Game machine
Patent Information
- Application Number
- JP2023138080
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-28
- Publication Date
- 2025-03-12
- Estimated Expiration
- 2043-08-28
AI Technical Summary
【0006】 本明細書に開示する一形態における遊技機は、遊技状態が特定状態に移行する可能性を示唆する予告演出を実行する演出実行手段を備える遊技機であって、 前記予告演出は、表示手段の複数の表示位置のうちいずれかで表示されて実行するものであり、 少なくとも第1予告演出と、前記特定状態に移行する期待度が前記第1予告演出より高く設定された第2予告演出を備え、 前記第1予告演出は、いずれの表示位置で表示するかを決定した後に実行され、 前記第2予告演出は、予め定められた表示位置で実行される。 この形態の遊技機によれば、第1予告演出と第2予告演出を備えた上で、第2予告演出よりも期待度の低い第1予告演出は、複数の表示位置のいずれかで表示されるため、どこで表示されるか分らず意外性を与えることができる。対して第1予告演出よりも期待度の高い第2予告演出は、予め定められた位置で表示されるため、見逃すことがない。 なお、予告演出は複数の表示位置で表示が可能なため、比較的短時間で複数表示する機会のある始動口入賞時の予告演出として用いることが考えられる。また、予告演出としては文字列を表示して文字構成によって期待度を示唆するものや、期待度の異なるキャラクタ画像を複数備え、どのキャラクタ画像が表示されるかで期待度を示唆するものなどが考えられる。 文字列を表示する予告演出なら、第1予告演出は白文字や黒字で表示するのに対し、第2予告演出は赤字や金文字、虹色で表示することにより直感的に期待度が高いことを示したり、文字構成の内容により期待度の違いを示したりすることが考えられる。
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Figure 2025032666000001_ABST
Abstract
Description
[Technical field]
[0001] This specification discloses technology relating to gaming machines including pinball gaming machines (also called pachinko gaming machines or pachinko tables) and reel gaming machines (pachinko-type slot machines or pachislots). [Background technology]
[0002] There are known gaming machines that implement a notice performance that suggests the possibility that the game state will transition to a specific state. For example, specific states that are the subject of the notice performance include big win games, small win games, probability change games, and time-saving games in pinball gaming machines, and bonus games, replay time, and assist time in reel gaming machines. Patent Document 1 discloses a gaming machine that displays a character string in the notice performance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-198402 A Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines, there is a demand for advance notice effects to further increase the entertainment value of the game. [Means for solving the problem]
[0005] The technology disclosed in this specification can be realized in the following forms.
[0006] A gaming machine according to one embodiment disclosed in the present specification is a gaming machine including a performance execution means for executing a notice performance indicating a possibility that a gaming state will transition to a specific state, The preview performance is displayed and executed at any one of a plurality of display positions of a display means, The device includes at least a first preview performance and a second preview performance in which the expectation of transitioning to the specific state is set higher than that of the first preview performance, The first preview performance is executed after determining which display position the preview performance will be displayed at, The second preview performance is executed at a predetermined display position. According to this type of gaming machine, in addition to being equipped with a first preview performance and a second preview performance, the first preview performance, which has a lower expectation level than the second preview performance, is displayed at one of a number of display positions, so that it is possible to provide an element of surprise as it is not known where it will be displayed. On the other hand, the second preview performance, which has a higher expectation level than the first preview performance, is displayed at a predetermined position, so that it cannot be missed. In addition, since the preview performance can be displayed in multiple display positions, it can be used as a preview performance when the starting gate is won, which has the opportunity to display multiple times in a relatively short period of time. In addition, the preview performance can be a performance that displays a string of characters and suggests the degree of expectation based on the character composition, or a performance that has multiple character images with different degrees of expectation and suggests the degree of expectation based on which character image is displayed. In the case of a preview performance that displays a string of characters, the first preview performance could be displayed in white or black letters, while the second preview performance could be displayed in red, gold or rainbow colors to intuitively indicate a high level of anticipation, or the content of the letters could indicate differences in the level of anticipation. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view showing the configuration of a pachinko gaming machine. [Diagram 2] FIG. 2 is a rear view showing the configuration of the pachinko gaming machine. [Diagram 3] FIG. 2 is a front view showing the game board of a pachinko game machine. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko game machine; [Diagram 5] 4 is a flowchart showing a main routine executed by a main control device. [Figure 6] This is a flowchart showing the special chart start goal confirmation processing executed by the main control unit. [Figure 7] This is a flowchart showing the normal start goal confirmation processing executed by the main control unit. [Figure 8] 13 is a flowchart showing the special drawing match determination process executed by the main control device. [Figure 9] 13 is a flowchart showing the special drawing match determination process executed by the main control device. [Figure 10] 13 is a flowchart showing the special drawing match determination process executed by the main control device. [Figure 11] 13 is a flowchart showing the special drawing match determination process executed by the main control device. [Figure 12] 13 is a flowchart showing the special drawing match determination process executed by the main control device. [Figure 13] 13 is a flowchart showing the jackpot game processing executed by the main control device. [Figure 14] 13 is a flowchart showing the jackpot game processing executed by the main control device. [Figure 15] 13 is a flowchart showing the jackpot game processing executed by the main control device. [Figure 16] 13 is a flowchart showing the normal map correctness determination process executed by the main control device. [Figure 17] 13 is a flowchart showing the normal map correctness determination process executed by the main control device. [Figure 18] 4 is a flowchart showing a normal power operation process executed by the main control device. [Figure 19] 4 is a flowchart showing a normal power operation process executed by the main control device. [Figure 20] FIG. 2 is a block diagram showing a detailed configuration mainly including a main control device and a sub integrated control device. [Figure 21] This is an explanatory diagram showing three types of dialogue preview performances. [Figure 22] 13 is an explanatory diagram showing three types of caption preview effects in the second embodiment. FIG. [Figure 23] 13 is an explanatory diagram showing three types of super reach presentations in the third embodiment. FIG. [Figure 24]13 is an explanatory diagram showing three types of probability change preview performances in the fourth embodiment. [Diagram 25] 13 is an explanatory diagram showing three types of dialogue preview performances in the fifth embodiment. [Figure 26] 13 is an explanatory diagram showing three types of dialogue preview performances in the sixth embodiment. [Figure 27] This is an example of the winning prediction display 1. [Figure 28] This is example 2 of the winning prediction display. [Figure 29] This is a table showing the display contents of the winning prediction. [Diagram 30] 13 is a flowchart showing the processing of configuration 1 of the winning prediction. [Diagram 31] This is a flowchart showing the processing of configuration 2 of the winning prediction. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] A. First embodiment Fig. 1 is a front view showing the configuration of the pachinko gaming machine 10. Fig. 2 is a rear view showing the configuration of the pachinko gaming machine 10. Fig. 3 is a front view showing a game board 400 of the pachinko gaming machine 10.
[0009] The pachinko gaming machine 10 is a pinball gaming machine (so-called "CR machine") that supports prepaid cards, and is connected to a card unit 80. The card unit 80 realizes the lending of game balls in the pachinko gaming machine 10 based on information recorded on the prepaid card. The pachinko gaming machine 10 includes an outer frame 110, an inner frame 120, a front frame 130, a handle 140, and a performance button 160.
[0010] The outer frame 110 of the pachinko gaming machine 10 has a vertically long rectangular shape. The outer frame 110 is fixed to the equipment on which the pachinko gaming machine 10 is installed. The outer frame 110 includes a pair of hinges 112 that support the inner frame 120 so that the inner frame 120 can be opened and closed.
