581 executes a process for display control of the first hold display NH1 and the second hold display NH2 in the hold display process of S409. Specifically, when the received hold information command is the first hold information command, the CPU 581 analyzes the first hold information command and acquires the first hold information. The CPU 581 determines the display mode of the first hold display NH1 based on the first variation pattern look-ahead information, which is information on the first variation pattern determination random number included in the first hold information, and the like. The CPU 581 generates a command to instruct the performance control board 43 to display the first hold display NH1 in the determined mode in a vacant position among positions H1 to H4, left-justified, and sets the generated command in a command buffer provided in the RAM 582. Also, when the received hold information command is the second hold information command, the CPU 581 analyzes the second hold information command and acquires the second hold information. The CPU 581 determines the display mode of the second hold display NH2 based on the second variation pattern look-ahead information, which is information on the second variation pattern determination random number included in the second hold information, and the like. The CPU 581 generates a command to instruct the performance control board 43 to display the second hold display NH2 in the determined manner, left-justified, in an empty position among positions H5 to H8, and sets the generated command in the command buffer. The commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that receives this command additionally displays the first hold display NH1 or the second hold display NH2 on the display screen 28.
[0166] Furthermore, if the received hold information command is the first hold information command, the CPU 581 increments the first hold number counter by "1". If the received hold information command is the second hold information command, the CPU 581 increments the second hold number counter by "1".
[0167] Returning to the explanation of FIG. 15, the CPU 581 judges whether or not a stop symbol designation command has been received from the main control board 41 (S411). If the stop symbol designation command has not been received (S411: NO), the CPU 581 shifts the process to the judgment of S413. If the stop symbol designation command has been received (S411: YES), the CPU 581 analyzes the stop symbol designation command and acquires the type of special symbol (big win symbol, small win symbol, or miss symbol) indicated by the command. The CPU 581 determines the combination of the performance symbols 100 according to the acquired type of special symbol (S412). If the special symbol is a big win symbol, the CPU 581 determines a combination of the left symbol 101, the middle symbol 102, and the right symbol 103 with the same numbers as a combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a final display. The combination when the left pattern 101, the middle pattern 102, and the right pattern 103 finish the variable display and are displayed as a fixed pattern is hereinafter referred to as a "fixed pattern". When the special pattern is a small winning pattern, the CPU 581 determines, as the fixed pattern, a combination in which the performance pattern 100 is in a sequence starting with an odd number. When the special pattern is a losing pattern, the CPU 581 determines, as the fixed pattern, a combination other than a repeat number or a sequence in which the left pattern 101, the middle pattern 102, and the right pattern 103 include different numbers. The determined fixed pattern is stored in the RAM 582. The process proceeds to the judgment of S413.
[0168] The CPU 581 judges whether or not a variation pattern designation command has been received from the main control board 41 (S413). If the variation pattern designation command has not been received (S413: NO), the CPU 581 shifts the process to the judgment of S416. If the variation pattern designation command has been received (S413: YES), the CPU 581 executes the notification performance execution process (S415) and shifts the process to the judgment of S416.
[0169] The notification performance execution process shown in S415 of Fig. 15 will be described in detail with reference to Fig. 19. In the notification performance execution process, the notification performance is controlled based on a variation pattern designated by a variation pattern designation command.
[0170] When the notification performance execution process is started, the CPU 581 analyzes the variation pattern designation command, identifies the variation pattern indicated by the command, and acquires the identified variation pattern (S551). If the variation pattern acquired in S551 is the first variation pattern, the CPU 581 subtracts "1" from the first reserved number counter. If the variation pattern acquired in S551 is the second variation pattern, the CPU 581 subtracts "1" from the second reserved number counter (S552).
[0171] The CPU 581 generates a hold display shift command and sets the generated hold display shift command in the command buffer (S553). The hold display shift command includes information instructing the first hold display NH1 displayed at positions H1 to H4 when the variation pattern acquired in S551 is the first variation pattern. The hold display shift command includes information instructing the second hold display NH2 displayed at positions H5 to H8 to be moved one position to the left when the variation pattern acquired in S551 is the second variation pattern. The hold display shift command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that has received the hold display shift command controls image processing by the image control circuit 435 to move the first hold display NH1 displayed at positions H1 to H4 or the second hold display NH2 displayed at positions H5 to H8 to the left one position.
[0172] The CPU 581 judges whether the special variation state starts (S555). In this process, the CPU 581 judges whether the game state is a normal state by referring to the sub time-saving flag. If the game state is a normal state, the CPU 581 judges whether the current state is a special variation state. If the game state is not a special variation state, the CPU 581 judges whether the variation pattern acquired in S551 is a second variation pattern dedicated to the special variation state. If the variation pattern acquired in S551 is a second variation pattern dedicated to the special variation state, the CPU 581 judges that the special variation state starts. That is, when a non-time-saving state is set after the end of a big win game or when a non-time-saving state is set by the end of the time-saving state due to the consumption of the number of time-saving times, it is judged whether the second notification performance based on the second variation pattern dedicated to the special variation state is first started to be executed.
[0173] When the special variation state starts (S555: YES), the CPU 581 sets the current second reserved number in the special variation count counter (S556). The special variation count counter is a counter for counting the number of times that the second notification performance based on the second variation pattern dedicated to the special variation state is executed in the special variation state, and is provided in the RAM 582. The second reserved number set in the special variation count counter in the process of S556 corresponds to the number of remaining reserved numbers when the advantageous game state ends. The CPU 581 sets the special variation state flag to "ON" (S558). The CPU 581 shifts the process to S568.
