Game machine
Patent Information
- Application Number
- JP2023134416
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2025-03-07
AI Technical Summary
【0010】 本発明の弾球遊技機によれば、時短状態の作動の抽選を行う遊技機において遊技の興趣を向上させることが可能となり、従来にない遊技性を発揮できる。
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Figure 2025029666000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a pachinko machine (hereinafter also referred to as a pinball game machine). [Background technology]
[0002] In gaming machines such as pachinko machines, a lottery is held based on the ball entering the starting hole, and when a jackpot is hit, a jackpot game operation is executed that repeatedly opens and closes the jackpot winning hole. After a jackpot game, a time-saving state is set that makes it advantageous for the ball to enter the starting hole, and it becomes possible to aim for consecutive jackpots through the advantageous state after the jackpot. In recent years, there are machines that, without the need for a big win, hold a lottery to activate the time-saving mode when the ball enters the starting hole, and if the lottery is won, the time-saving mode is activated, commonly known as c-time-saving. (For example, Patent Document 1)
[0003] In this way, c-time saving allows the time saving state to be activated without a jackpot. In the past, if a jackpot didn't come easily, it could become stale, but with this feature, we can expect a dramatic improvement in gameplay while reducing this stale feeling. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2022-34342 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, in the gaming machine described in Patent Document 1, the time-saving state is activated during the normal gaming state, and there is still room for improvement in terms of improving playability. The present invention has been made in consideration of the current situation, and aims to provide a configuration that can increase the excitement of playing in a gaming machine that draws lots to activate a time-saving state, and can execute unprecedented effects. [Means for solving the problem]
[0006] The gaming machine of the present invention, which has been made to solve the above problems, includes a winning / losing determination means for obtaining winning / losing information based on whether a first start condition is satisfied or a second start condition is satisfied, and performing a winning / losing determination based on the winning / losing information; In a pinball game machine equipped with bonus game transition means for transitioning to a bonus game state when the result of the hit / miss determination by the hit / miss determination means is a bonus hit, special game transition means for transitioning to a special game state when the result of the hit / miss determination executed based on the establishment of at least a first start condition is a special hit, and effect display means for executing effect display according to the progress of the game, the pinball game machine further comprises special game state determination means for determining whether to transition to a first special game state in which the second start condition is easy to establish or a second special game state in which the second start condition is difficult to establish, and a probability of a special hit in a hit / miss determination based on the establishment of the first start condition is lower than a probability of a miss result in the hit / miss determination and higher than a probability of a bonus hit, and when at least the result of the hit / miss determination is a special hit, if in a normal game state, a special game state due to the special hit is enabled, and if in a special game state, and a special win setting means for invalidating the special game state due to the special win, wherein a first presentation mode is executed until a predetermined number of hit / miss judgments are performed after transition to a normal game state, and when the first presentation mode is determined to be a special hit and transition to the first special game state is made, a notification to that effect is made and then a transition to a second presentation mode which notifies the player of the first special game state, and when transitioning to the second special game state is made, the first presentation mode is maintained without notifying the player of the fact, and when a predetermined number of hit / miss judgments have been made, a special notification presentation is executed which indicates that the current game state is either a normal game state or a second special game state, and when the special notification presentation notifies the player that the game is in the normal game state, a transition to a third presentation mode which indicates that the game is in the normal game state, and when it is notified that the game is in the second special game state, a transition to a fourth presentation mode which indicates that the game is in the second special game state.
[0007] In the gaming machine of the present invention, a win / loss determination is executed when the first start condition is satisfied, and if the result of the win / loss determination is a special win, the device is provided with a special game transition means for transitioning to either a first special game state in which the second start condition is easily satisfied, or a second special game state in which the second start condition is difficult to satisfy. In the win / loss determination based on the satisfaction of the first start condition, the probability of a special win is lower than the probability of a loss, but higher than the probability of a bonus win, so that a special win is executed with a high probability. When the game state is transitioned to the normal game state, a transition to the second special game state is not notified a predetermined number of times, and a special notification effect is executed to indicate whether the game state is the second special game state when the win / loss determination is executed a predetermined number of times. Therefore, even if the game state has been transitioned to the second special game state, the player cannot determine this from the effect display until the win / loss determination is executed a predetermined number of times, so that the player can enjoy whether the game state is transitioned to the first special game state, and it is possible to demonstrate unprecedented playability and increase the interest of the game.
[0008] Furthermore, in the pinball gaming machine of the present invention, when transitioning to the second special game state in the third presentation mode, a notification that the state will transition to the second special game state may be given, and the pinball gaming machine may transition to the fourth presentation mode.
[0009] By doing this, the transition after a certain number of win / loss judgments is performed, and by not needlessly dragging out the notification of the transition to the second special game state, it is possible to prevent the player from becoming discouraged by having to play forever, thereby providing ideal gameplay. Effect of the Invention
[0010] According to the pinball gaming machine of the present invention, it is possible to increase the interest in the game in a gaming machine that performs a lottery to activate a time-saving state, and it is possible to provide unprecedented gameplay. [Brief description of the drawings]
[0011] [Figure 1] A front view of a pachinko machine 50 according to the present invention. [Diagram 2] A front view of the game board 1 of the pachinko machine 50 [Diagram 3] Rear view of pachinko machine 50 [Figure 4] Electrical configuration diagram of pachinko machine 50 [Diagram 5] Flowchart of power-on process executed by the main control device 80 of the pachinko machine 50 [Figure 6] A flowchart showing an overview of a main routine executed by the main control device 80 of the pachinko machine 50. [Figure 7] Flowchart of start winning confirmation process executed by the main control device 80 [Figure 8] Flowchart 1 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 9] Flowchart 2 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 10] Flowchart 3 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 11] Flowchart 4 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 12] Flowchart 5 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 13] Flowchart 1 of special game processing executed by the main control device 80 [Figure 14] Flowchart 2 of special game processing executed by the main control device 80 [Figure 15] Flowchart 3 of special game processing executed by the main control device 80 [Figure 16] Flowchart 1 of the small win game processing executed by the main control device 80 [Figure 17] Flowchart 2 of the small win game processing executed by the main control device 80 [Figure 18] Table showing the types of winnings in Example 1 [Figure 19] Summary table showing each time-saving state in Example 1 [Figure 20] A flowchart of the search mode process executed by the sub-integrated control device 83. [Figure 21]Explanation of the example of the performance display displayed on the performance pattern display device 6 1 [Figure 22] Explanation of the example of the performance display displayed on the performance pattern display device 6 2 [Figure 23] Explanation of the example of the performance display displayed on the performance pattern display device 6 3 DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Preferred embodiments of the present invention will be described below. Note that the embodiment of the present invention is not limited to the following examples, and various forms that fall within the technical scope of the present invention can be adopted, and it goes without saying that the contents described in each example can be appropriately combined.
[0013] [Example 1] As shown in Fig. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which is a vertically long fixed outer shell holding frame. Hinges 53 are provided on the top and bottom of the left side of the outer frame 51, and an inner frame 70 shown in Fig. 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be openable and closable relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so as to be freely removable, and a game board 1 shown in Fig. 3 is attached to the inner frame 70 behind the glass plate 61.
[0014] Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sounds generated by the pachinko machine 50 are outputted to improve the player's entertainment. In addition, in order to improve the player's entertainment, a plurality of frame side decorative lamps 65 that emit light according to the game status are also provided on the front frame 52. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, a launching device (not shown) is operated, and the game balls supplied from the upper tray 55 are launched toward the game board 1.
[0015] The upper tray 55 is provided with an effect button 67 at the center of the upper part thereof, which can be operated by the player. When the player presses the effect button 67 during its valid period, the content displayed on the effect pattern display device 6, which will be described later, changes, or the game sound output from the speaker changes. The effect button 67 is provided with a jog dial 68 around it, and is configured so that the image for the effect can be changed by rotating it. The pachinko machine 50 is a so-called CR machine, and is provided with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and is provided with a CR adjustment display device having a loan button 57, an adjustment button 58, and a balance display 59.
[0016] 2 is a front view of the game board 1 of the pachinko machine of this embodiment. Note that the overall configuration of this pachinko machine follows known technology, so illustrations and explanations are omitted. 2, a substantially circular play area 3 surrounded by known guide rails 2a, 2b is provided on a game board 1. A large number of play nails 4 are nailed into the play area 3.
[0017] A center case 5 is disposed in the approximate center of the game area 3. The center case 5 is equipped with a warp entrance, a warp passage, a stage, and a window through which the screen of a performance pattern display device 6 (a liquid crystal display device that displays performance patterns) can be viewed, as in the known case. In the left hitting area to the left of the center case 5 (an area where game balls shot by aiming at the left side of the center case 5 mainly flow down), a first starting hole 11 and a first left winning hole 31, a second left winning hole 32, and a third left winning hole 33 that can always be entered are disposed. Note that the winning holes including the first starting hole 11 are disposed so that game balls that flow down to the right hitting area cannot easily enter them. Note that the left hitting area is a game area that is mainly used in the normal game state (also called the normal state) and during the operation of c time reduction 2 described later.