[0011] The inner frame 120 of the pachinko gaming machine 10 has a rectangular shape that fits inside the outer frame 110. The inner frame 120 holds each part of the pachinko gaming machine 10, including the game board 400. The inner frame 120 includes a pair of hinges 122 that support the front frame 130 so that it can be opened and closed.
[0012] An upper tray 124, a lower tray 126, and a keyhole 128 are provided below the front frame 130 in front of the inner frame 120. The upper tray 124 stores game balls to be shot to the game board 400. The lower tray 126 stores game balls that overflow from the upper tray 124. The keyhole 128 accepts an operation to fix and release the inner frame 120 to the outer frame 110 with a key, and also accepts an operation to fix and release the front frame 130 to the inner frame 120 with a key.
[0013] The upper tray 124 is provided with a balance display device 152, a ball lending switch 154, and a settlement switch 156. The balance display device 152 displays the balance of the prepaid card held in the card unit 80. The ball lending switch 154 accepts an instruction from the player to lend out game balls based on the balance of the prepaid card held in the card unit 80. The settlement switch 156 accepts an instruction from the player to return the prepaid card from the card unit 80.
[0014] The front frame 130 of the pachinko game machine 10 is configured to be openable and closable in front of the game board 400. The front frame 130 includes a transparent plate 132 located in front of the game board 400. This allows the player to view the game board 400 through the transparent plate 132. The transparent plate 132 is glass, and the front frame 130 is also called a glass frame. An electric light 134 and a speaker 136 are provided in front of the front frame 130. The electric light 134 emits light in accordance with the progress of the game. The speaker 136 outputs sound in accordance with the progress of the game.
[0015] The handle 140 of the pachinko gaming machine 10 receives an operational input for shooting a gaming ball from a player. The handle 140 is provided on the lower right of the front frame 130 in front of the inner frame 120.
[0016] The effect button 160 of the pachinko gaming machine 10 receives a player's operation input for an effect. The effect button 160 is provided on the upper tray 124 on the front side of the inner frame 120.
[0017] 2, a game ball tank 172 and a payout device 174 are provided on the back surface of the inner frame 120. The game ball tank 172 stores game balls supplied from outside the pachinko gaming machine 10. The payout device 174 pays out the game balls stored in the game ball tank 172 to the upper tray 124.
[0018] Further provided on the back of the inner frame 120 are a main control device 210, a sub integrated control device 220, a performance symbol control device 230, a payout control device 240, a launch control device 250, an external connection terminal board 265, and a power supply board 290. These control devices are computers equipped with a CPU, ROM, RAM, etc., and execute various control processes based on computer programs.
[0019] The main control device 210 controls the progress of the game in the pachinko game machine 10. The sub-integrated control device 220 controls the presentation according to the progress of the game based on a command from the main control device 210. The presentation pattern control device 230 controls the presentation using presentation patterns based on a command from the sub-integrated control device 220. The payout control device 240 controls the payout of game balls based on a command from the main control device 210. The launch control device 250 controls the launch of game balls to the game board 400 based on an operation input from the player to the handle 140. The external connection terminal board 265 outputs a signal indicating the game status in the pachinko game machine 10 to the outside of the pachinko game machine 10.
[0020] The power supply board 290 supplies power to each part of the pachinko gaming machine 10. The power supply board 290 includes a power switch 292 and a RAM clear switch 294. The power switch 292 is configured to be operable by an administrator of the pachinko gaming machine 10, and when pressed to one side, it is turned on to supply power to the pachinko gaming machine 10, and when pressed to the other side, it is turned off to cut off the power supply to the pachinko gaming machine 10. The RAM clear switch 294 is configured to be operable by an administrator of the pachinko gaming machine 10, and when not operated, it maintains the off state, and when pressed, it is turned on. If the RAM clear switch 294 is pressed when the power is turned on, the main control device 210 is configured to be able to delete (clear) various information related to the progress of the game as a "RAM clear" process.
[0021] A setting change switch 302 and a setting change switch 304 are further provided on the back surface of the inner frame 120. The setting change switch 302 and the setting change switch 304 are provided on the main control device 210. A plurality of setting values (e.g., jackpot probability) that define game characteristics are stored in advance in the main control device 210. The setting change switch 302 accepts an operation to start (ON state) and end (OFF state) the switching of settings related to the game characteristics of the pachinko gaming machine 10. The setting change switch 304 accepts an operation to change the setting when the switching of settings is enabled by the setting change switch 302.
[0022] In this embodiment, when changing the settings of the game characteristics of the pachinko gaming machine 10, the administrator of the pachinko gaming machine 10 inserts a key into the setting change switch 302 and rotates the setting change switch 302 to the first position (on state) before turning on the power of the pachinko gaming machine 10. When the power of the pachinko gaming machine 10 is then turned on, the main control device 210 determines that the state is valid for accepting changes to the game characteristics. In this valid state, the main control device 210 changes the setting number to a current setting number by adding 1 each time the administrator of the pachinko gaming machine 10 presses the setting change switch 304. For example, the main control device 210 changes the setting number from setting 1 to setting 2, setting 3, setting 4, setting 5, and setting 6 in that order each time the administrator of the pachinko gaming machine 10 presses the setting change switch 304, and changes the setting number from setting 6 back to setting 1. Thereafter, when the administrator of the pachinko game machine 10 rotates the setting changeover switch 302 to the second position (off state), the main control device 210 stops accepting input from the setting changeover switch 302 and confirms the setting number accepted immediately before that as the changed setting.
[0023] As shown in Fig. 3, the game board 400 of the pachinko game machine 10 is in the form of a plate facing the front of the pachinko game machine 10. The game board 400 includes a board surface 402, guide rails 404, 406, a plurality of game nails 408, a center case 410, electric lights 414, normal winning openings 421, 422, 423, 424, a normal symbol operation gate 430, a normal electric role 440, a first start opening 451, a second start opening 452, and a large winning opening 460. The game board 400 further includes a normal symbol display device 471, a normal symbol reservation display device 472, a first special symbol display device 473, a first special symbol reservation display device 474, a second special symbol display device 475, a second special symbol reservation display device 476, and a performance symbol display device 480.
[0024] The surface 402 of the game board 400 faces the front of the pachinko game machine 10. The guide rails 404, 406 of the game board 400 surround the center of the surface 402 in a circular shape, thereby forming a substantially circular game area GA. A plurality of game nails 408 on the game board 400 are planted on the surface 402 and form a path for game balls to flow through the game area GA. The plurality of game nails 408 include a windmill nail 409 having a rotating member.
[0025] The center case 410 of the game board 400 is a member provided in the center of the game area GA. The center case 410 forms a passage for game balls flowing through the game area GA. A performance pattern display device 480 is provided in the center of the center case 410. The performance pattern display device 480 displays performance patterns as part of the performance according to the progress of the game. In this embodiment, the performance pattern display device 480 is a liquid crystal display (LCD).
[0026] The illumination 414 of the game board 400 emits light in accordance with the progress of the game. In this embodiment, the illumination 414 is provided on the center case 410. In other embodiments, the illumination 414 may be provided directly on the board surface 402.
[0027] The normal winning openings 421, 422, 423, and 424 of the game board 400 are winning openings configured to allow game balls flowing down the game area GA to enter. The entry of game balls into the normal winning openings 421, 422, 423, and 424 triggers the payout of prize balls.