[0174] On the other hand, when the game state is in the normal state and the special variation state has already started or is not in the special variation state, or when the game state is in the time-saving state, the CPU 581 determines that the special variation state will not start. When the special variation state has not started (S555: NO), the CPU 581 determines whether the result suggestion effect is being executed (S561). When the result suggestion effect flag is "OFF", the CPU 581 determines that the result suggestion effect is not being executed (S561: NO), and shifts the process to S568.
[0175] When the result suggestion effect flag is "ON", the CPU 581 judges that the result suggestion effect is being executed (S561: YES), and judges whether the fluctuation pattern acquired in S551 is the first fluctuation pattern (S562). That is, in S561, the CPU 581 judges whether the first notification effect is started in response to the entry of the game ball into the first starting hole 14 during the execution of the result suggestion effect. When the fluctuation pattern acquired in S551 is the second fluctuation pattern (S562: NO), the CPU 581 shifts the process to S568.
[0176] If the variation pattern acquired in S551 is the first variation pattern (S562: YES), the CPU 581 generates a result suggestion performance end command and sets it in the command buffer (S563). The result suggestion performance end command is a command for instructing the end of the execution of the result suggestion performance. The result suggestion performance end command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that receives the result suggestion performance end command ends the execution of the result suggestion performance by, for example, ending the display of image data corresponding to the result suggestion performance on the display screen 28. The CPU 581 sets the result suggestion performance flag to "OFF" (S565) and transitions to processing at S568.
[0177] The CPU 581 generates an annunciation performance start command and sets the generated annunciation performance start command in the command buffer (S568). The annunciation performance start command is a command for instructing the start of execution of an annunciation performance. The annunciation performance start command includes information indicating a performance pattern of the annunciation performance based on the variation pattern. The annunciation performance start command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that received the annunciation performance start command reads out image data corresponding to the information indicating the performance pattern of the annunciation performance included in the annunciation performance start command from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the annunciation performance. The CPU 581 also controls the illumination performance of the frame lamp 38 and the board lamp 27 via the lamp control board 46. The CPU 581 also controls sound processing by the sound control circuit 585. As a result, the annunciation performance is executed. The CPU 581 returns the process to the sub-control board processing.
[0178] Returning to the explanation of Fig. 15, the CPU 581 judges whether or not a special symbol stop command has been received from the main control board 41 (S416). If the special symbol stop command has not been received (S416: NO), the CPU 581 shifts the process to the judgment of S421 shown in Fig. 16. If the special symbol stop command has been received (S416: YES), the CPU 581 executes the notification performance end process (S418). The CPU 581 shifts the process to the judgment of S421.
[0179] With reference to FIG. 20, the details of the notification performance end process shown in S418 of FIG. 15 will be described. In the notification performance end process, processing for ending the execution of the notification performance is performed. When the notification performance end process is started, the CPU 581 generates a notification performance end command and sets it in the command buffer (S581). The notification performance end command is a command for instructing the end of the execution of the notification performance. The notification performance end command includes information on the finalized pattern determined in S412. The CPU 431 of the performance control board 43 that has received the notification performance end command controls image processing by the image control circuit 435 to end the variable display of the performance pattern 100, and displays the performance pattern 100 as a finalized pattern. This ends the execution of the notification performance.
[0180] The CPU 581 judges whether the current time is the special fluctuation state (S582). If the special fluctuation state flag is "OFF", the CPU 581 judges that the special fluctuation state is not in progress (S582: NO) and returns the process to the sub-control board process. If the special fluctuation state flag is "ON", the CPU 581 judges that the special fluctuation state is in progress (S582: YES) and judges whether the value of the special fluctuation count counter is "0" (S583). If the value of the special fluctuation count counter is not "0" (S583: NO), the special fluctuation state will continue, so the CPU 581 returns the process to the sub-control board process as is.
[0181] If the value of the special variation count counter is "0" (S583: YES), the special variation state ends with the end of the execution of the notification performance. After the special variation state play ends, the normal state play proceeds. The CPU 581 generates a normal state background display command and sets it in the command buffer (S585). The CPU 431 of the performance control board 43 that received the normal state background display command reads image data corresponding to the background image in the normal state from the CGROM. The CPU 431 controls the image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby displaying the background image in the normal state. The CPU 581 sets the special variation state flag to "OFF" (S586) and returns the process to the sub-control board process.
[0182] Returning to the explanation of Fig. 16, the CPU 581 judges whether an ending start command has been received from the main control board 41 (S421). If an ending start command has not been received (S421: NO), the CPU 581 shifts the process to the judgment of S423. If an ending start command has been received (S421: YES), the CPU 581 executes an ending performance start process (S422). The CPU 581 shifts the process to the judgment of S423.
[0183] The CPU 581 determines whether other commands have been received from the main control board 41 (S423). If other commands have not been received (S423: NO), the CPU 581 ends the sub-control board processing. If other commands have been received (S423: YES), the CPU 581 executes various processes according to the commands (S425) and ends the sub-control board processing.
[0184] With reference to FIG. 21, the details of the ending performance start process shown in S422 of FIG. 16 will be described. In the ending performance start process, a process for ending the execution of the big win ending performance performed in the big win ending is performed. When the ending performance start process is started, the CPU 581 judges whether the time-saving state is set after the big win gaming state ends (S591). The CPU 581 refers to the symbol name of the special symbol stored in the RAM 582 in S513. Then, the CPU 581 judges whether the referenced symbol name is any of "4R big win B", "10R big win B" and "10R small win B". If the referenced symbol name is any of "4R big win B", "10R big win B" and "10R small win B", the CPU 581 judges that the time-saving state is set after the big win gaming state ends (S591: YES).
[0185] In this case, the CPU 581 judges whether the jackpot game being played is related to the first win game (S592). In this judgment, the CPU 581 refers to the consecutive jackpot count counter. When the value of the consecutive jackpot count counter referred to is "1", the CPU 581 judges that the jackpot game being played is related to the first win game (S592: YES). When the jackpot game being played is related to the first win game and the time-saving state is set after the end of the jackpot game, the advantageous game state starts with the first win game. In this case, the CPU 581 generates an ending display command and sets it in the command buffer (S593).