[0018] In the right-hand hitting area to the right of the center case 5 (the area where the game balls shot by aiming at the right side of the center case 5 mainly flow down), the gate 17, the second start opening 12, the big prize opening 14, and the right prize opening 34 are arranged. The second start opening 12 is equipped with a normal electric device with an openable lid, and the game ball cannot enter the second start opening 12 unless the lid is opened. In addition, the winning openings including the gate 17, the second start opening 12, and the big prize opening 14 are arranged so that game balls that flow down to the left-hand hitting area have difficulty entering them. The right-hand hitting area is a game area that is mainly used during the probability bonus state and during the operation of the a time reduction and c time reduction 1 described below. In the lower right area of the game board 1, a 7-segment first special symbol display device 9 and a second special symbol display device 10, and a first special symbol reserved number display device 18 and a second special symbol reserved number display device 19 consisting of four LEDs are installed. In addition, a normal symbol display device 7 consisting of two LEDs and a normal symbol reserved number display device 8 consisting of two LEDs are installed in the same area. When a normal symbol lottery is performed, the normal symbol display device 7 displays the normal symbol in a variable manner, and notifies the result of the normal symbol lottery by displaying the normal symbol in a stopped manner according to the lighting state of the two LEDs. In this embodiment, in the case of a miss, only the lower LED is lit, and in the case of a win, the result is shown by displaying the two LEDs in a lit state. Note that the normal symbol reserved number can be up to four, but the two LEDs of the normal symbol reserved number display device 8 show the number of reserved numbers from 1 to 4 by a combination of lighting and blinking depending on the reserved number. For example, the reserved number is shown by lighting the LEDs up to two, blinking one LED when the reserved number is three, and blinking both LEDs when the reserved number is four.
[0019] The gate 17 is a normal starting gate, and when the game ball passes through it, a random number for determining a win, which will be described later, is extracted, and a win / loss judgment (regular pattern lottery) is made based on the extracted random number. If the winning / loss judgment is a win, the normal electric device opens and the ball can enter the second starting gate 12. The normal electric device also has a sliding cover, and when closed, it serves as a passage for the game ball flowing down the game area 3, and the ball can enter by sliding it backward as an opening action. A sliding large winning gate 14 is located below the second starting gate 12. As with the normal electric device, when closed, the cover serves as a passage for the game ball flowing down, and when opened, it allows the ball to enter. The large winning gate 14 is opened during big win games and small win games. The first left winning gate 31, the second left winning gate 32, the third left winning gate 33, and the right winning gate 34 are normal winning gates whose winning rate does not change at all times. The gate 17 is an entry gate through which balls can always be entered.
[0020] As shown in Fig. 3, the back of the pachinko machine has an inner frame 70, which detachably mounts the game board 1, housed in the outer frame 51. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 through the tank rail 72 by the payout device 73 to the upper tray 55. In addition, on the back side of the pachinko machine 50 (see Fig. 4), a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. The performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control device.
[0021] The main control device 80, the performance symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Although the launch control device 84 is not shown in FIG. 3, the launch control device 84 is provided below the payout control device 81. An external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent to a hall computer (not shown) from this external connection terminal 78. Conventionally, two types of external connection terminals 78 for sending signals to the hall computer are used: one for the board (a terminal for outputting signals output from the game board side to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). In this embodiment, a signal indicating the game status and game results is sent to the hall computer via one external connection terminal 78.
[0022] The electrical configuration of this pachinko machine is centered around the main control device 80, as shown in the block diagram of Figure 4. Note that this block diagram does not include a relay board or power supply circuit, which are used only to relay signals. Although not shown in detail, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input port, output port, etc., but in this embodiment, the launch control device 84 does not have a CPU, ROM, or RAM. However, this is not limited to this, and the launch control device 84 may have a CPU, ROM, RAM, etc.
[0023] The main control device 80 receives detection signals from a first start port switch 11a which detects a game ball that has entered the first start port 11, a second start port switch 12a which detects a game ball that has entered the second start port 12, a normal pattern activation switch 17a which detects a game ball that has entered the gate 17 which activates the normal pattern, a count switch 14a for counting game balls that have entered the large prize port 14, and a left prize port switch 31a which detects game balls that have entered the first left prize port 31, the second left prize port 32, the third left prize port 33, and the right prize port 34.
[0024] The main control unit 80 operates according to a program installed therein, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. The main control device 80 also controls the display of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7, which are connected via the symbol display device relay terminal board 90, and the lighting of the first special symbol reserved number display device 18, the second special symbol reserved number display device 19, and the normal symbol reserved number display device 8. The symbol displayed on the first special symbol display device 9 is called the first special symbol or first special symbol, and the symbol displayed on the second special symbol display device 10 is called the second special symbol or second special symbol.
[0025] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the second starting opening 12 by controlling the normal electric role solenoid (written as normal electric role solenoid in Figure 4) 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing the symbol fluctuation, jackpot (also called special game), etc. are output to the external connection terminal 78 and sent to the hall's main computer. The main control device 80 and the payout control device 81 are capable of two-way communication.
[0026] The payout control device 81 operates the payout motor 20 in response to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a detection signal from the payout switch 21 may be input to the main control device 80 and the payout control device 81, and the payout balls may be counted by both the main control device 80 and the payout control device 81.
[0027] The payout control device 81 receives signals from the glass frame open switch 35, inner frame open switch 36, full switch 22, and ball out switch 23, and when the full switch 22 receives a signal indicating that the lower tray 63 is full, or when the ball out switch 23 receives a signal indicating that there are few or no game balls in the ball tank, it stops the payout motor 20 and stops the payout operation of the prize balls. The full switch 22 and ball out switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.
[0028] The payout control device 81 also communicates with the prepaid card unit via the CR unit terminal board 24 to operate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.
[0029] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are paid out, but the game balls generated in response to winning or the like may be stored without being paid out.
[0030] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.
[0031] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, and distributes them into data for effect display control, sound control, and lamp control. The sub-integrated control device 83 transmits the commands for effect display control to the effect pattern control device 82, and distributes the commands for sound control and lamp control to each control part (functional parts as a voice control device and a lamp control device) included in itself. The functional part as a voice control device controls the sound output from the speaker by operating the sound LSI based on the data for sound control, and the functional part as a lamp control device controls various LEDs and lamps 26 by operating the lamp driver based on the data for lamp control. In addition, the effect button 67 and the jog dial 68 are connected to the sub-integrated control device 83, and when the player operates the effect units 67 and 68, the signals are input to the sub-integrated control device 83. The effect button 67 and the jog dial 68 may be configured to be connected to the effect pattern control device 82.
[0032] The sub-integrated control device 83 and the performance pattern control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and causes performance images such as performance patterns to be displayed on the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance pattern control device 82 are separated into separate devices, but they may also be integrated into a single device.
[0033] FIG. 5 is a flow chart showing an example of a power-on process executed when power is turned on. In the power-on process, the CPU of the main control device 80 first sets an access permission that enables reading and writing of data to the RAM of the main control device 80 after completing a security check (S150). Then, it determines whether the backup flag is OFF (S152) and whether the RAM clear signal is OFF (S154). The backup flag is a flag indicating whether the stored contents of the RAM of the main control device 80 are normal or not. The backup flag is determined by, for example, a checksum process to determine whether the stored contents of the RAM are normal or not, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch operated, and is turned OFF when the power is turned on with the RAM clear switch not operated.
[0034] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, it starts from the initial state. That is, the CPU of the main control device 80 clears and initializes the game information storage area that stores the game information in the RAM of the main control device 80, and performs initialization processing to start the game from the initial state (S156), transmits corresponding initialization commands to the payout control device 70 and the sub integrated control device 83 (S158), and ends the power-on processing.
[0035] On the other hand, if it is determined in S152 and S154 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power is cut off. That is, the CPU 60 of the main control device 80 first reads the game information immediately before the power is cut off that is stored and held in the game information storage area of the RAM 60 of the main control device 80 (S160). The game information immediately before the power is cut off is information that indicates the state of the game that was in progress immediately before the power is cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S162), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 83 (S164), and ends the power-on process. When the power-on process ends, the system proceeds to the main routine of FIG. 6.
[0036] In the pachinko machine 1 of this embodiment, the main control device 80 has a backup function for retaining the memory of the RAM of the main control device 80 as described above, and if the game information is normally stored in the RAM when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 83 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 80 selectively transmits an initialization command and a restoration command to the sub-integrated control device 83 according to the game information stored at the time of restoration in the power-on process, so that the sub-integrated control device 83 determines the game state immediately after the power is turned on of the pachinko machine 1 based on the received command. A RAM clear operation refers to the case where the power is turned on with the RAM clear switch operated, or the case where the power is turned on while the setting key switch and RAM clear switch are operated. As described in Example 1, when the RAM is cleared by the RAM clear operation, the game state returns to the normal game state.
[0037] In this embodiment, since the setting function for selecting the jackpot probability is not provided, the setting change mode is not provided when the power is restored, but the setting function for setting the jackpot probability may be provided. In this case, if the main control board 80 is provided with a setting key switch and the power is turned on while the setting key switch and the RAM clear switch are operated, the RAM clear signal turns ON, and the CPU of the main control device 80 executes an initialization process to transition to a setting change mode, making the setting value of the jackpot probability selectable from, for example, settings 1 to 6, stores the selected setting value in the setting value storage area of the RAM of the main control device 80, and enables the setting value to be enabled before terminating the power-on process. The setting value storage area is not cleared by the initialization process.
[0038] The main routine will be described with reference to Fig. 6. The main routine is executed periodically by a hardware interrupt approximately every 2 msec. In this embodiment, the processes from S10 to S65, which are executed only once, are referred to as "main process", and the process of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main process, is referred to as "remaining process". The "main process" is executed periodically by the above interrupt.