[0028] The normal symbol activation gate 430 of the game board 400 is a gate configured to allow the game ball flowing down the game area GA to pass through. The passage of the game ball through the normal symbol activation gate 430 triggers a win / lose determination (lottery) using a normal symbol (normal symbol). The determination result (lottery result) of the normal symbol is displayed on the normal symbol display device 471. The normal electric role 440 is disposed on the right side of the center case 410 and below the normal symbol activation gate 430.
[0029] The normal electric device 440 of the game board 400 is a device that can be opened and closed according to the result of the lottery based on the normal symbol. When closed, the normal electric device 440 blocks the passage of the game ball flowing down to the second start port 452, and when open, it allows the passage of the game ball flowing down to the second start port 452. The normal electric device 440 opens only when the result of the determination of the normal symbol is a win. The normal electric device 440 is located on the right side of the center case 410 and below the normal symbol activation gate 430.
[0030] The first starting opening 451 of the game board 400 is a winning opening configured to allow game balls flowing down the game area GA to enter. The entry of a game ball into the first starting opening 451 triggers the payout of prize balls and also triggers a win / lose determination (lottery) using the lottery result of the first special symbol (first special symbol). The determination result (lottery result) of the first special symbol is displayed on the first special symbol display device 473. The first starting opening 451 is located at the center lower part of the center case 410.
[0031] The second start opening 452 of the game board 400 is a winning opening configured to allow game balls flowing down the game area GA to enter. The second start opening 452 is configured to increase the game ball entry rate by opening the normal symbol activation gate 430. The entry of a game ball into the second start opening 452 triggers the payout of prize balls and also triggers the execution of a win / lose determination (lottery) using the second special symbol (second special symbol). The second start opening 452 is located on the right side of the center case 410 and below the normal symbol activation gate 430, together with the normal electric device 440.
[0032] The large prize opening 460 of the game board 400 is a prize opening that can be opened and closed according to the result of a lottery using at least one of the first and second special symbols. When closed, the large prize opening 460 prevents game balls flowing down the game area GA from entering, and when open, allows game balls flowing down the game area GA to enter. The large prize opening 460 opens only when the result of the lottery using the special symbols is a win (for example, a big win, a small win, etc.). The entry of a game ball into the large prize opening 460 triggers the payout of a prize ball. The large prize opening 460 is located on the lower right side of the center case 410.
[0033] The normal symbol display device 471 of the game board 400 displays the determination result of the normal symbol based on the passage of the game ball through the normal symbol operation gate 430. The normal symbol display device 471 variably displays a plurality of normal symbols, and then displays the normal symbol according to the determination result, thereby displaying the determination result of the normal symbol.
[0034] The normal symbol reserved display device 472 of the game board 400 displays the number of reserved memories of normal symbols. The reserved memories of normal symbols are memories of data used for judging whether or not a normal symbol is a winning symbol for which the display process of the judgment result in the normal symbol display device 471 is pending.
[0035] The first special symbol display device 473 of the game board 400 displays the determination result of the first special symbol based on the passage of the game ball into the first starting hole 451. The first special symbol display device 473 variably displays a plurality of first special symbols, and then displays the first special symbol according to the determination result, thereby displaying the determination result of the first special symbol.
[0036] The first special symbol reserved display device 474 of the game board 400 displays the number of reserved memories of the first special symbol. The reserved memories of the first special symbols are memories of data used for judging whether the first special symbol is a hit or a miss, for which the display process of the judgment result in the first special symbol display device 473 is reserved.
[0037] The second special symbol display device 475 of the game board 400 displays the determination result of the second special symbol based on the passage of the game ball into the second starting hole 452. The second special symbol display device 475 variably displays a plurality of second special symbols, and then displays the second special symbol according to the determination result, thereby displaying the determination result of the second special symbol.
[0038] The second special symbol reserved display device 476 of the game board 400 displays the number of reserved memories of the second special symbol. The reserved memories of the second special symbol are memories of data used for judging whether the second special symbol is a hit or a miss, for which the display process of the judgment result in the second special symbol display device 475 is reserved.
[0039] In this embodiment, the pachinko gaming machine 10 executes an effect in response to the variation of the first special symbol on the effect symbol display device 480 while the first special symbol is varying, and executes an effect in response to the variation of the second special symbol on the effect symbol display device 480 while the second special symbol is varying. The pachinko gaming machine 10 does not execute the variation of the first special symbol and the variation of the second special symbol simultaneously, but prioritizes the variation of the second special symbol. In other embodiments, the pachinko gaming machine 10 may prioritize the variation of the first special symbol, or may execute the variation of the first special symbol and the variation of the second special symbol simultaneously.
[0040] 4 is a block diagram showing the electrical configuration of the pachinko gaming machine 10. The main control device 210 of the pachinko gaming machine 10 includes a RAM 210m, which is a rewritable non-volatile memory. The RAM 210m is configured to be able to store various information related to the progress of the game, regardless of whether or not power is supplied to the pachinko gaming machine 10. In this embodiment, the RAM 210m is configured to be able to store data even without an external power source, by using a battery backup function using a built-in battery.
[0041] The pachinko game machine 10 includes, as an electrical configuration for outputting signals to the main control device 210, a normal winning hole switch 420s, an operating gate switch 430s, a first start hole switch 451s, a second start hole switch 452s, and a count switch 460s in addition to the setting change switch 302 and the setting change switch 304. The normal winning hole switch 420s detects the entry of a gaming ball into the normal winning holes 421, 422, 423, and 424, and outputs the detection signal to the main control device 210. The operating gate switch 430s detects the passage of a gaming ball through the normal symbol operating gate 430, and outputs the detection signal to the main control device 210. The first start hole switch 451s detects the entry of a game ball into the first start hole 451, and outputs the detection signal to the main control device 210. The second start hole switch 452s detects the entry of a game ball into the second start hole 452, and outputs the detection signal to the main control device 210. The count switch 460s detects the entry of a game ball into the big prize hole 460, and outputs the detection signal to the main control device 210.
[0042] The pachinko game machine 10 is equipped with an electrical configuration that operates based on control signals from the main control device 210, including a normal pattern display device 471, a normal pattern reserve display device 472, a first special pattern display device 473, a first special pattern reserve display device 474, a second special pattern display device 475, and a second special pattern reserve display device 476, as well as a normal power role solenoid 440d and a large prize opening solenoid 460d. The normal electric role solenoid 440d opens and closes the normal electric role 440 based on a control signal from the main control device 210. The special prize opening solenoid 460d opens and closes the special prize opening 460 based on a control signal from the main control device 210.
[0043] The sub-integrated control device 220 is configured to be able to communicate with the main control device 210 in one direction from the main control device 210. The sub-integrated control device 220 accepts operation input from the player via the performance button 160. The sub-integrated control device 220 outputs control signals to the illuminations 134, illuminations 414, speaker 136, and performance pattern control device 230 based on commands from the main control device 210, thereby realizing performances according to the progress of the game. The performance pattern control device 230 controls images to be displayed on the performance pattern display device 480 based on commands from the sub-integrated control device 220. The performance pattern display device 480 displays various performance images including performance patterns based on image signals from the performance pattern control device 230.
[0044] The payout control device 240 is configured to be capable of communicating with the main control device 210. The payout control device 240 controls the lending of game balls and the launching of game balls, and also controls the payout of game balls based on commands from the main control device 210. The pachinko game machine 10 includes a full switch 126s as an electrical component that outputs a signal to the payout control device 240. The full switch 126s detects that the lower tray 126 is full of game balls and outputs the detection signal to the payout control device 240. The payout control device 240 outputs a command to the launch control device 250 to stop the launch of game balls based on the detection signal from the full switch 126s.