[0186] The ending display command is a command for instructing to display a predetermined ending image on the display screen 28 in the big win ending performance. The CPU 581 generates the ending display command in S593 with the content instructing to display the start image 113 among the ending images. As shown in FIG. 22(H), the start image 113 is an image composed of the content indicating that the advantageous game state including the current big win game executed as the first win game has started. The ending display command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that received the ending display command reads out image data corresponding to the ending image of the content indicated by the ending display command from the CGROM. The CPU 431 controls the image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby displaying the ending image. The CPU 581 returns the processing to the sub-control board processing.
[0187] When the value of the consecutive jackpot counting counter referred to by the CPU581 is "2" or more, the jackpot game executed this time corresponds to the jackpot game executed for the second or subsequent time in the advantageous game state, that is, the jackpot game related to consecutive wins. In this case, the CPU581 generates an ending display command and sets it in the command buffer (S595). The CPU581 generates the ending display command in S595 with the content instructing to display the continuation image 114 among the ending images. As shown in FIG. 23(O), the continuation image 114 is an image composed of the content indicating that the advantageous game state will continue thereafter since the time-saving state is set after the end of the jackpot game state. The CPU581 returns the process to the sub-control board process.
[0188] On the other hand, if the referenced symbol name is "4R jackpot A", "10R jackpot A" or "10R small jackpot A", the CPU 581 judges that the non-time-saving state will be set after the jackpot game state ends (S591: NO). That is, the advantageous game state ends with the end of the jackpot game currently being played. In this case, the CPU 581 generates an ending display command and sets it in the command buffer (S596). The CPU 581 generates the ending display command in S596 with contents instructing to display the ending image 115 among the ending images. As shown in FIG. 24(R), the ending image 115 is an image configured with contents indicating that the advantageous game state ends with the end of the jackpot game currently being played, since the non-time-saving state is set after the jackpot game state ends.
[0189] The CPU 581 generates a result suggestion effect start command and sets it in the command buffer (S598). The CPU 581 sets the result suggestion effect flag to "ON" (S599). The CPU 581 returns the process to the sub-control board process.
[0190] With reference to Fig. 22 to Fig. 25, the details of the performance related to the advantageous game state, particularly the details of the result suggestion performance, will be described. Fig. 22(A)-(C) show an example in which the first notification performance is performed in response to a non-reach variation pattern in a normal state that is a non-time-saving state. As shown in Fig. 22(A), the first notification performance is started by the performance pattern 100 starting to vary. Fig. 22(A) shows a state in which the first reserved number is "1" and one first reserved display NH1 is displayed at position H1. Next, assume that two game balls enter the first start hole 14 while the pattern variation of the performance pattern 100 in this first notification performance progresses. In this case, as shown in Fig. 22(B), two new first reserved random numbers are stored, and the first reserved display NH1 is displayed at each of positions H2 and H3. After that, as shown in FIG. 22(C), the left pattern 101, the middle pattern 102, and the right pattern 103 all show different numbers, and the performance pattern 100 ends its pattern fluctuation and displays a determined combination of scattered numbers indicating a miss, and the first notification performance that was being executed ends.
[0191] FIG. 22(D)-(F) shows an example in which the first notification performance accompanied by the reach performance is performed following the first notification performance shown in FIG. 22(A)-(C). As shown in FIG. 22(D), the performance pattern 100 starts to change, and the first notification performance is started. FIG. 22(E) shows the first notification performance proceeding, the left pattern 101 and the right pattern 103 temporarily stopping at a pattern showing "7", and the performance pattern 100 forms a reach state. In this embodiment, in the reach state, the left pattern 101 and the right pattern 103 are in a temporarily stopped state accompanied by a slight shaking fluctuation. The symbol Y2 shown in FIG. 22(E) etc. shows a schematic representation of the shaking fluctuation of the left pattern 101 and the right pattern 103. By configuring the pachinko machine 1 to be in a reach state, a player who sees that the first notification performance has reached the reach state can recognize that there is a possibility that the result of the jackpot determination will be notified by the first notification performance being executed, thereby maintaining and increasing the player's sense of expectation.
[0192] After that, as shown in Fig. 22(F), the center symbol 102 stops with the symbol showing the number "7" which is the same as the left symbol 101 and the right symbol 103 which constitute the reach state, and the performance symbol 100 displays the combination of the number "7" which indicates a jackpot. That is, the first notification performance notifies the player that it is a jackpot and ends its execution.
[0193] FIG. 22(G) shows an example in which the game transitions to a jackpot game state in response to a jackpot being notified by the first notification effect as shown in FIG. 22(F), and a jackpot game effect is executed. The jackpot game shown here corresponds to a first jackpot game, since it is executed in response to a jackpot being determined by the special chart 1 jackpot determination in a normal state. In this embodiment, the jackpot game state is a state in which it is advantageous for the player to play the game by hitting the right hand in order to make the game ball enter the second large winning hole 17 that opens in the jackpot game. In the jackpot game effect, the pachinko machine 1 displays a right hit display 119 on the display screen 28 to encourage the player to hit the right hand. In addition, the pachinko machine 1 also displays a round display 111, which indicates the number of jackpot rounds being executed in the jackpot game, on the display screen 28, to show the progress of the jackpot game to the player.
[0194] As shown in Fig. 22(G), in this state, the first hold number is "2". Also, the second hold number is "0". Therefore, as shown in Fig. 22(G), the first hold display NH1 is displayed at each of positions H1 and H2 on the display screen 28, and the second hold display NH2 is not displayed on the display screen 28. Note that the first hold display NH1 and the second hold display NH2 do not have to be displayed during the big win game presentation.