[0039] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not the value in a specified area of the RAM as memory is a specified value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing. Cases when the interrupt is not normal include when the power is turned on or when the microcomputer goes out of control due to noise, etc., but since microcomputer runaway is considered to be almost nonexistent due to recent technological improvements, it usually occurs when the power is turned on. When the power is turned on, the value in the specified area of the RAM is different from the specified value.
[0040] If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a specified value to a specified area of the memory, writing each initial value to the working area of the memory, etc., making the special and normal patterns the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).
[0041] If a positive judgment is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.
[0042] The random number update process for determining a jackpot (S25) following S20 is an increment process that increments by +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966", is reached, the next process returns to the initial value, "0", and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250", "251", "252", ..., "3966", "0", "1", ...
[0043] When the random number for determining a jackpot goes through one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot goes through another cycle, the value of the initial random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the above example, when the random number for determining a jackpot becomes "249", it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number is "87", it will change to "249", "87", "88", ... "3966", "0", "1", ... "86", and after "86" it will become a new value of the initial random number. In addition, the number of values that are determined to be jackpots in the normal probability state is 13, and the values are "775" to "777", "1775" to "1777", "2774" to "2777", and "3774" to "3776".In the high probability state, the number of values that are determined to be jackpots is 130, and the values are "758" to "777", "1314" to "1333", "1758" to "1777", "2758" to "2777", "3314" to "3333", and "3774" to "3803". In this embodiment, the random number for determining the jackpot is used to determine whether or not the small jackpot and the time-saving jackpot are also determined. The number of values that are determined to be small jackpots is 5, with values ranging from "96" to "100". The number of values that are determined to be time-saving jackpots is 396, with values ranging from "200" to "595", and the remaining values are considered to be misses. In addition, values that are determined to be jackpots in a high probability state during normal probability states (excluding jackpot values in normal probability states) are considered to be misses. Thus, in this embodiment, misses are determined with the highest probability in the hit / miss determination, followed by the probability of a time-saving jackpot. The time-saving jackpot also has a winning rate of about 1 / 10, which is an extremely high probability compared to the probability of a jackpot in normal probability states. In this embodiment, the only thing that is judged as a small hit or time-saving hit is the hit / miss judgment for the first reserved memory, and the hit / miss judgment for the second reserved memory only judges whether it is a big hit or a miss, and if the hit / miss judgment for the first reserved memory is a random number value that indicates a small hit or time-saving hit, it is judged as a miss.
[0044] The random number update process for determining the jackpot symbol (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by 1 for each process, returning to the initial value of "0" when it exceeds the maximum value. The random number for determining the jackpot symbol is used to determine the jackpot symbol, small win symbol, and time-saving symbol in accordance with the value. There is only one type of miss symbol, so it is not used, but multiple miss symbols may be provided and determined by the random number for determining the jackpot symbol. The type of jackpot game is determined by the jackpot symbol determined based on the random number, and the type of time-saving c is determined by the time-saving symbol determined in the time-saving hit. In this embodiment, the same small win game is executed for the small win regardless of the type of symbol. The time-saving hit is a hit that transitions to the time-saving state without going through a jackpot. When the time-saving hit occurs, unlike the big hit or small hit, which opens the big prize hole and transitions to a special game state, it is possible to transition to the time-saving state when the fluctuation ends. Therefore, if the result is not notified, it is possible to make it appear to the player that the time-saving state has suddenly been transitioned to.
[0045] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by 1 for each process, returning to the initial value of "0" when the maximum value is exceeded. The winning value is 0 to 500 in the normal probability state of a normal figure, and 0 to 995 in the high probability state of a normal figure, so even in the normal probability state, there is a high possibility of a jackpot, and about half of the time, the winning value is determined to be a win. The random number for determining a win generated by this random number update process for determining a win is used to draw normal symbols, and the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining jackpot symbols, random numbers for reaching the limit, and random numbers for determining a variation pattern are used to draw special symbols. In this embodiment, the determination of whether the special and normal symbols are correct is performed using software random numbers that are generated randomly by software, but it is also possible to use hard random numbers that are generated randomly by hardware.
[0046] The reach judgment random number update process (S40) is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process, returning to the initial value of "0" when it exceeds the maximum value. Note that the number of values that are reach when the variable time shortening function is not activated in the normal probability state is 21, with values ranging from "0" to "20", the number of values that are reach when the variable time shortening function is activated in the normal probability state is 5, with values ranging from "0" to "4", and the number of values that are reach when the high probability state is 6, with values ranging from "0" to "5".
[0047] The random number update process for determining the fluctuation pattern (S45) is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", incrementing by +1 for each process and returning to the initial value of "0" when it exceeds the maximum value.
[0048] In the subsequent winning confirmation process (S50), confirmation of winning at the first start hole 11 and the second start hole 12 and input processing of each switch provided in the pachinko machine 50 and connected to the main control device 80 are performed. In this embodiment, when a game ball enters the first starting hole 11 or the second starting hole 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a fluctuation pattern, and a random number for determining a reach. However, the number that can be reserved and stored is limited to four for each of the first starting hole 11 and the second starting hole 12, and even if a game ball enters the first starting hole 11 or the second starting hole 12 when the reserved memory is full of four balls, only the prize ball is paid out, and the multiple random numbers are not reserved and stored.
[0049] In the subsequent winning confirmation process (S50), the winning of the first start hole and the second start hole is confirmed, and input processing of each switch provided in the pachinko machine and connected to the main control device is executed. In this embodiment, when a gaming ball enters the first or second starting port, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a fluctuation pattern, and a random number for determining whether or not there is a reach. However, the number that can be reserved and stored is limited to four for each of the first and second starting ports, and even if the reserved memory is full of four balls and a gaming ball enters the first or second starting port, the prize ball is simply paid out, and the multiple random numbers are not reserved and stored.
[0050] Next, a special symbol control process (S55) is performed to determine whether or not a jackpot has been reached. When the special symbol control process (S55) is completed, a fraud monitoring process (S60) such as an image output process is then performed. The fraud monitoring process (S60) is a process for monitoring whether or not fraud has been committed against the normal winning ports (first left winning port 31, second left winning port 32, third left winning port 33, right winning port 34), and is a process for determining whether or not the number of game balls entering the winning ports within a specified time is more than a predetermined number, and if so, determining that fraud has occurred and notifying the fact. In other words, the fraud determination means is provided in the main control device 80. Also, detection switches for magnetic force detection, radio wave detection, etc. are provided to monitor for these detections and other types of fraud.
[0051] When the fraud monitoring process (S60) is completed, various output processes (S65) such as image output process are executed. In each output process (S65), the main control device 80 executes output processes for the performance symbol control device 82, payout control device 81, launch control device 84, sub-integrated control device 83, large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has won in each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out a game ball as a prize ball, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the performance symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50 or fraud detected by S60.
[0052] The residual process following this process is composed of an initial value random number update process (S70), which is exactly the same as the above-mentioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the above-mentioned processes from S10 to S65 differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special pattern, etc. As a result, the number of times the residual process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process shown in FIG. 7 once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values of the initial value random number (3967 ways from 0 to 3966) when the random number for determining a jackpot goes through one cycle are generated at the same rate, the probability of synchronization is only 1 / 3967. In addition, the above-mentioned random number for determining a jackpot update process (S35) may also be configured to be executed within the residual process.
[0053] The winning confirmation process of S50 is as shown in Fig. 7, and the main control device 80 judges whether or not a game ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S100). If the judgment is positive (S100: yes), the random numbers for determining a big win, the random numbers for determining a big win pattern, the random numbers for reaching a win, the random numbers for determining a variation pattern, etc. are read from the corresponding counters, and it is judged whether or not the first reserved memory is full (4 in this embodiment) (S105).
[0054] If the first reserved memory is not full (S105: no), the random numbers are stored as the first reserved memory, and the number of lights on the first special reserved symbol number display device 18 is increased by 1 (S110). If there are already four first reserved memories (S105: yes), no reserved memory is stored, and the process proceeds to S115 without increasing the number of lights on the first special reserved symbol number display device 18.
[0055] If it is determined that no game ball has entered the first start hole 11 (S100: no), the process also proceeds to S115, where it is determined based on the detection signal of the second start hole switch 12a whether or not a game ball has entered the second start hole 12. If the determination is affirmative (S115: yes), the random numbers for determining a jackpot, the random numbers for determining a jackpot pattern, the random numbers for reaching a target, the random numbers for determining a variation pattern, etc. are read from the corresponding counters, and it is determined whether or not the second reserved memory is full (four in this embodiment) (S120).
[0056] If the second reserved memory is not full (S120: no), the random numbers are stored as the second reserved memory, and the number of lights on the second special reserved symbol number display device 19 is increased by 1 (S125). If there are already four second reserved memories (S120: yes), the second reserved is not stored, and the number of lights on the second special reserved symbol number display device 19 is not increased, and this process ends (returns). Also, if no game ball has entered the second starting hole 12 (S115: no), this process ends.
[0057] In the winning / losing judgment process shown in Figures 8 to 11, which is a subroutine of the special symbol control process of S55, the main control device 80 judges whether the special electric role is in operation based on the big win flag (S200). If the judgment of S200 is a negative judgment, the special symbol is not changing (S205: no), and the fixed symbol is not being displayed (S210: no), the process proceeds to S250 in Figure 9, and judges whether there is a second reserved memory (reserved memory by S125 above) (S250).