[0045] The launch control device 250 is configured to be capable of communicating with the payout control device 240 in one direction from the payout control device 240. The launch control device 250 controls the launch of game balls onto the game board 400 based on the player's operation input via the handle 140. The pachinko game machine 10 includes a handle volume 140b, a touch switch 140t, a launch stop switch 140s, and a launch motor 140m as electrical components connected to the launch control device 250. The handle volume 140b detects the amount of operation of the handle 140 by the player, which corresponds to the launch strength of the game ball, and outputs the detection signal to the launch control device 250. The touch switch 140t detects the player touching the handle 140 using static electricity, and outputs the detection signal to the launch control device 250. The launch stop switch 140s detects the player's operation input indicating the stop of launch of the game ball, and outputs the detection signal to the launch control device 250. The launch motor 140m launches the game ball based on a control signal from the launch control device 250.
[0046] The pachinko gaming machine 10 is equipped with a rear wiring relay terminal board 260, an external connection terminal board 265, a payout relay terminal board 270, and a card unit terminal board 280 as terminal boards for relaying signals.
[0047] The rear wiring relay terminal board 260 is configured to be able to exchange signals with the main control device 210 and the payout control device 240. The pachinko game machine 10 includes an inner frame opening switch 120s, a front frame opening switch 130s, and a ball burnout switch 172s as electrical components that output signals to the rear wiring relay terminal board 260. The inner frame opening switch 120s detects the open state of the inner frame 120, and outputs the detection signal to the rear wiring relay terminal board 260. The front frame opening switch 130s detects the open state of the front frame 130, and outputs the detection signal to the rear wiring relay terminal board 260. The bulb failure switch 172s detects a bulb failure in the game ball tank 172, and outputs the detection signal to the rear wiring relay terminal board 260.
[0048] The external connection terminal board 265 is configured to be able to relay information regarding the game output from the main control device 210 via the rear wiring relay terminal board 260 to the hall computer 90 that manages the pachinko gaming machine 10. The payout relay terminal board 270 is configured to be able to exchange signals with the back wiring relay terminal board 260. The pachinko gaming machine 10 includes a payout motor 174d and a payout switch 174s as electrical components connected to the payout relay terminal board 270. The payout motor 174d sends game balls from the payout device 174 to the upper tray 124 based on a control signal from the payout control device 240. The payout switch 174s detects the game balls sent from the payout device 174 and outputs the control signal to the payout control device 240.
[0049] The card unit terminal board 280 is configured to be able to exchange signals between the payout control device 240 and the card unit 80. The pachinko gaming machine 10 is equipped with a balance display device 152, a ball loan switch 154, and a settlement switch 156 as electrical components connected to the card unit terminal board 280.
[0050] The power supply board 290 is configured to be able to communicate with the main control device 210 in one direction from the power supply board 290. The power supply board 290 outputs signals indicating the states of a power switch 292 and a RAM clear switch 294 to the main control device 210.
[0051] When the pachinko gaming machine 10 wins a jackpot in the drawing of the first special symbol or the drawing of the second special symbol, it executes a jackpot game (special game) in which the first prize winning opening 460 is opened and closed. After the jackpot game ends, the game state of the pachinko gaming machine 10 shifts to a normal game or a probability variable game based on the type of special symbol that caused the jackpot game. The probability of shifting to a probability variable game after the jackpot game ends (probability variable award rate) is preset. In normal games, the probability of winning a jackpot is set to the normal probability (low probability). In probability-variable games, the probability of winning a jackpot is set to a high probability that is higher than the normal probability. In probability-variable games, the entry of game balls into the second start port 452 becomes easier than in normal games (so-called "electric support"). The duration of the probability-variable game is the period until the next jackpot game is executed, or the period until a special symbol lottery is executed a predetermined number of times (in this embodiment, 150 times). The specifications regarding jackpots and probability-variable games in this embodiment are as follows. Probability of winning the first special symbol jackpot Normal game 1 / 319 Probability-variable game 1 / 74 Probability of winning the second special symbol jackpot Normal game 1 / 319 Probability-variable game 1 / 74 Probability-variable granting rate First special symbol 50% Second special symbol 100%
[0052] The pachinko gaming machine 10 is configured to be able to set a time-saving game (time-saving state) that makes it easier for game balls to enter the start port than in the normal game. In the time-saving game, the entry of game balls into the second start port 452 becomes easier than in the normal game (so-called "electric support") by changing at least one of the opening time of the normal electric accessory 440, the time until opening, the number of openings, and the winning probability of the normal symbol. The pachinko gaming machine 10 can set three types of time-saving games, namely, a time-saving game, b time-saving game, and c time-saving game, according to the progress of the game.
[0053] The a time-saving game (a time-saving state) is a time-saving game (time-saving state) that is granted according to the type of jackpot symbol after the jackpot game based on the first special symbol is completed. The duration of the a time-saving game is the period until the next jackpot game is executed, or the period until a special symbol lottery is executed a predetermined number of times (in this embodiment, 100 times). The specifications of the a time-saving game in this embodiment are as follows. <Normal game> Opening time of the normal electric accessory once 0.2 seconds 2.0 seconds Average time from the start of the normal symbol variation to release: 8.0 seconds ± 0.5 seconds Number of releases per hit: 1 to 2 times Probability of winning on the normal symbol: 4 / 20 to 19 / 20
[0054] The b short game (b short state) is a short game (short state) given when the loss of the special symbol reaches a predetermined number of times (950 times in this embodiment) at the normal probability (low probability). The duration of the b short game is the period until the next big win game is executed, or the period until a predetermined number of times (1000 times in this embodiment) of special symbol draws are executed. In this embodiment, after the b short game is given once, if there is no big win game, the b short game will not be given again. The specifications of the b short game in this embodiment are as follows. <Normal game> Release time of the normal electric accessory per time: 0.2 seconds to 2.0 seconds Average time from the start of the normal symbol variation to release: 8.0 seconds ± 0.5 seconds Number of releases per hit: 1 to 2 times Probability of winning on the normal symbol: 4 / 20 to 4 / 20
[0055] The c short game (c short state) is a short game (short state) given without going through a big win game when winning in the second special symbol draw (c short winning probability 1 / 90 in this embodiment). The duration of the c short game is the period until the next big win game is executed, or the period until a predetermined number of times (300 times in this embodiment) of special symbol draws are executed. The specifications of the c short game in this embodiment are as follows. <Normal mode> Release time of the normal electric accessory per time: 0.2 seconds to 2.0 seconds Average time from the start of the normal symbol variation to release: 8.0 seconds ± 0.5 seconds Number of releases per hit: 1 to 2 times Probability of winning on the normal symbol: 4 / 20 to 4 / 20
[0056] In addition, since the b time-saving state and the c time-saving state are not executed through a jackpot game, it is possible not to change the winning probability of the normal pattern to a high probability. In this case, the winning probability of the normal pattern may also be changed in the a time-saving state executed through a jackpot game, or the winning probability may be changed only in the a time-saving state, and the winning probability may not be changed in at least one of the b time-saving state and the c time-saving state. When the winning probability of only the a time-saving state is changed, a difference is set in the game characteristics between the a time-saving state and the b time-saving state and the c time-saving state, thereby realizing a game state with a different advantage for the player. In addition, when the winning probability of the normal pattern is not changed in any of the a time-saving state, the b time-saving state, and the c time-saving state, the same game characteristics can be realized between each time-saving state.