[0195] After that, the jackpot game progresses, and when the jackpot round ends, the jackpot game reaches a jackpot ending. As shown in FIG. 22(H), a jackpot ending performance is executed for the jackpot ending. In the jackpot ending performance, the above-mentioned ending image is displayed on the display screen 28. Here, since the advantageous game state has started due to the execution of the first jackpot game, the start image 113 is displayed on the display screen 28 as the ending image. The start image 113 includes the words "chance mode start" and indicates to the player that a time-saving state will be set after the jackpot game state ends, that is, that an advantageous game state has started.
[0196] After executing the jackpot ending performance for a predetermined time, the pachinko machine 1 ends the jackpot game state and sets the time-saving state. FIG. 23(I) shows an example of a state in which the execution of the first notification performance is started immediately after the start of the game in the time-saving state, that is, after the time-saving state is started. The time-saving state is a game state in which it is advantageous for the player to play the game by hitting the right hand, as in the jackpot game state. Therefore, in the time-saving state, the right-hit display 119 is displayed on the display screen 28 following the jackpot game state. In addition, the time-saving state ends in response to the execution of a predetermined number of notification performances in the time-saving state. The number of time-saving times is 80 times, as described above. In this embodiment, the remaining number of times display 131, which indicates the number of notification performances that can be executed in the time-saving state, and the like are also displayed on the display screen 28. In FIG. 23(I), the remaining number of times display 131 indicates the number of notification performances that can be executed in the time-saving state hereafter, excluding the notification performance being executed. In addition, a mode display 110 including the characters "Chance Mode" indicating that the time-shortening state is set is also displayed on the display screen .
[0197] As shown in FIG. 22(H), both the first reserved random number and the second reserved random number are stored at the end of the jackpot game state. As described above, in this embodiment, the special chart 1 jackpot determination is performed in priority to the special chart 2 jackpot determination in the jackpot determination. Therefore, when entering the time-saving state, the first reserved random number is consumed first. Therefore, FIG. 23(I) shows an example in which the special chart 1 jackpot determination is performed on the first reserved random number stored at the end of the jackpot game state, and the first notification performance that notifies the result is executed. FIG. 23(I) also shows a state in which the second reserved display NH2 is displayed at position H5 in response to one second reserved random number being stored in response to the game ball hit to the right passing through the second starting hole 15. Note that, if the first reserved random number is not stored at the end of the jackpot game state, the second notification performance is executed from the beginning of the time-saving state after the end of the jackpot game state.
[0198] FIG. 23(J) shows an example in which the result of the determination of a miss is notified by displaying the performance pattern 100 in a scattered pattern in the notification performance started in FIG. 23(I). In the subsequent time-saving state, if the first reserved random number is stored, the first reserved random number is consumed before the second reserved random number. After the first reserved random number is consumed, the game ball repeatedly enters the second starting hole 15 as the right hit continues, so that the game ball entering the second starting hole 15 is triggered to repeatedly execute the special chart 2 big win determination. Therefore, in the time-saving state after the first reserved random number is consumed, the second notification performance is mainly executed repeatedly.
[0199] FIG. 23(K) shows an example of a state in which the game in the time-saving state started as shown in FIG. 23(I) progresses thereafter, and the second notification performance indicates that the performance symbols 100 are determined to be in a combination starting from an odd number, and the result of the special chart 2 big win judgment is a small win. In this case, the pachinko machine 1 executes a small win game, and executes a small win game performance during the execution of the small win game, as shown in FIG. 23(L). In the small win game performance, a display 116 including the words "Aim for the V!" is displayed on the display screen 28 to encourage the game ball to enter the second big win opening 17 that opens the opening / closing member 171 in the small win game.
[0200] When the game ball that entered the second large winning opening 17 by the player hitting the right hand side as prompted by the display 116 passes through the specific area, the condition device is activated, and the accessory continuous operation device is activated accordingly. That is, a big win game state occurs. In this case, as shown in FIG. 22(M), the pachinko machine 1 displays a specific area passing image 117 on the display screen 28 during the execution of the small win game performance, to inform the player that the game ball has passed through the specific area. Since the specific area is also called the V zone by the player, the pachinko machine 1 makes the specific area passing image 117 resemble the letter "V". By displaying the specific area passing image 117, the pachinko machine 1 can inform the player that the game ball that entered the second large winning opening 17 during the small win game being executed has passed through the specific area and that the big win game will be executed after the small win game ends.
[0201] In addition, if the game ball that entered the second large prize opening 17 during the execution of the small win game ends without passing through the specific area, the specific area passing image 117 is not displayed on the display screen 28 during the execution of the small win game performance. In addition, the big win game is not executed after the end of the small win game. The game thereafter returns to the time-saving state in which the second notification performance is mainly executed repeatedly.
[0202] FIG. 23(N) shows an example in which the execution of a jackpot game presentation, which is a presentation during a jackpot game, is started in response to the start of a jackpot game state. As shown in FIG. 23(N), the jackpot game presentation in this embodiment is performed in a manner that celebrates the jackpot that has been achieved by the game ball passing through a specific area, with a combination of presentation patterns 100 being displayed on the display screen 28 following the small jackpot game presentation. In the jackpot game presentation, a right-hit display 119 is also displayed, and the player is prompted to continue hitting to the right. As described above, when a jackpot game is executed in response to the game ball passing through a specific area in a small jackpot game, the small jackpot game that was executed earlier is treated as the jackpot round of the 1st round of the jackpot game. Therefore, as shown in FIG. 23(N), when a jackpot game presentation is started after the execution of a small jackpot game presentation, a round display 111 indicating that the 2nd round of the jackpot round has started is displayed on the display screen 28.