[0058] If this reserved memory exists (S250: yes), the number of second reserved memories is decremented (S255), the second reserved memory is read, and the process proceeds to S270. If there is no second reserved memory (S250: no), it is determined whether there is a first reserved memory (reserved memory by S110 above) (S260). If there is a first reserved memory (S260: yes), the number of first reserved memories is decremented (S265), the first reserved memory is read, and the process proceeds to S270. If there is no first reserved memory (S260: no), the process proceeds directly to special game processing. In this way, the judgment of whether the second reserved memory is correct or not is executed with priority over the first reserved memory.
[0059] In S270, it is determined whether the probability of winning is set (i.e., 1). Here, the probability of winning is 1, which means that the current pachinko machine 50 is in a high probability game state. If the result is positive (S270: yes), the read random number for determining a big win is compared with the big win value recorded in the probability of winning table (S275). Here, the number of big win values is 130 as described above. In other words, the probability of winning is 1 / 30.50. If the result is negative (S270: no), the read random number for determining a big win is compared with the big win value recorded in the normal table (S280). Here, the number of big win values is 13 as described above. In other words, the probability of winning is 1 / 305.07. In this embodiment, the probability of winning is displayed in these approximate numbers (1 / 300 in normal mode, 1 / 30 in high probability state (probability of winning)). In addition, if it is the first reserved memory, it is also compared with the small win value and the time-saving win value.
[0060] Return to FIG. 9. Based on the judgment of S275 or S280, it is judged whether or not there is a jackpot (S285), and if the judgment is positive (S285: yes), the jackpot pattern is determined by the random number for determining the jackpot pattern (S290). When the jackpot pattern is determined, the variation pattern is determined by the random number for determining the variation pattern (S295), and the jackpot setting process is performed (S300). The jackpot setting process is a process for acquiring information on the game state after the jackpot (presence or absence of a probability change or an extension of the opening, etc.) and the jackpot game mode (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) according to the determined jackpot pattern.
[0061] If it is determined in S285 that the winning is not a big win, it is determined whether or not the winning is a small win (S305), and if the result is positive (S305: yes), the small win pattern is determined by the random number for deciding the winning pattern (S310). When the small win pattern is decided, the variation pattern is decided by the random number for deciding the variation pattern (S315), and the small win setting process is performed (S320). The small win setting process is a process in which information on the small win game mode (opening time of the small win, opening pattern, ending time of the small win, etc.) is acquired according to the decided small win pattern, and if the number of time-saving times or the number of chance wins are positive, each is decremented by 1. In c time-saving 2 described later, the number of variations and the number of small wins are set as the number of time-saving times, and each is decremented by 1. In this embodiment, the same small win game mode is set regardless of the type of the small win pattern.
[0062] If it is determined in S305 that the win is not a small win, it is determined whether or not the win is a time-saving win (S325), and if it is determined positively (S325: yes), the time-saving win pattern is determined by the random number for determining the big win pattern (S330). When the time-saving win pattern is determined, the variation pattern is determined by the random number for determining the variation pattern (S335), and a time-saving win setting process c is performed (S340). The time-saving win setting process is a process for acquiring information on the time-saving state (opening state of the normal power, etc.) after the time-saving win pattern stops according to the determined time-saving win pattern, and information on whether the time-saving win is valid or invalid in this embodiment, in order to invalidate the time-saving win if the time-saving win or the time-saving win is activated even if the time-saving win is a time-saving win, and if the time-saving win count or the time-saving win count is positive, it is set to -1, respectively. Note that, as will be described later, in this embodiment, the time-saving win pattern type has different time-saving state conditions. In addition, c-time reduction refers to the time-saving state to which the player enters when a time-saving switch is hit, and a-time reduction, which will be described later, refers to the time-saving state to which the player enters after a jackpot.
[0063] If it is determined in S325 that the time-saving hit is not reached, the variation pattern is determined based on the reach-judgment random number and the variation pattern determination random number (S345). When the variation pattern is set in this way, a miss setting process is performed (S350). In the miss setting process, if the time-saving number or the probability-change number is positive, it is decremented by 1. As mentioned above, the hit / miss judgment for the second reserved memory does not judge whether it is a small hit or a time-saving hit, so the judgments of S305 and S325 are both negative.
[0064] Following S300 or S320, S340, and S350, data showing the above-mentioned lottery result, specifically data showing either a normal big win, a guaranteed big win, a small win, a time-saving win, a miss with no reach display, and a change pattern data specifying the change time are output to the sub-integrated control device 83 (S355), and special game processing is performed. Note that the process of S355 causes the change display of the performance symbols to start on the performance symbol display device 6, and at almost the same time, the change of the special symbols is also started by the main control device 80.
[0065] If it is determined in S205 of FIG. 8 that the special symbol is changing (S205: yes), the process proceeds to S360 of FIG. 10, where it is determined whether the symbol change time (based on any one of the change patterns of S295, S315, S335, or S345) has elapsed. If the determination is negative (S360: no), a special game process is performed, and if the determination is positive, a fixed symbol display process (S365) is performed before the special game process. In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.
[0066] If it is determined in S210 of FIG. 8 that the fixed symbol is being displayed (S210: yes), the process proceeds to S400 of FIG. 11, where it is determined whether the display time of the fixed symbol has ended. If it is determined negatively (S400: no), a special game process is performed. If it is determined positively (S400: yes), the display of the fixed symbol is terminated (S405), and it is determined whether the fixed special symbol is a symbol that will result in a jackpot (S410). If it is determined positively (S410: yes), it is determined whether the probability variable flag is 1 (S415). If the probability variable flag is 1 (S415: yes), the probability variable flag is set to 0 in S420, and the process proceeds to S425. If the probability variable flag is not 1 (S415: no), the process proceeds directly to S425. In S425, it is determined whether the time-saving flag is 1 or not. If the time-saving flag is 1 (S425: yes), the time-saving flag is set to 0 in S430, and the process proceeds to S435. If the time-saving flag is not 1 (S425: no), the process proceeds directly to S435. Although S425 refers to it as the time-saving flag for short, if either the a time-saving flag or the c time-saving flag described below is 1, the time-saving flag is determined to be 1. The determination of whether the time-saving flag described below is 0 is made by determining whether both the a time-saving flag and the c time-saving flag are 0, and the process of setting the time-saving flag to 0 is a process of setting both the a time-saving flag and the c time-saving flag to 0.
[0067] In S435, the jackpot flag is set by the condition device operation start process. In the following S440, the accessory continuous operation device is operated, and in S445, the jackpot start performance process is performed. In the jackpot start performance process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 83. When the jackpot start performance process is completed, the special game process is performed.
[0068] If it is determined that the special symbol that has been confirmed is not a jackpot (S410: no), it is determined whether the special symbol flag is 1, and if it is 1 (S450: yes), it is determined whether the number of special symbols is 0 (S455). If the number of special symbols is 0 (S455: yes), the special symbol flag is set to 0 in S460 and the process proceeds to S465. If the special symbol flag is not 1 (S450: no) or the number of special symbols is not 0 (S455: no), the process proceeds directly to S465. In S465, it is determined whether the time-saving flag is 1, and if it is 1 (S465: yes), it is determined whether the number of time-saving times is 0 (S470). If the number of time-saving times is 0 (S470: yes), the time-saving flag is set to 0 in S475 and the process proceeds to S480 shown in FIG. 12. If the time-saving flag is not 1 (S465: no) or if the number of time-saving times is not 0 (S470: no), the process proceeds directly to S480. Note that the determination of the number of time-saving times in S470 is made by the time-saving hit 2 described later, and since the number of fluctuations and the number of small hits are set as the number of time-saving times, the time-saving flag is set to 0 when either number becomes 0. In other words, even if the number of fluctuations is not 0 as the number of time-saving times, if the number of small hits is 0, the time-saving flag is set to 0.
[0069] In S480, it is determined whether the special symbols displayed as confirmed are a combination that will result in a small win, and if the result is positive (S480: yes), a special electric device activation start process is executed in S481, a small win start performance process is executed in S482, and the process proceeds to S495. If the combination is not a small win (S480: no), the process proceeds to S483, and it is determined whether the special symbols are a combination that will result in a time-saving win. If the combination is a time-saving win (S483: yes), it is determined whether or not the normal game state is active (S484), and if the normal game state is not active, that is, if the time-saving flag or the probability change flag is not 0 (S484: no), the time-saving invalid process is executed (S485), and the process proceeds to S495. The time-saving invalid process is a process for invalidating the c time-saving function without activating it even if the time-saving symbol is stopped. If the judgment in S484 is positive (S484: yes), it is judged whether the stopped time-saving pattern is the pattern of 1 per time-saving pattern shown in Figure 18 (a) (S486), and if the judgment is positive (S486: yes), the c time-saving flag is set to 1 (S487), the number of time-saving times is set by the time-saving number setting process (S488), the time-saving mode is set by the first time-saving mode setting process (S489), and the process proceeds to S495. In this embodiment, when the game is not in the normal game state, the transition to the time-saving state is disabled by the time-saving disable process of S485, but the transition may also be disabled at the stage of the c time-saving setting process (S340) at the start of the fluctuation.