[0057] 5 is a flowchart showing a main routine executed by main control device 210. Main control device 210 repeatedly starts the main routine (FIG. 5) as a timer interrupt process with a 2 ms period.
[0058] After starting the main routine (FIG. 5), the main control device 210 judges whether the main routine is started by a normal timer interrupt (step S10). If the main routine is not started by a normal timer interrupt (step S10: "NO"), the main control device 210 executes an initial setting process (step S20). In the initial setting process (step S20), the main control device 210 performs initial settings for each unit such as the CPU and I / O.
[0059] In the initial setting process (step S20) executed when the power is turned on and the RAM clear switch 294 is in the off state (not pressed) and the setting changeover switch 302 is in the off state, the main control device 210 performs initial setting of each section while retaining various information related to the progress of the game stored in the RAM 210m (e.g., various flags and counters).
[0060] In the initial setting process (step S20) executed when the RAM clear switch 294 is pressed to the on state upon power-on and the setting changeover switch 302 is in the off state, the main control device 210 deletes (clears) various pieces of information related to the progress of the game stored in the RAM 210m and sets (resets) these pieces of information to their initial values.
[0061] In the initial setting process (step S20) executed when the RAM clear switch 294 is pressed and in the ON state when the power is turned on and the setting changeover switch 302 is in the ON state, the main control device 210 deletes (clears) various information related to the progress of the game stored in the RAM 210m, except for the information counting the number of times the special symbol required to start the b time-saving game has been lost. Set (reset) the seed information to its initial value.
[0062] In the initial setting process (step S20) executed when the RAM clear switch 294 is not pressed and is in the off state when the power is turned on, and the setting change switch 302 is in the on state when the power is turned on, the main control device 210 accepts a change to the setting of the game characteristics, and then performs initial settings for each section while retaining various information related to the progress of the game stored in the RAM 210m.
[0063] After executing the initial setting process (step S20), the main control device 210 repeatedly executes the initial value random number update process (step S70) until the next timer interrupt. In the initial value random number update process (step S70), the main control device 210 updates the initial value random number used to update the random number for jackpot determination described later.
[0064] If the main routine is started by a normal timer interrupt (step S10: "YES"), the main control unit 210 executes processes for updating various random numbers, such as an initial value random number update process (step S30), a random number update process for determining a jackpot (step S32), a random number update process for determining a special chart (step S34), a random number update process for determining a special chart fluctuation pattern (step S36), a random number update process for determining a win (step S40), a random number update process for determining a normal chart (step S42), and a random number update process for determining a normal chart fluctuation pattern (step S44).
[0065] In the initial value random number update process (step S30), the main control device 210 updates the initial value random number used to update the random number for jackpot determination. In this embodiment, the initial value random number is 22993 random numbers having values in the range of "0 to 22992".
[0066] In the random number update process for determining a jackpot (step S32), the main control device 210 updates the random number for determining a jackpot used to determine a jackpot of a special symbol. In this embodiment, the random number for determining a jackpot is 22993 random numbers that take values in the range of "0 to 22992". The main control device 210 is configured to be able to adjust the probability of a jackpot for a special symbol by setting a predefined number of values among the random numbers for determining a jackpot as values that result in a jackpot for the special symbol.
[0067] In the special symbol determination random number update process (step S34), the main control device 210 updates the first special symbol determination random number and the second special symbol determination random number used to determine the winning symbol and the losing symbol of the special symbol. In this embodiment, the first special symbol determination random number is 200 random numbers having values in the range of "0 to 199", and the second special symbol determination random numbers is 11 random numbers having values in the range of "0 to 10".
[0068] In the special pattern change pattern determination random number update process (step S36), the main control device 210 updates the special pattern change pattern determination random number used to determine the change pattern of the special pattern. In this embodiment, the special pattern change pattern determination random number is 16384 random numbers that take values in the range of "0 to 16383".
[0069] In the win determination random number update process (step S40), the main control device 210 updates the win determination random numbers used to determine whether a normal symbol wins. In this embodiment, the win determination random numbers are 65536 random numbers that take values in the range of "0 to 65535". The main control device 210 is configured to be able to adjust the win probability of a normal symbol by setting a predetermined number of values among the win determination random numbers as values that result in a win for a normal symbol.
[0070] In the normal symbol determination random number update process (step S42), the main control device 210 updates the normal symbol determination random number used to determine the winning symbol of the normal symbol. In this embodiment, the normal symbol determination random number is 19 random numbers that take values in the range of "0 to 18".
[0071] In the process of updating the random numbers for determining the normal pattern variation (step S44), the main control device 210 updates the random numbers for determining the normal pattern variation pattern used to determine the variation pattern of the normal pattern. In this embodiment, the random numbers for determining the normal pattern variation pattern are 16384 random numbers that take values in the range of "0 to 16383".
[0072] After executing the process of updating various random numbers (steps S30 to S44), the main control device 210 executes a ball entry confirmation process (step S50). In the ball entry confirmation process (step S50), the main control device 210 checks whether a game ball has entered various starting holes, starting gates, and winning holes, and executes a process according to the ball entry. The details of the ball entry confirmation process (step S50) will be described later.
[0073] After executing the ball-entering confirmation process (step S50), the main control device 210 executes a winning / losing determination process (step S52). In the winning / losing determination process (step S52), the main control device 210 determines whether the special symbol lottery result is a winning / losing win, and whether the normal symbol lottery result is a winning / losing win. The details of the winning / losing determination process (step S52) will be described later.
[0074] After executing the win / loss determination process (step S52), the main control device 210 executes the normal power operation process (step S54). In the normal power operation process (step S54), the main control device 210 controls the opening and closing of the normal electric role object 440 based on the winning of the normal symbol. The details of the normal power operation process (step S54) will be described later.
[0075] After executing the normal power operation process (step S54), the main control device 210 executes the special game process (step S56). In the special game process (step S56), the main control device 210 controls the special game (e.g., big win game, small win game, etc.) based on the winning of the special symbol. The details of the special game process (step S56) will be described later.
[0076] After executing the special game process (step S56), the main controller 210 executes a fraud monitoring process (step S60). In the fraud monitoring process (step S60), the main controller 210 monitors any fraudulent actions by the player.
[0077] After executing the fraud monitoring process (step S60), the main control device 210 executes an external output process (step S65). In the external output process (step S65), the main control device 210 outputs various information to external devices such as the hall computer 90. After executing the external output process (step S65), the main control device 210 repeatedly executes an initial value random number update process (step S70) until the next timer interrupt.
[0078] 6 is a flowchart showing the special start ball entry confirmation process executed by the main control device 210. The special start ball entry confirmation process (FIG. 6) is one of the subroutines executed in the ball entry confirmation process (S50) of the main routine (FIG. 5), and is a process for confirming ball entry into the first start hole 451 and the second start hole 452.
[0079] After starting the special start ball entry confirmation process (FIG. 6), the main control device 210 judges whether or not a ball has entered the first start hole 451 based on the detection signal output from the first start hole switch 451s (step S100). If a ball has not entered the first start hole 451 (step S100: "NO"), the main control device 210 checks whether a ball has entered the second start hole 452 (step S100b).
[0080] If a ball has entered the first starting hole 451 (step S100: "YES"), the main control device 210 judges whether the number of reserved memories for the first special symbol is full, in other words, whether the number of reserved memories for the first special symbol is the upper limit (for example, 4) (step S105). If the number of reserved memories for the first special symbol is full (step S105: "YES"), the main control device 210 checks whether a ball has entered the second starting hole 452 (step S100b).