[0203] After that, the jackpot game progresses, and when the jackpot round ends, the jackpot game reaches the jackpot ending, and the jackpot ending performance is executed. Here, it is assumed that the time-saving state is set after the jackpot game state ends. In this case, the advantageous game state continues even after the jackpot game state ends. Therefore, as shown in FIG. 23(O), a continuation image 114 is displayed on the display screen 28 as an ending image. The continuation image 114 includes the words "Chance mode continues", and indicates to the player that the advantageous game state has continued up to this point and that the advantageous game state will continue even after the jackpot game state ends. After the jackpot ending performance ends, the game progresses in the time-saving state as shown in FIG. 22(I).
[0204] As a result of the progress of the game in the time-saving state thereafter, the result of the small win is announced by the second notification performance, the small win game is executed, and the game ball that entered the second large winning hole 17 in the small win game passes through the specific area. In this case, as shown in FIG. 24(P), the pachinko machine 1 displays the specific area passing image 117 on the display screen 28 during the execution of the small win game performance. In this case, the second reserved number is "4". Therefore, four second reserved displays NH2 are displayed at positions H5 to H8, respectively.
[0205] After that, as shown in FIG. 24(Q), the execution of the jackpot game presentation starts in response to the start of the jackpot game state. When the jackpot game progresses and the jackpot round ends, the jackpot game reaches the jackpot ending, and the jackpot ending presentation is executed. Here, it is assumed that a non-time-saving state is set after the jackpot game state ends. In this case, the advantageous game state that has continued up to that point ends in response to the end of the jackpot game state. Therefore, as shown in FIG. 24(R), an ending image 115 is displayed on the display screen 28 as an ending image. The ending image 115 includes the words "chance mode ends," and indicates to the player that the advantageous game state that has continued up to that point ends with the end of the jackpot game state.
[0206] When the advantageous game state ends, as shown in Fig. 24(R), execution of the result suggestion effect is started in the big win ending effect. As described above, the result suggestion effect is an effect that suggests to the player the number of consecutive big wins, the cumulative number of winning balls, etc. In this embodiment, the result suggestion effect is executed by displaying on the display screen 28 a result suggestion image 121 that shows the number of consecutive big wins as the "number of consecutive matches" and the cumulative number of winning balls as the "acquired points."
[0207] When the jackpot game performance and the jackpot ending performance end with the end of the jackpot game state, the game in the non-time-saving state proceeds. As shown up to FIG. 22(R), when the jackpot game state ends, four second reserved random numbers, i.e., four remaining reserved numbers, are stored. Therefore, first, the game in the special variable state proceeds in which four second notification performances are executed in accordance with the sequential execution of the special chart 2 jackpot judgment for the remaining reserved numbers. As shown in FIG. 22(S), the second notification performance in the special variable state starts to be executed when the performance pattern 100 displayed in a reduced size on the display screen 28 starts to change. A special variable display 118 for indicating that the game in the special variable state is being executed is displayed on the display screen 28. The special variable display 118 is an image composed of the wording "pullback chance".
[0208] In the pachinko machine 1, the execution of the result suggestion effect continues even in the special variation state. The result suggestion effect ends when the pachinko machine 1 accepts a predetermined operation input. The player himself can adjust the timing of the predetermined operation input. In this embodiment, the predetermined operation input is the entry of a game ball into the first starting hole 14. That is, the player can end the execution of the result suggestion effect by operating the launch handle 32 at the desired timing during the execution of the result suggestion effect, hitting the game ball to the left in accordance with the game in the non-time-saving state, and causing the game ball to enter the first starting hole 14.
[0209] To inform the player of this, the pachinko machine 1 also displays an operation input instruction display 122 on the display screen 28 as a result suggestion performance. The operation input instruction display 122 is an image used to prompt the player to execute an operation input to the pachinko machine 1. The operation input instruction display 122 includes the text "Result display ends when the ball enters the starting hole!" In this embodiment, the operation input instruction display 122 is displayed on the display screen 28 in accordance with the timing at which a normal state starts after the end of a jackpot game in which it is recommended to play the game by hitting the left side. The display of the operation input instruction display 122 may start in accordance with the timing at which the display of the result suggestion image 121 starts. In this embodiment, the display of the operation input instruction display 122 may start in the jackpot ending performance shown in FIG. 24(R).
[0210] FIG. 24(T) shows an example in which the second notification effect, which was started in FIG. 24(S), has ended its execution by ending the variable display of the effect pattern 100. In FIG. 22(T), the effect pattern 100 is displayed as a fixed pattern indicating a miss, thereby announcing that the result of the special chart 2 big win judgment is a miss. During the execution of this second notification effect, the game ball is not hit from the left, and the game ball does not enter the first starting hole 14. Therefore, the execution of the result suggestion effect continues. Note that if the game ball enters the first starting hole 14 during the execution of this second notification effect, the operation input instruction display 122 is erased from the display screen 28, and the execution of the result suggestion effect ends.
[0211] Suppose that the game ball is not hit from the left in the special variation state after that, and the game ball does not enter the first starting hole 14. In this case, the second notification performance in the special variation state is repeatedly executed according to the number of remaining reserved balls. Figure 24 (U) shows an example in which the second notification performance corresponding to the last remaining reserved ball stored at the end of the big win game state is started.
[0212] FIG. 25(W) shows an example in which the second notification performance, which was started in FIG. 24(U), has ended its execution by displaying the performance pattern 100 as a set of scattered eyes. Accordingly, the special variation state ends. Here, it is assumed that the game ball was not hit from the left during the execution of any of the second notification performances in the special variation state, and the game ball did not enter the first starting hole 14. Therefore, the result suggestion image 121 and the operation input instruction display 122 related to the result suggestion performance are continuously displayed on the display screen 28. Although not shown, when the determination result of a small win is notified by the second notification performance in the special variation state, the small win game is executed after the execution of the second notification performance is completed. Also, when the determination result of a big win is notified by the second notification performance in the special variation state, the big win game is executed after the execution of the second notification performance is completed.