[0070] If the judgment at S486 is negative, i.e., if the pattern 2 shown in Figure 18(a) stops per time-saving operation (S486: no), the c time-saving flag is set to 1 (S490), the number of time-saving operations is set by the time-saving number setting process (S491), the time-saving mode is set by the second time-saving mode setting process (S492), and the process proceeds to S495. In the first time-saving mode setting process and the second time-saving mode setting process, the time-saving mode such as the average fluctuation time reduction of the special pattern during the time-saving mode c, the average fluctuation time reduction of the normal pattern, and the opening extension function of the normal electric role 12 are set. As will be described later, in this embodiment, the time-saving mode in the time-saving mode c differs depending on whether the special pattern stops with the pattern 1 per time-saving or the pattern 2 per time-saving. In addition, in this embodiment, the number of time-saving times is the same for both patterns per time-saving (1 per time-saving and 2 per time-saving), and the time-saving times of 1000 fluctuations are granted (set). However, if the pattern per time-saving is 2, the number of small wins is also set to 1.
[0071] In S495, the main control device 80 transmits a state designation command indicating the current game state, such as whether the game state is in a special bonus state or not, or whether the game state is in a time-saving state (a time-saving state, c time-saving state), to the sub-integrated control device 83, and executes special game processing.
[0072] In the special game process shown in FIG. 13, the main control device 80 judges whether the consecutive operation device of the accessory is in operation (S500). If the consecutive operation device of the accessory is not in operation (S500: no), it judges whether the special electric accessory is in operation (S530), and if the special electric accessory is in operation (S530: yes), it moves to the small win game process of FIG. 16. If the special electric accessory is not in operation either (S530: no), this process ends. If the consecutive operation device of the accessory is in operation (S500: yes), it judges whether the large prize opening 14 is open (S505). If the large prize opening 14 is not open (S505: no), it judges whether the large prize opening 14 is closed due to the interval between rounds (S510). If it is not in the interval (S510: no), it judges whether the large prize end performance is in progress (S515). If this is also a negative judgment (S515: no), it is judged whether the time required for the performance to start the big win game has elapsed (S520). If the big win start performance time has elapsed (S520: yes), the big win opening process (S525) is performed and this process is terminated.
[0073] If it is determined in S505 that the large prize opening 14 is open, the process proceeds to S550 in FIG. 14 to determine whether or not 10 balls have been won in the large prize opening 14. In this embodiment, the number is 10, but it may be 9 or 8, and is not particularly limited. If 10 balls have been won in the large prize opening 14 (S550: yes), the process proceeds to S560 to perform a large prize opening closing process. Then, a large prize interval process (S565) is performed, and the special game process is terminated. If 10 balls have not been won in the large prize opening 14 (S550: no), the process proceeds to S555 to determine whether or not the opening time of the large prize opening 14 has ended. In this embodiment, in the case of a large prize, the maximum opening time for each round is set to one opening of 28 seconds. Of course, this is not limited to this number of seconds. If the open time has ended (S555: yes), the process merges with S560, and if the open time has not ended (S555: no), the special game process ends.
[0074] If it is determined in S510 of FIG. 13 that the interval is in progress, the process proceeds to S570 of FIG. 14, where it is determined whether or not the jackpot interval time has elapsed. If the interval time has elapsed (S570: yes), it is determined whether or not the last round in which the jackpot winning hole 14 was opened is the final round (S575). If it is the final round (S575: yes), the jackpot end presentation process (S580) is performed, and the special game process is terminated. If it is not the final round (S575: no), the process of opening the jackpot winning hole 14 again (S585) is performed, and the special game process is terminated. If it is determined that the jackpot interval time has not elapsed (S570: no), the special game process is terminated as it is. Note that a signal is also sent to the sub-integrated control device 83 in the process of opening and closing the jackpot winning hole 14 and the process of starting and ending the jackpot start presentation and the jackpot end presentation. Based on the signal, the sub-integrated control device 83 grasps the current round, and performs effects according to that round, as well as effects indicating the start of a jackpot and effects indicating the end of a jackpot.
[0075] If it is determined in S515 of FIG. 13 that the jackpot end performance is in progress, the process proceeds to S600 of FIG. 15, and it is determined whether or not the jackpot end performance time has elapsed. If the jackpot end performance time has elapsed (S600: yes), the operation of the accessory continuous operation device is stopped (S605), and the operation of the condition device is stopped (S610). Then, it is determined whether or not to transition to a special probability change in the next game state acquired in S300 (S615). If the transition to a special probability change is to occur (S615: yes), the number of special probability changes is set (S620), the special probability change flag is set to 1 (S625), and the process proceeds to S630. In this embodiment, if the special probability change flag is set to 1, the probability of winning the special pattern is improved. If the transition to a special probability change is not to occur (S615: no), the process proceeds directly to S630. The number of special probability changes is set to 10,000, which essentially guarantees the continuation of the special probability change until the next jackpot.
[0076] In S630, it is determined whether or not the next game state will transition to time-saving. If the next game state will transition to time-saving (S630: yes), the number of time-saving times is set (S635), the a time-saving flag is set to 1 (S640), a process of sending a jackpot end command to the sub-integrated control device 83 (S645) is performed, and a state designation command is sent to the sub-integrated control device 83 (S650) to end the special game process. The number of time-saving times set in S635 is 100 times for normal jackpots (jackpots due to the first special jackpot 2 and the second special jackpot 2), but is set to 10,000 times for probability jackpots (jackpots due to the first special jackpot 1 and the second special jackpot 1), which essentially guarantees the continuation of the time-saving until the next jackpot. When the a time-saving flag is set to 1, in this embodiment, the average fluctuation time reduction of the special pattern, the average fluctuation time reduction of the normal pattern, and the opening extension function of the normal electric role 12 are set. If the time-saving is not to be switched to (S630: no), the process goes directly to S645. In this embodiment, the time-saving is switched to for all jackpots.
[0077] In the small win game process of FIG. 16, first, it is determined whether the large prize winning opening 14 is in the opening operation (S700). In the small win game of this embodiment, the opening of the large prize winning opening is executed twice, and the opening operation is the period from the start of the first opening to the end of the second opening. If the large prize winning opening 14 is not in the opening operation (S700: no), it is determined whether the small win end performance is in progress (S705). If this is also a negative judgment (S705: no), it means that the small win game start performance is in progress, and it is determined whether the time required for the performance to start the small win game has elapsed (S710). If the small win start performance time has elapsed (S715: yes), the large prize winning opening opening operation start processing (S715) is performed and this processing is terminated.
[0078] If it is determined in S700 that the large prize opening 14 is open (S700: yes), the process proceeds to S720 in FIG. 17, where it is determined whether or not 10 balls have been won in the large prize opening 14. In this embodiment, the specified number is 10 balls, but it may be 9 or 8 balls, and is not particularly limited. If 10 balls have been won in the large prize opening 14 (S720: yes), the process proceeds to S730, where the large prize opening opening operation end process is performed. Then, the small prize interval process (S735) is performed, and this process is terminated. If 10 balls have not been won in the large prize opening 14 (S720: no), the process proceeds to S725, where it is determined whether or not the opening operation time of the large prize opening 14 has ended. In this embodiment, the opening operation of the small prize game is set to open the large prize opening 14 for 0.5 seconds twice. Of course, the number of seconds and the number of openings are not limited to this number. If the opening operation time has ended (S725: yes), the process merges with S730, and if it has not ended (S725: no), the process ends. Note that if a specified number of winnings have been won in S720, the process ends even if the first opening is in progress.
[0079] If it is determined in S705 of Fig. 16 that the small win end performance is in progress, proceed to S740 of Fig. 17 and determine whether the small win end performance time has elapsed. If the big win end performance time has elapsed (S740: yes), the operation of the special electric role is stopped (S745), a process of sending a small win end command to the sub integrated control device 83 (S750) is performed, and this process ends. If a negative determination is made in S740, this process ends as it is.
[0080] Next, the types of hits in this embodiment will be described with reference to FIG. In this embodiment, when the first reserved memory is used to perform a hit / miss determination, the result of the hit / miss determination is notified by the symbol stopped on the first special symbol, and when the second reserved memory is used to perform a hit / miss determination, the result of the hit / miss determination is notified by the symbol stopped on the second special symbol. FIG. 18(a) is a table showing the winning symbols of the first special symbol 9, and if the first special symbol is a jackpot, either the first special symbol jackpot 1 or the first special symbol jackpot 2 will be selected with a 50% chance. The first special symbol jackpot 1 is commonly known as a chance jackpot, and after the jackpot, a chance jackpot state is granted, and a time-saving state is also granted. Both the chance jackpot state and the time-saving state are given a fluctuating count of 10,000 times, so it is possible to easily generate the next jackpot. Although not shown in the figure, both the first special symbol jackpot 1 and the first special symbol jackpot 2 are jackpots that are executed for 5 rounds.
[0081] In the case of a small win, small win 1 is selected as the small win pattern with a 65% probability, and small win 2 is selected with a 35% probability. In this embodiment, the same small win game mode is executed regardless of the type of small win pattern. In the case of a small win, the probability change state or time-saving state is not set after the small win game, and the probability change number or time-saving number is simply subtracted as in the case of a miss.