[0081] If the number of reserved memories for the first special symbol is not full (step S105: "NO"), the main control device 210 executes a special symbol extraction random number reserved storage process (step S110). In the special symbol extraction random number reserved storage process (step S110), the main control device 210 extracts a random number for jackpot determination, a random number for special symbol determination, and a random number for special symbol variation pattern determination, and stores these random numbers as reserved memories for the first special symbol.
[0082] After executing the special symbol extraction random number reserved memory process (step S110), the main control device 210 executes the special symbol reserved number command transmission process (step S120). In the special symbol reserved number command transmission process (step S120), the main control device 210 transmits a special symbol reserved number command indicating the number of reserved memories of the first special symbol that have not been consumed as a variable display of the special symbol to the sub-integrated control device 220. The special symbol reserved number command may be information indicating an increase in the reserved memories of the first special symbol.
[0083] After executing the special symbol reserved number command transmission process (step S120), the main control device 210 executes reserved pre-reading judgment process (step S130). In the reserved pre-reading judgment process (step S130), the main control device 210 executes a pre-reading judgment to judge the judgment result of the judgment of the hit / miss judgment based on the reserved memory prior to the hit / miss judgment process (step S52) for the reserved memory of the first special symbol, and transmits a reserved pre-reading command indicating the judgment result of the pre-reading judgment to the sub-integrated control device 220. In this embodiment, the judgment result of the pre-reading judgment includes "big hit", "miss with super reach performance", "miss with normal reach performance", and "miss without reaching performance". As a result, the sub-integrated control device 220 executes a pre-reading performance suggesting the judgment result of the pre-reading judgment based on the reserved pre-reading command. After executing the reserved pre-reading judgment process (step S130), the main control device 210 confirms the ball entering the second starting hole 452 (step S100b).
[0084] If a ball has not entered the first starting hole 451 (step S100: "NO"), if the number of reserved memories for the first special symbol is full (step S105: "YES"), or after executing the reserved pre-reading judgment process (step S130), the main control device 210 judges whether or not a ball has entered the second starting hole 452 based on the detection signal output from the second starting hole switch 452s (step S100b). If a ball has not entered the second starting hole 452 (step S100b: "NO"), the main control device 210 ends the special symbol starting ball entry confirmation process (FIG. 6).
[0085] If a ball has entered the second starting hole 452 (step S100b: "YES"), the main control device 210 judges whether the number of reserved memories for the second special symbol is full, in other words, whether the number of reserved memories for the second special symbol is the upper limit (for example, 4) (step S105b). If the number of reserved memories for the second special symbol is full (step S105b: "YES"), the main control device 210 ends the special symbol starting ball entry confirmation process (FIG. 6).
[0086] If the number of reserved memories for the second special symbol is not full (step S105b: "NO"), the main control device 210 executes a special symbol extraction random number reserved storage process (step S110b). In the special symbol extraction random number reserved storage process (step S110b), the main control device 210 extracts a random number for jackpot determination, a random number for special symbol determination, and a random number for special symbol variation pattern determination, and stores these random numbers as reserved memories for the second special symbol.
[0087] After executing the special symbol extraction random number reserved memory process (step S110b), the main control device 210 executes the special symbol reserved number command transmission process (step S120b). In the special symbol reserved number command transmission process (step S120b), the main control device 210 transmits a special symbol reserved number command indicating the number of reserved memories of the second special symbol that have not been consumed as a variable display of the special symbol to the sub-integrated control device 220. The special symbol reserved number command may be information indicating an increase in the reserved memories of the second special symbol.
[0088] After executing the special symbol reserved number command transmission process (step S120b), the main control device 210 executes reserved pre-reading judgment process (step S130b). In the reserved pre-reading judgment process (step S130b), the main control device 210 executes a pre-reading judgment to judge the judgment result of the judgment of the hit / miss judgment based on the reserved memory prior to the hit / miss judgment process (step S52) for the reserved memory of the second special symbol, and transmits a reserved pre-reading command indicating the judgment result of the pre-reading judgment to the sub-integrated control device 220. As a result, the sub-integrated control device 220 executes a pre-reading performance that suggests the result of the pre-reading judgment based on the reserved pre-reading command. After executing the reserved pre-reading judgment process (step S130b), the main control device 210 ends the special chart start ball entry confirmation process (FIG. 6). In the special chart start ball entry confirmation process (FIG. 6), the reserved pre-reading judgment process (step S130) may be a process executed before the special chart extraction random number reserved storage process (step S110), and the reserved pre-reading judgment process (step S130b) may be a process executed before the special chart extraction random number reserved storage process (step S110b).
[0089] 7 is a flowchart showing the normal symbol start ball entry confirmation process executed by the main control device 210. The normal symbol start ball entry confirmation process (FIG. 7) is one of the subroutines executed in the ball entry confirmation process (S50) of the main routine (FIG. 5), and is a process for confirming ball entry into the normal symbol operation gate 430.
[0090] After starting the normal symbol start ball entry confirmation process in Fig. 7, the main control device 210 judges whether or not a ball has entered the normal symbol operation gate 430 based on the detection signal output from the operation gate switch 430s (step S150). If a ball has not entered the normal symbol operation gate 430 (step S150: "NO"), the main control device 210 ends the normal symbol start ball entry confirmation process (Fig. 7).
[0091] If a ball has entered the normal symbol activation gate 430 (step S150: "YES"), the main control device 210 judges whether the number of reserved memories for normal symbols is full, in other words, whether the number of reserved memories for normal symbols is the upper limit (for example, 4) (step S155). If the number of reserved memories for normal symbols is full (step S155: "YES"), the main control device 210 ends the normal symbol entry confirmation process (FIG. 7).
[0092] If the number of reserved memories for normal symbols is not full (step S155: "NO"), the main control device 210 executes a normal symbol extraction random number reserved storage process (step S160). In the normal symbol extraction random number reserved storage process (step S160), the main control device 210 extracts a random number for winning judgment, a random number for normal symbol determination, and a random number for normal symbol variation pattern determination, and stores these random numbers as reserved memories.
[0093] After executing the regular symbol extraction random number reserved memory process (step S160), the main control device 210 executes the regular symbol reserved number command transmission process (step S170). In the regular symbol reserved number command transmission process (step S170), the main control device 210 transmits a regular symbol reserved number command indicating the number of reserved memories of regular symbols that have not been consumed as a normal symbol variable display to the sub-integrated control device 220. The regular symbol reserved number command may be information indicating an increase in reserved memories of regular symbols. After executing the regular symbol reserved number command transmission process (step S170), the main control device 210 ends the regular symbol start ball entry confirmation process (FIG. 7).
[0094] 8, 9, 10, 11, and 12 are flowcharts showing the special symbol win / loss determination process executed by the main control device 210. The special symbol win / loss determination process (FIGS. 8 to 12) is one of the subroutines executed in the win / loss determination process (S52) of the main routine (FIG. 5), and is a process for determining whether the special symbol is a win or a loss.
[0095] After starting the special symbol hit / miss judgment process (FIGS. 8 to 12), the main control device 210 judges whether the special electric device is in operation, in other words, whether a big win game is being played (step S200). If the special electric device is in operation (step S200: "YES"), the main control device 210 ends the special symbol hit / miss judgment process (FIGS. 8 to 12).
[0096] If the special electric role is not in operation (step S200: "NO"), the main control device 210 determines whether or not the special symbol is being variably displayed (step S205).