[0213] FIG. 25(X) shows a state in which the special variation display 118 is erased from the display screen 28 in response to the end of the special variation state as shown in FIG. 25(W), and the mode display 110 is changed to include the characters "normal mode" indicating that the normal state is set. The state shown in FIG. 25(X) is a state after all remaining reserves have been consumed, and the first reserved random number is not stored, so the notification performance is not executed. Therefore, the result suggestion image 121 and the operation input instruction display 122 related to the result suggestion performance continue to be displayed on the display screen 28 until the notification performance starts to be newly executed.
[0214] After that, the player plays the game by hitting with the left hand, and as a result of a new game ball entering the first starting hole 14, the performance pattern 100 starts to change as shown in Fig. 25(Y), and the execution of the first notification performance starts. At this timing, the pachinko machine 1 erases the result suggestion image 121 and the operation input instruction display 122 from the display screen 28, thereby ending the execution of the result suggestion performance. After that, the game proceeds in the normal state.
[0215] The results of a game in a favorable game state, such as the number of consecutive jackpots and the total number of winning balls, are one of the major concerns of a player. Some players also want to commemorate or record the results of a game in a favorable game state shown by the result suggestion image 121, for example by taking a photo. For example, there are cases where the execution of the result suggestion effect is started in the jackpot ending effect, and the result suggestion effect ends with the end of the jackpot ending effect. In such cases, depending on the performance time of the jackpot ending effect, the player may not be able to secure enough time to view the result suggestion image 121 or take a photo. In this regard, the pachinko machine 1 can continue to execute the result suggestion effect until the player himself performs an operation input to the pachinko machine 1. For this reason, the pachinko machine 1 can end the execution of the result suggestion effect according to a timing that the player himself can adjust arbitrarily. Therefore, the pachinko machine 1 can make the player fully aware of the results of a game in a favorable game state. Furthermore, the pachinko machine 1 allows the player to have sufficient time to take a photograph of the result suggestion image 121, etc., thereby improving the player's sense of satisfaction.
[0216] In particular, in this embodiment, when the advantageous game state ends with the end of the big win game state, as shown in FIG. 25(X), the notification effect is not executed until a new game ball enters the first start hole 14, and the game in the normal state does not progress at all. The pachinko machine 1 can continue the execution of the result suggestion effect in such a situation, so that the result suggestion effect can attract the player's attention and entertain the player even in a situation where the game does not progress at all. The pachinko machine 1 can make the player operate the launch handle 32 to make the game ball enter the first start hole 14 at the timing when the player is satisfied with the result suggestion effect and wants to end the result suggestion effect and proceed with the game. Then, the pachinko machine 1 can end the execution of the result suggestion effect when the game ball enters the first start hole 14. That is, the pachinko machine 1 can give the player sufficient time to check the contents of the result suggestion effect and enjoy the result suggestion effect until the player himself performs an operation input to the pachinko machine 1. In this way, the pachinko machine 1 can set the end timing of the result suggestion effect to be what the player desires, thereby improving the player's impression of the result suggestion effect.
[0217] In addition, the pachinko machine 1 ends the time-saving state when the judgment result of the big win is not derived in the time-saving state, or the judgment result of the small win is derived and the small win game is executed, but the notification performance is executed a predetermined number of times without the game ball passing through the specific area. FIG. 25(Z) shows an example in which the execution of the notification performance for the 80th time, which is the final time in the time-saving state, ends with the notification of a miss. In this case, the advantageous game state ends with the end of the time-saving state. In FIG. 25(Z), four second reserved displays NH2 are displayed at positions H5 to H8, respectively, and it is shown that four second reserved random numbers are stored at the time when the time-saving state ends. The stored second reserved random numbers correspond to the remaining reserved numbers. Therefore, in response to the end of the advantageous game state as shown in FIG. 25(Z), the game transitions to the special variable state as shown in FIG. 24(S) to FIG. 25(W).
[0218] In this case, as shown in FIG. 24(S), when the time-saving state ends with the consumption of the number of time-saving times, the pachinko machine 1 starts the game in the special variation state and also starts the execution of the result suggestion effect. Then, as shown in FIG. 24(T) to FIG. 25(W), the execution of the second notification effect in the special variation state is repeatedly executed according to the number of remaining reserved balls. When the game in the special variation state ends after the second notification effect is executed the number of times according to the number of remaining reserved balls, as shown in FIG. 25(X), the game is in the normal state, and since neither the first reserved random number nor the second reserved random number is stored, the execution of the notification effect is not started. During this time, the execution of the result suggestion effect continues.
[0219] Therefore, even when the advantageous game state ends with the end of the time-saving state due to the consumption of the number of time-saving times, the pachinko machine 1 can execute the result suggestion effect to show the player the game result in the advantageous game state. Also, regarding the result suggestion effect in this situation, the pachinko machine 1 can continue to execute the result suggestion effect until the player himself performs an operation input to the pachinko machine 1. Then, as shown in FIG. 25(Y), the pachinko machine 1 can have the player execute an operation input at the timing when the player is satisfied with the result suggestion effect and wants to end the result suggestion effect and proceed with the game, and can end the execution of the result suggestion effect accordingly.
[0220] As described above, the pachinko machine 1 can end the execution of the result suggestion effect, which starts when the advantageous game state ends, by receiving an operational input to the pachinko machine 1. That is, the player can end the result suggestion effect according to the timing at which the player performs the operational input. Therefore, the pachinko machine 1 can make the player fully aware of the game result of the advantageous game state indicated by the result suggestion effect.