[0082] If the time-saving hit is a win, the time-saving hit 1 is selected as the time-saving hit pattern with a 20% probability, and the time-saving hit 2 is selected with an 80% probability. In the time-saving hit 1 and time-saving hit 2, the c time-saving is activated after the pattern stops, but in the time-saving hit 1, the c time-saving hit 1 is set, and in the time-saving hit 2, the c time-saving hit 2 is set. The time-saving state state differs between the c time-saving hit 1 and the c time-saving hit 2, but the details will be described later. In the time-saving hit, if the normal game state is in a normal game state, the number of fluctuations is set to 1000 times as the time-saving hit number for any time-saving hit pattern, and in the time-saving hit 2, the number of small hits is also set to 1 time as the time-saving hit number. As mentioned above, even if a time-saving hit is drawn in a probability-changing state or a time-saving state, it is invalid. However, it may be valid even in a probability-changing state or a time-saving state. In this case, it is preferable to make it the time-saving state of the time-saving state such as the time-saving hit 1 even if a time-saving hit 2 is drawn. In this embodiment, the probability of winning the time-saving jackpot during normal gaming is 1 / 10, which is higher than the probability of winning the big jackpot, and the game state continues until the special pattern changes 1000 times (or a small jackpot is won), so the game state of c time-saving 2 is the game state in which the player mainly stays other than in the advantageous state. For this reason, in conventional gaming machines, the normal gaming state is the normal gaming state, but in this embodiment, the time-saving state of c time-saving 2 is the normal gaming state. Naturally, the probability of a state and the time-saving state due to the a time-saving and c time-saving are also terminated by the occurrence of a jackpot. Note that even in the case of a probability of a state, the time-saving state that operates after a jackpot is granted, so the a time-saving state is in operation, but the a time-saving state in the explanation of this embodiment basically refers to the time-saving state of the a time-saving that is not a probability of a state.
[0083] Figure 18(b) is a table showing the winning patterns of the second special pattern. The type of winning of the second special pattern is only a big win, and the pattern of the second special pattern big win 1 is selected with 65% and the pattern of the second special pattern big win 2 is selected with 35%. Both the Second Special Chart Jackpot 1 and the Second Special Chart Jackpot 2 are jackpots that are executed for 10 rounds.
[0084] The jackpot with the second special symbol is more advantageous in winning balls than the jackpot with the first special symbol. Furthermore, the selection rate of the jackpot that becomes a probability change is set so that the second special symbol is selected more frequently than the first special symbol, and the second special symbol has a higher advantage in winning than the first special symbol.
[0085] FIG. 19 is a schematic example showing each time-saving state in this embodiment. As shown in FIG. 19, the a time-saving state has a high probability of hitting the normal map (high probability state of normal map), the normal map fluctuation time is short, and the normal power opening time is long, so it can be said to be a state in which it is advantageous to enter the second starting hole 12. The c time-saving state 1 has a low probability of hitting the normal map (normal probability state of normal map), but the normal map fluctuation time is short and the normal power opening time is long, so it can be said to be a state in which it is easy to enter the second starting hole 12. As mentioned above, even in the normal probability state of normal map, there is a high probability of hitting, about 1 / 2, and the normal map fluctuation time is also short, so the c time-saving state 1 can make the ball enter the second starting hole 12 with a high probability, just like the a time-saving state. Normally, when the electric device is opened, it is easy to insert the ball into the second starting hole 12, and since a prize ball is generated when the ball enters the hole, it is possible to prevent the decrease in the number of game balls in hand. In addition, since a jackpot with the second special pattern has a higher selection rate for a special jackpot and has a larger number of jackpot rounds, the A time reduction and C time reduction 1 are extremely advantageous states compared to the normal game state. In c time reduction 2, the probability of hitting the normal map is low, the normal map fluctuation time is long, and the normal power opening time is short, so unlike other time reduction states, it is difficult to get the ball into the second starting hole 12, so it is more advantageous to aim the game ball at the first starting hole 11. Therefore, c time reduction is close to the normal game state. In the normal game state, the probability of hitting the normal map is low, as in c time reduction, the normal map fluctuation time is long, and the normal power opening time is short. The c time reduction 2 is not exactly the same because the open time of the normal power is slightly longer than in the normal game state. However, the change in the winning rate to the second starting port due to this is slight, and it is assumed that it is quite difficult for a player to judge whether the c time reduction 2 is in the time reduction state or the normal game state unless it is indicated by the performance display pattern device 6. Furthermore, since the c time reduction 2 is in the time reduction state, the winning of the time reduction hit is invalid, so it can be said to be the most unfavorable state for a player.
[0086] In addition, the shortest time for the figure fluctuation is usually 1 second, and the longest is 10 seconds. This is set to the same time for both winning and losing fluctuations, but it may be set to be different for winning and losing fluctuations. The longer the normal power release time, the more likely it is to be opened once every 5 seconds, and the shorter the time, the more likely it is to be opened once every 0.2 seconds (note that in normal play mode, it is opened once every 0.1 seconds). Therefore, if the normal power release time is long, it is easy to get the ball into the second starting hole 12 if the normal power is opened, but if the time is short, it is difficult to get the ball into the second starting hole 12 even if the normal power is opened. In the a time reduction and c time reduction 1, the normal map fluctuation time is short and the normal power release time is long as shown in Fig. 19. In this embodiment, the normal map fluctuation time and normal power release time are the same, but even if they are the same length or short, different fluctuation times and normal power release times may be set depending on the type of time reduction. However, even in such a case, it is better to set the a time reduction and c time reduction 1 so that it is easy to win the second starting hole 12.
[0087] In the variation time of the second special symbol, the a time reduction and the c time reduction 1 have short variation times, and the c time reduction 2 has long variation times. Since the a time reduction and the c time reduction 1 are easy to enter the second starting hole 12, it is possible to efficiently execute the progress of the game by shortening the variation time of the second special symbol. In addition, the variation time of the second special symbol is different between the a time reduction and the c time reduction 1. In addition, while the variation time of the normal symbol was one type depending on the state, the variation time of the second special symbol has multiple variation times, and it means that a variation pattern table with an average variation time shorter than the average variation time of the first special symbol in the normal game state is selected. In addition, in this embodiment, it is preferable to select a variation pattern table with a different average variation time in order to execute different performance modes for the a time reduction and the c time reduction 1 in the second special symbol variation time, but when the same performance mode is executed, the same variation pattern table may be selected. In addition, in c time reduction 2, the average change time of the second special symbol is set to be longer than the average change time of the first special symbol. However, in c time reduction 2, the change of the second special symbol is almost never executed and is irregular, so a short change time is not a problem. In c time reduction 2, the first special symbol is the main change, but a change pattern table with a longer average change time than the second special symbol in c time reduction 1 is selected. Also, in normal game mode, a special effect is always executed when the first special symbol changes, so the average change time of the first special symbol is longer than in c time reduction 2. In this embodiment, two small win symbols are provided, but both are the same small win game mode, and c time reduction 2 ends with one occurrence, but for example, if it is a small win symbol of small win 1, it ends with one occurrence, but if it is a small win symbol of small win 2, it may not be counted as the number of time reductions, or it may be set to multiple times instead of one time, so that a different number of times can be set. In addition, in this case, it is possible to exhibit various playability by making the occurrence rate of small win 1 and small win 2 different.
[0088] In addition, the probability of a bonus state is also a time-saving state, but the time-saving mode is the same as the a-time-saving mode. However, it may be different in the special pattern variation table. It is preferable to make the mode of the performance display different between the probability of a bonus state and the a-time-saving mode so that the game state is easy to understand.
[0089] Next, the search mode process executed by the sub integrated control device 83 in this embodiment is executed using FIG. 20. Note that, as will be described later in detail, the search mode is a presentation mode that is entered by transitioning to a normal game state. In the search mode process, first, it is determined whether the search mode is in progress (S800), and if it is in the search mode (S800: yes), it is determined whether the special symbol variation start command has been received (S805), and if the variation has not started (S805), this process is terminated. If it is determined that the variation has started (S805: yes), the search counter is decremented by 1 (S810), and it is determined whether the value of the search counter is 0 (S815). If the value of the search counter is 0 (S815: yes), a special presentation execution process is executed (S820). If the value of the search counter is not 0 (S815: no), a search mode presentation execution process is executed (S825). This process is terminated when the process of S820 or S825 is executed.
[0090] If it is determined in S800 that the search mode is not in progress (S800: no), a state designation command from the main control device 80 is used to determine whether to transition to a normal game state (S830), and if the game state is normal (S830: yes), the presentation mode is transitioned to the search mode by a search mode transition process (S835), the value of the search counter is set to 10 (S840), and this process is terminated. If the game state is not transitioned to the normal game state in S830 (S830: no), the game mode is other than the search mode, so the process for the presentation mode corresponding to each presentation mode is executed. Note that in this embodiment, the process other than the search mode as a presentation mode is the same as the conventional one, so a detailed description of the other presentation modes is omitted. In this embodiment, the transition to the normal game state corresponds to the case where the RAM is cleared when the power is restored, or the specified number of times of the time-saving state of a time-saving state or c time-saving state 1, 2 is completed, and also corresponds to the case where a small win is drawn as the specified number of times during the time-saving state of c time-saving state 2. Note that the probability of a special state is not included here because it is given 10,000 times and it is unlikely to reach the specified number of times.