[0097] If the special symbol is not being variably displayed (step S205: "NO"), the main control device 210 determines whether the special symbol is being fixedly displayed (step S210).
[0098] If the special symbol is not being displayed (step S210 "NO"), the main control device 210 judges whether or not there is a reserved memory of the special symbol (step S215). If there is no reserved memory of the special symbol (step S215: "NO"), the main control device 210 ends the special symbol hit / miss judgment process (FIGS. 8 to 12).
[0099] If there is a reserved memory of a special symbol (step S215: "YES"), the main control device 210 reads out the information stored as the oldest reserved memory among the reserved memories of the special symbol, and deletes the information from the reserved memory (step S220). In this embodiment, the main control device 210 reads out the reserved memory with priority given to the second special symbol. Therefore, when the first reserved memory and the second reserved memory exist, the main control device 210 reads out the information stored as the oldest reserved memory among the second reserved memory, and when only the first reserved memory exists, the main control device 210 reads out the information stored as the oldest reserved memory among the first reserved memory.
[0100] After processing the reserved memory (step S220), the main control device 210 judges whether the probability of winning the special symbol is "1" or not (step S225). The probability of winning the special symbol is a flag that controls the probability of winning the special symbol. The probability of winning the special symbol is set to "0" in the normal mode that controls the probability of winning the special symbol to the normal probability. The probability of winning the special symbol is set to "1" in the probability of winning the special symbol is set to the high probability. The probability of winning the special symbol is set to "0" in the initial setting process (step S20) of the main routine (FIG. 5), and is set to "0" or "1" depending on the type of the special symbol when the special symbol is played.
[0101] If the special chance flag Fk is the value "1" (step S225: "YES"), the main control device 210 determines whether the random number for determining a jackpot read from the reserved memory is a jackpot value or not by referring to a special chart hit / miss determination table (special chance table) for the special chance mode (step S230).
[0102] If the special chance flag Fk is the value "0" (step S225: "NO"), the main control device 210 determines whether the random number for determining a jackpot read from the reserved memory is a jackpot value or not by referring to the special chance determination table (normal table) for the normal mode (step S235).
[0103] Continuing with the explanation of Figure 9, after determining whether the random number for determining a jackpot read from the reserved memory is a jackpot value (steps S230, S235), the main control device 210 determines whether the determination result of the random number for determining a jackpot is a jackpot (step S240).
[0104] If the result of the judgment of the random number for jackpot judgment is a jackpot (step S240: "YES"), the main control device 210 determines the jackpot pattern based on the random number for special pattern determination read from the reserved memory (step S242). After that, the main control device 210 determines the variation pattern of the special pattern according to the presentation that notifies the winning of the jackpot based on the random number for special pattern determination and the random number for special pattern variation pattern determination (step S244). After that, the main control device 210 executes the jackpot setting process (step S246). In the jackpot setting process (step S246), the main control device 210 sets various parameters that control the jackpot game (for example, the opening and closing pattern of the big prize entrance in the jackpot game, the presentation mode of the jackpot game, etc.).
[0105] If the result of the judgment of the random number for jackpot judgment is not a jackpot (step S240: "NO"), the main control device 210 executes the c time-saving judgment process (step S250). In the c time-saving judgment process (step S250), the main control device 210 judges whether the random number for jackpot judgment read from the reserved memory is a value of the c time-saving winning, which is a trigger to start the c time-saving game. After executing the c time-saving judgment process (step S250), the main control device 210 judges whether the judgment result of the c time-saving judgment process (step S250) is a c time-saving winning (step S252).
[0106] If the result of the judgment of the random number for jackpot judgment is the c time-saving winning (step S252: "YES"), the main control device 210 determines the time-saving winning symbol based on the random number for special symbol determination read from the reserved memory (step S254). After that, the main control device 210 judges whether any of the time-saving games a, b, and c is set (step S256). If the time-saving game is not in progress (step S256: "NO"), the main control device 210 executes the c time-saving winning variation pattern determination process (step S258). In the c time-saving winning variation pattern determination process (step S258), the main control device 210 determines the variation pattern of the special symbol according to the performance for notifying the winning of the c time-saving game based on the special symbol determination random number and the special symbol variation pattern determination random number.
[0107] If the result of the random number for jackpot determination is not the c time-saving winning (step S252: "NO"), the main control device 210 determines the losing symbol based on the random number for special symbol determination read from the reserved memory (step S262). After determining the losing symbol (step S262), the main control device 210 determines whether any of the time-saving games a, b, and c is set (step S263). If the time-saving game is not in progress (step S263: "NO"), the main control device 210 judges whether the arrival counter Ct is a value "1" (step S264). This is a counter that indicates the remaining number of consecutive misses of a pattern. The reach counter Ct is set to an initial value (in this embodiment, the value "950") in the initial setting process (step S20) of the main routine (FIG. 5), decremented for each miss of a special pattern, and reset to the initial value when a big win game is played.
[0108] If the reach counter Ct is the value "1" (step S264: "YES"), the main control device 210 judges whether the reach flag Ft is the value "1" or not (step S265). The reach flag Ft is a flag that controls the time-saving reach effect that notifies the player of the reach to the b-time-saving game as a variable effect, using the variable time that is a miss just before the start of the b-time mode. The reach flag Ft with the value "0" indicates a control state that does not permit the execution of the time-saving reach effect. The reach flag Ft with the value "1" indicates a control state that permits the execution of the time-saving reach effect. The reach flag Ft is set to a value of "0" in the initial setting process (step S20) of the main routine (FIG. 5), and is set to a value of "1" when a jackpot game is played. Therefore, when the b time-saving game is started without playing a jackpot game even once after the pachinko game machine 10 is started, the pachinko game machine 10 executes the time-saving reach performance after transitioning to the b time-saving game. In another embodiment, when the reach counter Ct is a value of "1" (step S264: "YES"), the main control device 210 may execute the b time-saving reach variation pattern determination process (step S266) without executing the control using the reach flag Ft (step S265).
[0109] When the reaching flag Ft is the value "1" (step S265: "YES"), the main control device 210 executes the b time-saving reaching fluctuation pattern determination process (step S266). In the b time-saving reaching fluctuation pattern determination process (step S266), the main control device 210 determines a special miss fluctuation pattern according to the time-saving reaching performance that notifies the reaching of the b time-saving game based on the special chart determination random number and the special chart fluctuation pattern determination random number.
[0110] If the time-saving game is in progress without winning the c-time-saving (step S263: "YES"), if the arrival counter Ct is not "1" (step S264: "NO"), or if the arrival flag Ft is "0" (step S265: "NO"), the main control device 210 executes a miss variation pattern determination process (step S268). In the miss variation pattern determination process (step S268), the main control device 210 determines the miss variation pattern of the special symbol based on the special symbol determination random number and the special symbol variation pattern determination random number.
[0111] Even if the time-saving game is in progress despite the c time-saving winning (step S256: "YES"), the main control device 210 executes the miss variation pattern determination process (step S268). In this case, the main control device 210 does not set a new c time-saving game while displaying the time-saving winning symbol on the special symbol display device.
[0112] After executing the jackpot setting process (step S246), the c time-saving winning fluctuation pattern determination process (step S258), the b time-saving reaching fluctuation pattern determination process (step S266), or the losing fluctuation pattern determination process (step S268), the main control device 210 executes the reserved information transmission process (step S270). In the reserved information transmission process (step S270), the main control device 210 transmits a special symbol reserved number command indicating the number of reserved memories of special symbols remaining after reading the reserved memories to the sub-integrated control device 220. The special symbol reserved number command may be information indicating a decrease in the reserved memories of special symbols.