[0221] In a conventional gaming machine, when the execution of a performance showing the result of a game in a favorable gaming state such as the result suggestion performance of the present embodiment is started in a jackpot ending performance, the execution of the performance is generally terminated together with the end of the jackpot ending performance. The jackpot ending performance is terminated when the jackpot gaming state ends. That is, the time from when the execution of the jackpot ending performance is started to when it is ended is predetermined. In addition, the execution of a performance showing the result of a game in the favorable gaming state may be started after the favorable gaming state ends. For example, in the notification performance that is executed first in the normal state that is set after the favorable gaming state ends, a performance showing the result of a game in the favorable gaming state may be executed. In such a case, the execution of the performance showing the result of a game in the favorable gaming state generally ends when a predetermined period of the notification performance has elapsed or when the execution of the notification performance has ended. That is, in a conventional gaming machine, the period during which the performance showing the result of a game in the favorable gaming state is executed is predetermined, and the period during which the performance is executed cannot be adjusted according to the player's will. The pachinko machine 1 can end the execution of the result suggestion effect by receiving an operation input to the pachinko machine 1 after the end of the advantageous game state. Therefore, the pachinko machine 1 can end the execution of the result suggestion effect according to a timing that can be adjusted by the player himself. Therefore, the pachinko machine 1 can allow the player to freely secure time for recognizing the result of the game in the advantageous game state indicated by the result suggestion effect. In addition, since the pachinko machine 1 can secure time for recognizing the result of the game in such an advantageous game state after the end of the advantageous game state, the player is not made to wait for the advantageous game state to end.
[0222] The pachinko machine 1 ends the result suggestion effect that has started to be executed when the game ball subsequently enters the first starting hole 14. Therefore, the player can continue the execution of the result suggestion effect by not operating the launch handle 32 during the execution of the result suggestion effect and by not allowing the game ball to enter the first starting hole 14. In other words, the pachinko machine 1 can end the execution of the result suggestion effect in response to the player causing the game ball to enter the first starting hole 14 at the timing desired by the player. Therefore, the pachinko machine 1 can provide a time for the player to recognize the result of the game in the advantageous game state indicated by the result suggestion effect according to the player's desire.
[0223] In the above embodiment, the small win game and the big win game are examples of the "special game". The big win determination is an example of the "special determination". The CPU 51 of the main control board 41 that executes the processes of S76 and S93 in FIG. 11 is an example of the "determination means". The CPU 581 of the sub-control board 58 that executes the processes of S568 in FIG. 19 is an example of the "notification performance execution means". The CPU 581 of the sub-control board 58 that executes the processes of S525 in FIG. 18 and S599 in FIG. 21 is an example of the "result suggestion performance execution start means". The CPU 581 of the sub-control board 58 that executes the processes of S563 in FIG. 19 is an example of the "result suggestion performance execution end means". The first start hole 14 and the second start hole 15 are examples of the "start hole". The launch handle 32 is an example of the "launch handle".
[0224] The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the present invention. In the above embodiment, the result suggestion performance is executed by displaying the result suggestion image 121 on the display screen 28. The result suggestion image 121 is configured to show the result of the game in the advantageous game state as the "game result", with the number of consecutive jackpots as the "consecutive battle result" and the cumulative number of prize balls as the "acquired points". The result suggestion image 121 may be configured to include other information, for example, the number of consecutive jackpots including a 10R jackpot game. The result suggestion image 121 may also be configured to include only the number of consecutive jackpots or the cumulative number of prize balls. The results of the game, such as the number of consecutive jackpots and the cumulative number of prize balls, are not limited to being shown using numerical values, and the results of the game may be shown by the number or size of a predetermined icon image.
[0225] In the above embodiment, when the advantageous game state ends in response to the fact that the time-saving state is not set after the end of the jackpot game state, the result suggestion effect is started in the jackpot ending effect of the jackpot game effect. The timing of starting the execution of the result suggestion effect may be changed arbitrarily. For example, in the above case, the execution of the result suggestion effect may be started before the jackpot ending effect starts in the jackpot game effect, that is, during the execution of the jackpot round. Also, the execution of the result suggestion effect may be started after the jackpot game state ends. In the example of the above embodiment, the execution of the result suggestion effect may be started in response to the start of the special variable state shown in FIG. 24(S) after the jackpot game state ends. Also, the execution of the result suggestion effect may be started after the game in the special variable state ends. In other words, the execution of the result suggestion effect may be started before the advantageous game state ends, or may be started after the advantageous game state ends. In the case where the execution of the result suggestion effect starts after the advantageous game state ends, the execution of the result suggestion effect may be started immediately after the advantageous game state ends. In addition, in cases where the execution of the result suggestion effect is started after the end of a favorable gaming state, the execution of the result suggestion effect may be started some time after the end of the favorable gaming state, such as by waiting for the end of a special variable state.
[0226] Similarly, when the advantageous game state ends in response to the end of the time-saving state due to consumption of the number of time-saving times, the execution of the result suggestion effect may be started before the advantageous game state ends, or may be started after the advantageous game state ends. For example, in the case shown in FIG. 25(Z) where the 80th notification effect, which is the final time in the time-saving state, ends by notifying a loss, the execution of the result suggestion effect may be started during the execution of this notification effect.
[0227] In the result suggestion presentation, in addition to the display of the result suggestion image 121, the operation input instruction display 122 is also displayed. In the above embodiment, when the execution of the result suggestion presentation is started in the big win ending presentation, the operation input instruction display 122 is displayed on the display screen 28 after the big win ending presentation has ended. However, the present invention is not limited to this, and the display of the operation input instruction display 122 may be started during the execution of the big win ending presentation.