[0091] In the search mode, the effect display shown in FIG. 21 is executed. In the search mode, when an enemy character 95 described later is found, the state transitions to the time-saving state of c time-saving 1, that is, the enemy character 95 can be found by the effect display in the variation of the special symbol that won the time-saving 1. Also, in the search mode until the variation of the special symbol for 10 spins, even if the time-saving 2 is won, the fact is not notified, and the special symbol after the transition to the search mode is notified whether it has been shifted by a special effect at the 10th spin. FIG. 21(a) is an example showing the effect display during the variation in the search mode displayed on the effect symbol display device 6, and the effect display of the player's character 94 searching for the enemy character 95 is executed, and the effect symbol 92 consisting of three symbols is displayed in the upper left, and the mode display unit in the upper right indicates that the mode is search mode and indicates that the remaining number of times is 9. Note that the display of the remaining number of times is the value of the search counter, which is subtracted when the variation starts. If the result of the hit / miss judgment is 2 time-saving hits or a miss, during the search mode, no development occurs and a display is displayed to search for the enemy character 95 as shown in Figure 21(b), and the stopped display pattern 92 also becomes a stop pattern of a miss pattern, making it difficult for the player to recognize whether it is just 2 time-saving hits or a miss even when looking at the display.
[0092] After the search mode is switched to, 10 variations are performed, and when the search counter value reaches 0, a special effect is displayed in the mode display section 93 as shown in Fig. 21(c), indicating that the remaining number of times is 0, and an effect display showing the player's character 94 getting tired and standing still is executed. Then, in the special effect, an effect is executed which encourages the player to end the search because they are tired, i.e., to end the search mode, as shown in Fig. 22(a). If the game is still in the normal game mode, as shown in FIG. 22(b), the display indicates that the effect pattern 92 is temporarily stopped in the form of a losing pattern and the search is continued, and the fact that the search mode will continue is notified. As shown in FIG. 22(d), when the stop is confirmed in the form of a losing pattern, the game returns to the search mode, and the mode display section displays the remaining number of times in the search mode as ∞ times and displays that the number of times continues forever. Note that although ∞ times is displayed in this embodiment, the number of times of time reduction is actually 1000 times set by the time reduction 2, but since it will not reach 1000 times because it will almost always win a jackpot or a time reduction hit by that time, there is no particular problem even if it is ∞ times. Note that the search mode is the same except that the remaining number of times is written as ∞ times, but by seeing the word ∞ times, it is possible to grasp whether the search mode is within 10 spins or after 10 spins, so it can be said to be a different performance mode. In this way, by reusing most of the presentation modes, it is possible to create a sense of continuity, but there is no problem as long as there is some kind of display that indicates whether or not the game has continued beyond 10 spins. Of course, after the 10 spins when the continuation notification is given, it is also possible to switch to a completely different presentation mode.
[0093] If the special pattern changes 10 times and the time-saving hit 2 is won, entering the time-saving state of c time-saving 2, or if the time-saving hit 2 is won in the change of the 10th spin, which is the change, the effect pattern 92 is temporarily stopped in the form of a losing pattern as shown in FIG. 22(c), a display is executed to give up the search, and the end of the search mode is notified. When the stop is confirmed in the form of a losing pattern as shown in FIG. 22(e), the mode display unit transitions to the normal mode so that the normal mode is displayed, and the search mode is ended. The normal mode indicates the normal game state, that is, the time-saving state of c time-saving 2. By executing the special effect on the 10th spin in this way, it is notified whether the game state is still in the normal game state or in the time-saving state of c time-saving 2.
[0094] In addition, when the time-saving hit 1 is won, the time-saving state of c time-saving 1 is completely different from the normal state and the time-saving state of c time-saving 2, so the difference in state is immediately obvious, and there is no point in notifying, so it is necessary to notify. Therefore, as shown in FIG. 23, the effect display during the search mode is executed as shown in FIG. 23(a), but in the fluctuation of the time-saving hit 1, the effect pattern 92 becomes a reach state as shown in FIG. 23(b), and the display that the player's character 94 senses a presence is executed. If the fluctuation is a win for the time-saving hit 1, an enemy character 95 appears on the cliff as shown in FIG. 23(c), the discovery is notified, and the transition to the battle mode is indicated. The battle mode is an effect mode when the time-saving state of c time-saving 1 is in effect, and a detailed explanation is omitted because it executes an effect display that shows the result of the hit / fail judgment as a result of the effect display showing the attack and defense of the player's character and the enemy character, which is common in the past. In the effect pattern 92, the left and right patterns are in a reach state with the same pattern, and the middle pattern stops as a special pattern (a pattern with a circle displayed in a square). The special symbol stops to indicate that the time-saving hit is 1. Even if the time-saving hit is not a hit, but a miss or a time-saving hit is 2, it may be considered a reach, in which case, as shown in FIG. 23(d), there is nothing on the cliff, indicating that it was just your imagination. The performance symbol 92 stops in a pattern state in which the left and right symbols are the same, and a different symbol is displayed in the middle, indicating that it is a miss. Note that, although it is a low probability and rarely occurs, there are cases in which the hit / miss judgment is a jackpot even during the search mode. In that case, although not shown in the figure, a friendly character appears from FIG. 23(b) to notify the jackpot, and the performance symbol 92 is stopped and displayed with the same symbol. In this way, a performance display according to the result of the hit / miss judgment is executed. Note that, if the time-saving hit is won in the 10th rotation change and the time-saving state of c time-saving 1 is entered, a performance in which an enemy character 95 appears during the special performance may be executed to enter the battle mode. Even in the case of a jackpot, the appearance of an ally character during the special performance may indicate that a jackpot has occurred.
[0095] After the transition to the search mode, a 10-spin variation is performed, and after the transition to the display shown in FIG. 22(d) while still in the normal game state, if the player wins the time-saving win 2, the variation will notify the player. The notification at this time is performed with a display similar to the special effect, and the end of the search mode is notified with the display shown in FIG. 22(c). However, the notification may be performed with a display different from the special effect, or from the 11th spin onwards, a different dedicated display mode may be performed. Also, from the 10th spin onwards, even if the player loses, the continuation of the search mode may be notified by displaying a display similar to the special effect and displaying the display shown in FIG. 22(b), or the notification of continuation may not be performed from the 11th spin onwards.
[0096] In this embodiment, after 10 spins have passed since the transition to the search mode, a special effect notifies the player of continuation and indicates that the transition to time-saving mode 2 has been won. However, just as a special effect is executed on the 10th spin, no notification is given even if time-saving mode 2 is won after the 10th spin, and a special effect is executed again on the 20th spin to notify the player of whether the transition to time-saving mode c2 has been made. For example, the notification of whether the transition to time-saving mode c2 may be repeated at predetermined intervals.
[0097] In addition, since the game state changes when the time-saving hit 2 is won, there is a possibility that the processing burden would be large if a variable pattern is set to select a performance pattern that executes a special performance on the 10th spin after transitioning to the normal game state. Therefore, if the time-saving state of c time-saving 2 is transitioned to, the game may transition directly to normal mode without executing a special performance. In that case, instead of a special performance, a dedicated display for mode transition may be inserted for a short time before transitioning to normal mode. Since selecting a performance pattern that executes a special performance when the 10th spin is reached as the number of variations while still in the normal game state does not impose a large processing burden, in this case, a dedicated continuation performance may be executed.
[0098] In this embodiment, in the time-saving state of c time-saving 2, one small win ends the time-saving state, so even if the game has moved to a small time-saving state, it may move back to the normal game state. However, since the time-saving state of c time-saving 2 is not notified, even if the game gets c time-saving during the search mode, a similar or similar display is executed as in the case of a miss or time-saving win 2, and even when a small win is played, the display is not changed in particular, making it difficult to understand. However, if it is a small win, a special display is executed to notify the player of the small win, giving the player a sense of security that the game is in the normal game state. In addition, since a small win during normal mode is advantageous to a player who transitions to normal game mode, it is preferable to execute a display to notify the player.
[0099] Also, during the search mode, an effect may be executed that indicates the degree of expectation of whether the game is in the normal game state. By doing so, it is possible to entertain the player even before the special effect is executed.
[0100] In this way, in the first embodiment, the pachinko machine 1 is in a normal game state, and the time-saving hit is effective, so that in the normal game state, a dedicated presentation mode called the search mode is executed, but the time-saving hit 1, which is advantageous, and the time-saving hit 2, which is unfavorable, are provided as time-saving hits, and in the unfavorable time-saving hit 2, the time-saving state c, which is difficult to distinguish from the normal game state, is shifted to, so even if the time-saving hit 2 is drawn, it is not notified, and it is not notified until the special pattern variation is executed 10 times after the shift to the search mode, and it is notified whether the time-saving hit 2 was drawn at the 10th spin. In this way, it is possible to provide an unprecedented interest by not notifying whether or not a time-saving hit is drawn, and notifying after a predetermined number of times has elapsed.
[0101] [Other examples] The configuration of this embodiment may be applied to a so-called one-type two-type mixed machine that includes a special area in the big prize opening that opens with a small prize, and a special area in which a big prize game occurs when the ball enters the special area. In such a gaming machine, it is preferable to make it possible to generate a big prize game with a higher probability when the a time reduction or c time reduction 1 is activated than when the normal state or c time reduction 2 is activated by making the small prize win on the second special pattern more likely than the big prize. In such a gaming machine, unlike the present embodiment, the number of small wins may be set as the number of time-saving times even in the time-saving state of a time-saving and c time-saving 1. This makes it possible to prevent a game in which the ball does not enter a specific area during a small win until a small win advantageous to the player occurs. In this case, by not counting the small win of the first special pattern and counting only the small win of the second special pattern, it is possible to prevent the first special pattern from accidentally changing during the a time-saving or c time-saving 1, causing a small win and ending the time-saving. In addition, if the game ball is continuously shot into the big prize hole when a small win occurs, it is possible to make it possible to make the ball enter the specific area and to transition to a big win game state when a small win occurs. In any of the present embodiments, when applied to the type 1 / 2 mixed machine, it becomes possible to generate a jackpot with a high probability when the game transitions to a time-saving state in which it is easier for the ball to enter the second starting hole 12. In any of the present embodiments, in the game state of c time-saving 1, the jackpot probability remains the normal probability, so the number of time-saving times is set to 1000, and therefore the number of time-saving times is large, resulting in a feeling of dragging on, but when applied to a type 1 / 2 mixed machine, the actual probability of a jackpot becomes high, making it possible to reduce that feeling of dragging on.