[0228] In the above embodiment, when the result suggestion effect is being executed, the execution of the result suggestion effect is terminated in response to a gaming ball winning through the first starting port 14. Alternatively, the execution of the result suggestion effect may be terminated in response to a gaming ball winning through the second starting port 15. The execution of the result suggestion effect may be terminated in response to a gaming ball winning through a winning port other than the starting port, or in response to a gaming ball passing through the gate 12. In any of these cases, the execution of the result suggestion effect is terminated in response to the operation of the launch handle 32 being input to the pachinko machine 1.
[0229] The operational input to the pachinko machine 1 that triggers the end of the execution of the result suggestion effect is not limited to the operation of the launch handle 32. Therefore, the pachinko machine 1 may end the execution of the result suggestion effect, for example, by receiving an operational input of the effect button 35 or the effect lever 36 during the execution of the result suggestion effect. In this case, the operational input instruction display 122 may be configured with content that prompts the player to operate a component involved in the operational input that triggers the end of the execution of the result suggestion effect, such as by using the words "Press the effect button to end the result display!"
[0230] The maximum second reserved number of the pachinko machine 1 may be configured to be "3" or less. Also, the maximum second reserved number of the pachinko machine 1 may be configured to be "0". In other words, the pachinko machine 1 may be configured not to store the second reserved random number. In this case, after the end of the advantageous game state, the special variable state is not provided, and the game proceeds in the normal state. The pachinko machine 1 may start executing the result suggestion performance either before or after the end of the advantageous game state. And, the pachinko machine 1 may end the started result suggestion performance due to the reception of an operation input to the game machine.
[0231] In the above embodiment, a type 1 / 2 mixed type gaming machine is used. The present invention can also be applied to old type 1 gaming machines, old type 2 gaming machines, and general electric type gaming machines with so-called loop type or ST type gaming specifications. For old type 1 gaming machines, the advantageous gaming state of the present invention may be a state in which the jackpot gaming state, the time-saving state, and the probability variable state are continuously played. And, the result suggestion performance executed when this advantageous gaming state ends may be ended due to receiving an operation input to the gaming machine. The probability variable state refers to a state in which the probability of a jackpot is higher than the normal probability.
[0232] For the old two-type gaming machine, the state in which the big win gaming state and the time-saving gaming state are continuously played may be the advantageous gaming state of the present invention, as in the above embodiment. And, the result suggestion performance executed when this advantageous gaming state ends may be ended due to receiving an operation input to the gaming machine.
[0233] In a general electric type gaming machine in which a game progresses with the execution of a normal hit determination, the game progresses with the execution of a normal hit determination, and a jackpot game in which a plurality of normal electric devices are linked together is played when a normal hit is determined. In the general electric type gaming machine, the normal hit random number stored during this jackpot game is treated as a remaining reserve. Then, when jackpot games are played consecutively in association with the result of a hit determination being derived by a normal hit determination corresponding to the remaining reserve, the state in which jackpot games are played consecutively may be considered to be an advantageous gaming state. Then, the result suggestion performance that is executed when this advantageous gaming state ends may end due to the receipt of an operation input to the gaming machine.
[0234] In the above embodiment, the pachinko machine 1 sets the time-saving state after the end of a predetermined jackpot game. The set time-saving state ends when the number of jackpot determinations made in the time-saving state reaches a predetermined number of times. Such a time-saving state is also called the A time-saving state. The pachinko machine 1 may be configured to be able to set so-called B time-saving state and C time-saving state as the time-saving state in addition to the A time-saving state. The B time-saving state is a time-saving state that is set in response to the end of a jackpot game, the start of the execution of the jackpot determination in the non-variable state, and the execution of the RAM clear process being counted as a starting point, and reaching a predetermined upper limit number of times. The C time-saving state is a time-saving state that is set in response to the fact that a specific losing pattern among the losing patterns is displayed in the non-variable state. The B time-saving state and the C time-saving state can also be ended by the pachinko machine 1 when the number of jackpot determinations made in the B time-saving state or the C time-saving state reaches a predetermined number of times. The pachinko machine 1 may set the state in which the time-saving state B or the time-saving state C continues as the advantageous game state. Also, when the time-saving state B or the time-saving state C ends with the consumption of a predetermined number of time-savings, a result suggestion presentation may be executed. And, the result suggestion presentation executed when this advantageous game state ends may end due to the reception of an operation input to the game machine. [Explanation of symbols]
[0235] 1. Pachinko Machines 14 First starting hole 15 Second starting hole 32 Launch handle 35 Production button 36 Performance Lever 41 Main control board 51,431,581 CPU 52,582 RAM 53,583 ROM 121 Result Suggestion Image 122 Operation input instruction display
Claims
1. a determination means for performing a special determination to derive a determination result indicating whether or not a special game advantageous to a player is to be executed in response to establishment of a predetermined condition; a notification performance execution means for executing a notification performance for notifying the determination result derived by the special determination; a result suggestion effect execution starting means for starting execution of a result suggestion effect showing a result of a game in the advantageous game state when an advantageous game state, which is an advantageous game state for a player, ends with the completion of execution of the special game or the completion of execution of a predetermined number of the notification effects; a result suggestion effect execution ending means for ending the result suggestion effect started by the result suggestion effect execution starting means upon receiving an operation input to the gaming machine; A gaming machine comprising:
2. 2. The gaming machine according to claim 1, wherein the result suggestion presentation execution ending means ends the result suggestion presentation due to the acceptance of the operational input after the advantageous gaming state ends.
3. The determination means executes the special determination due to the game ball entering the starting hole, The operation input is an operation of a launch handle configured to be able to launch a game ball toward a game board on which the starting hole is provided, 3. The gaming machine according to claim 1, wherein the result indication effect execution ending means ends the result indication effect when a gaming ball enters the starting hole.
Citation Information
Patent Citations
Game machine
JP2017086102A