[0102] In this embodiment, the jackpot symbol determines whether the game will transition to a high probability state after a jackpot game, but a special area may be provided in the jackpot slot, and if the ball enters the special area during a jackpot game, the game may transition to a high probability state after the jackpot game. In this case, the jackpot game may be provided with a jackpot symbol that allows the ball to easily enter the special area and a jackpot symbol that allows the ball to be difficult to enter the special area, and the ratio of the first special symbol to the second special symbol may be made different, so that the actual high probability rate is different between the first special symbol and the second special symbol.
[0103] In this embodiment, the pre-reading function was not provided as a process when the ball entered the starting hole, but the pre-reading function may be used to check whether or not the ball has won or whether a specific performance is to be executed based on the random numbers for determining a big win obtained when the ball entered the first starting hole 11 and the second starting hole 12, and a performance based on the confirmation result may be executed before the judgment of whether or not the ball has won. In the pre-reading performance, only the random numbers for determining a big win obtained when the ball entered the first starting hole 11 are executed in the normal game state and the state of c time reduction 2. A time reduction win pre-reading performance that incites whether or not the ball will win the time reduction win 1 during the search performance by pre-reading may be executed before the judgment of whether or not the reserved memory is executed, so as to incite the player's expectations. In this case, even if the time reduction win 2 has already been won and the time reduction state of c time reduction 2 has begun, the time reduction win pre-reading performance may be executed during the search mode to incite the player. In this case, it may be executed in either case, whether the reserved memory is a simple miss or an invalid reserved memory of time reduction win 1. In addition, in the search mode from the 10th spin onwards, when a random number for determining whether or not a time-saving hit has been obtained, a presentation may be executed to tease whether the hit will be c time-saving 1 or c time-saving 2.
[0104] In addition, in the c time reduction 2 of this embodiment, the time reduction is ended with one small win, but the number of small wins until the time reduction is ended may be set to multiple times instead of one. Furthermore, multiple types of c time reduction 2 may be provided, and multiple types of small wins may be provided to end. For example, by adding a time reduction 3 to the contents of the embodiment, the time reduction 2 transitions to the 1c time reduction 2, and the time reduction 3 transitions to the 2c time reduction 2, and the 1c time reduction 2 ends with one small win, and the 2c time reduction 2 ends with three small wins, it is possible to make the ease of ending the c time reduction 2 different depending on the type of c time reduction 2, so that even if the time reduction 2 is transitioned to, it is possible to enjoy which c time reduction 2 it has transitioned to. In this case, instead of the number of small wins, the number of times that the special pattern changes as the specified number may simply be different between the 1c time reduction 2 and the 2c time reduction 2. At this time, it may be possible to display which c time reduction 2 it is. In such a case, the presentation mode during the time reduction state may be different between the 1c time reduction 2 and the 2c time reduction 2, so that the player can understand which c time reduction 2 it is. In addition, in 2c time reduction 2, the display may be changed in whole or in part each time a small hit is hit and the number of times remaining until the time reduction ends decreases to indicate that the end is approaching. As mentioned above, in Example 3, there is no problem even if a small hit to end the time reduction of c time reduction 2 is not provided.
[0105] The time-saving state may be activated when the number of fluctuations after a jackpot reaches a predetermined number as an activation condition, and the count of the predetermined number of times is the number of fluctuations when the probability of winning a jackpot is in the normal probability state, and it is preferable to count it even when the time-saving state is activated. The time-saving state that activates under such conditions is called b time-saving, and it is preferable that b time-saving is switched to the time-saving state that operates with b time-saving when the number of fluctuations after a jackpot reaches a predetermined number regardless of whether c time-saving 1 or c time-saving 2 is activated. Note that, in the case of a probability change after a jackpot, it is preferable that b time-saving is activated when the number of fluctuations reaches a predetermined number after the probability change ends, that is, it is preferable that b time-saving is counted a predetermined number of times when the probability state is in the normal probability state, for those that have a high probability state as the probability of determining whether or not a special pattern is hit.
[0106] It is preferable that the b time reduction is set to a time reduction state similar to the c time reduction 1 time reduction state, and it is preferable to set the game state in which winning at the second starting hole 11 is advantageous. The number of time reductions for the b time reduction may be set to the same number as the c time reduction 1 or more. It is also preferable that the predetermined number of times until the b time reduction is activated is set to be more than the number of times that the c time reduction 1 is activated. By doing this, even if the c time reduction 1 is drawn but a jackpot is not drawn during that period, it is possible to reliably activate the time reduction state afterwards, which gives a sense of security.
[0107] In this embodiment, the opening patterns of the normal power are different between c time reduction 1 and c time reduction 2, but it is also possible to set a long opening time hit and a short opening time hit as the opening patterns of the normal power in the hit / miss judgment of the normal pattern, and to make the selection rate of the long opening time higher in c time reduction 1 than in c time reduction 2, and to make the selection rate of the long opening time lower in c time reduction 2. By doing so, it is possible to make the ease of winning the second starting hole 12 different between c time reduction 1 and c time reduction 2.
[0108] In this embodiment, the number of times the time is reduced in the state of c time reduction 2 is provided with the number of times the special pattern changes and the number of times the small win is won, and the gameplay is such that c time reduction 2 ends even if the number of changes remains when a small win is won. However, it is not limited to small wins, and it is also possible to set the number of times the first special pattern and the second special pattern change as the number of times the time is reduced. In this case, for example, the number of times the first special pattern changes is set to 1000 times and the number of times the second special pattern changes to 1 time as the number of times the time is reduced in c time reduction 2, and a pattern is set in which the normal power is opened for a long time even during normal times, so that if the normal pattern wins the long-time opening of the normal power and enters the second starting hole 12, the second special pattern changes and c time reduction 2 ends. In this way, it is possible to achieve the effect that the jackpot is a chance to win the jackpot of the second special pattern, which is more advantageous than the first special pattern, and that the c time reduction 2 can be ended, resulting in excellent gameplay. In this case, a standard starting hole is also provided in the left hitting area.
[0109] In any of the other examples described above, it is possible to enhance the enjoyment of the game.
[0110] Furthermore, there is no problem in applying any of the present embodiments to a sealed pinball game machine in which the game balls used in the game are circulated within the game machine.
[0111] [Correspondence to claims] The pachinko machine 50 is an example of a pinball game machine, the execution of a process in which S100 is yes and S105 is no is an example of a first start condition, and the execution of a process in which S110 is yes and S115 is no is an example of a second start condition. A big win is an example of a bonus win, a time-saving win is an example of a special win, and a small win is an example of a specific win. A time-saving state due to time-saving win 1 is an example of a first special game state, and a time-saving state due to time-saving win 2 is an example of a second special game state. The search mode is an example of a first presentation mode, and the special presentation is an example of a special notification presentation. [Explanation of symbols]
[0112] 6: Display device for performance patterns 9: First special pattern display device 10: Second special pattern display device 11: First starting point 12: Second starting point 14: Grand prize entrance 67: Performance button 80: Main control device 83: Sub-integrated control device
Claims
1. A right / wrong determination means for obtaining right / wrong information based on whether the first start condition is satisfied or the second start condition is satisfied, and performing a right / wrong determination based on the right / wrong information; A bonus game transition means for transitioning to a bonus game state when the result of the hit / miss determination means indicates a bonus hit; A special game transition means for transitioning to a special game state when the result of the win / loss determination executed based on the establishment of at least the first start condition is a special win; An effect display means for executing an effect display according to the progress of a game; In a pinball game machine equipped with a special game state determination means for determining whether the game state is to be shifted to a first special game state in which the second starting condition is easily satisfied or a second special game state in which the second starting condition is difficult to satisfy; In the hit / miss judgment due to the establishment of the first start condition, the probability of the special hit is lower than the probability of the hit / miss judgment result being a miss and higher than the probability of the bonus hit; and a special win setting means for, when the result of the win / loss judgment is at least the special win, validating the special game state due to the special win if the game is in a normal game state, and invalidating the special game state due to the special win if the game is in the special game state. The first presentation mode is executed until a predetermined number of hit / miss determinations are executed after the transition to the normal gaming state, When the first presentation mode is a special win and the state transitions to a first special game state, the state transitions to a second presentation mode which notifies the first special game state after notifying the state, and when the state transitions to a second special game state, the state transitions to the first presentation mode without notifying the state, When the predetermined number of winning / losing determinations have been executed, a special notification effect is executed to indicate that the current gaming state is either the normal gaming state or the second special gaming state; When the normal game state is notified by the special notification effect, the gaming machine transitions to a third presentation mode indicating the normal game state, and when the second special game state is notified, the gaming machine transitions to a fourth presentation mode indicating the second special game state.
2. 2. The gaming machine according to claim 1, wherein in the third presentation mode, when a transition to the second special game state occurs, a notification of a transition to the second special game state is given, and then the gaming machine transitions to the fourth presentation mode.
Citation Information
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