[0113] After executing the pending information transmission process (step S270), the main control device 210 executes the special pattern change start process (step S275). In the special pattern change start process (step S275), the main control device 210 starts the change display of the special pattern on the special pattern display device, and transmits a special pattern change start command indicating the lottery result of the special pattern and the change time, etc. to the sub-integrated control device 220. As a result, the sub-integrated control device 220 displays a pseudo performance corresponding to the change display of the special pattern on the performance pattern display device 480 based on the special pattern change start command. After executing the special pattern change start process (step S275), the main control device 210 ends the special pattern hit / miss judgment process (FIGS. 8 to 12).
[0114] Returning to the explanation of Fig. 8, if the special symbol is being displayed in a variable manner (step S205: "YES"), the main control device 210 judges whether the variable time of the special symbol has elapsed (step S280). If the variable time of the special symbol has not elapsed (step S280: "NO"), the main control device 210 ends the special symbol hit / miss judgment process (Figs. 8 to 12).
[0115] If the special symbol variation time has elapsed (step S280: "YES"), the main control device 210 executes a determined symbol display process (step S285). In the determined symbol display process (step S285), the main control device 210 ends the variable display of the special symbol on the special symbol display device, and displays the determined symbol of the special symbol on the special symbol display device. Furthermore, the main control device 210 transmits a symbol determination command to the sub-integrated control device 220 to instruct the determined display of the performance symbol. After executing the determined symbol display process (step S285), the main control device 210 ends the special symbol hit / miss judgment process (FIGS. 8 to 12).
[0116] 10, when the special symbol is being displayed as a confirmed symbol (step S210 "YES"), the main control device 210 judges whether the duration of the confirmed display of the special symbol has ended (step S290). When the duration of the confirmed display of the special symbol has not ended (step S290: "NO"), the main control device 210 ends the special symbol hit / miss judgment process (FIGS. 8 to 12).
[0117] If the duration of the fixed display of the special symbol has ended (step S290: "YES"), the main control device 210 ends the fixed display of the special symbol (step S295). After that, the main control device 210 determines whether the fixed special symbol is a jackpot symbol (step S300).
[0118] If the special symbol that was displayed as confirmed is a big win symbol (step S300: "YES"), the main control device 210 judges whether the probability variable flag Fk is a value of "1" (step S302). If the probability variable flag Fk is a value of "1" (step S302: "YES"), the main control device 210 resets the probability variable flag Fk to a value of "0" (step S304).
[0119] When the probability variable flag Fk is the value "0" (step S302: "NO"), or after resetting the probability variable flag Fk to the value "0" (step S304), the main control device 210 judges whether the a-time-saving flag Fa is the value "1" (step S306). When the a-time-saving flag Fa is the value "1" (step S306: "YES"), the main control device 210 resets the a-time-saving flag Fa to the value "0" (step S308).
[0120] The a-time-saving flag Fa is a flag that controls the a-time-saving game. The a-time-saving flag Fa with a value of "0" indicates a control state in which the a-time-saving game is not executed. The a-time-saving flag Fa with a value of "1" indicates a control state in which the a-time-saving game is executed. The a-time-saving flag Fa is set to an initial value of "0" in the initial setting process (step S20) of the main routine (FIG. 5), and is set to a value of "0" or a value of "1" depending on the type of jackpot pattern when the jackpot game is ended.
[0121] When the a-time-shortening flag Fa is set to "0" (step S306: "NO"), or after resetting the a-time-shortening flag Fa to "0" (step S308), the main control device 210 determines whether the b-time-shortening flag Fb is set to "1" (step S312). When the b-time-shortening flag Fb is set to "1" (step S312: "YES"), the main control device 210 resets the b-time-shortening flag Fb to "0" (step S314).
[0122] The b time-saving flag Fb is a flag that controls the b time-saving game. The b time-saving flag Fb with a value of "0" indicates a control state in which the b time-saving game is not executed. The b time-saving flag Fb with a value of "1" indicates a control state in which the b time-saving game is executed. The b time-saving flag Fb is set to an initial value of "0" in the initial setting process (step S20) of the main routine (FIG. 5), and is set to a value of "1" when the special pattern has been missed a predetermined number of times (950 times in this embodiment).
[0123] When the b time-saving flag Fb is set to "0" (step S312: "NO"), or after resetting the b time-saving flag Fb to "0" (step S314), the main control device 210 judges whether the c time-saving flag Fc is set to "1" (step S316). When the c time-saving flag Fc is set to "1" (step S316: "YES"), the main control device 210 resets the c time-saving flag Fc to "0" (step S318).
[0124] The c time-saving flag Fc is a flag that controls the c time-saving game. The c time-saving flag Fc with a value of "0" indicates a control state in which the c time-saving game is not executed. The c time-saving flag Fc with a value of "1" indicates a control state in which the c time-saving game is executed. The c time-saving flag Fc is set to an initial value of "0" in the initial setting process (step S20) of the main routine (FIG. 5), and is set to a value of "1" when the time-saving game is won in the lottery for the special pattern.
[0125] When the c time-saving flag Fc is set to the value "0" (step S316: "NO"), or after resetting the c time-saving flag Fc to the value "0" (step S318), the main control device 210 determines whether the arrival flag Ft is set to the value "1" (step S320). When the arrival flag Ft is set to the value "1" (step S320: "YES"), the main control device 210 resets the arrival flag Ft to the value "0" (step S322).
[0126] If the arrival flag Ft is equal to the value "0" (step S320: "NO"), or after resetting the arrival flag Ft to the value "0" (step S322), the main control device 210 resets the arrival counter Ct to its initial value (in this embodiment, the value "950") (step S325).
[0127] After resetting the arrival counter Ct (step S325), the main control device 210 executes a condition device operation start process (step S332), a role continuous operation device operation start process (step S334), and a big win start performance process (step S336). In the big win start performance process (step S336), the main control device 210 starts a big win game by transmitting various commands that realize the big win game to the sub integrated control device 220. After executing these processes (steps S332, S334, S336), the main control device 210 ends the special symbol hit / miss determination process (FIGS. 8 to 12).
[0128] Moving on to the explanation of Figure 11, if the special pattern displayed as confirmed is not a jackpot pattern (step S300: "NO"), in other words, if the special pattern displayed as confirmed is a losing pattern or a time-saving winning pattern, the main control unit 210 determines whether the special pattern flag Fk is equal to the value "1", in other words, whether the special pattern is in special pattern or not (step S340). If the probability variable flag Fk is the value "1" (step S340: "YES"), the main control device 210 decrements the probability variable counter Ck (step S342). The probability variable counter Ck is a counter that indicates the remaining number of times that the lottery for the special symbol that can be executed in the probability variable mode can be performed. After decrementing the probability variable counter Ck (step S342), the main control device 210 judges whether the probability variable counter Ck is the value "0" (step S344). If the probability variable counter Ck is the value "0" (step S344: "YES"), the probability variable flag Fk is reset to the value "0" (step S346).
[0129] If the special rate flag Fk is the value "0" (step S340: "NO"), if the special rate counter Ck is not the value "0" (step S344: "NO"), or after resetting the special rate flag Fk to the value "0" (step S346), the main control device 210 determines whether the a time-saving flag Fa is the value "1", in other words, whether the a time-saving period is in progress (step S350).
[0130] If the a-time-saving flag Fa is the value "1" (step S350: "YES"), the main control device 210 decrements the a-time-saving counter Ca (step S352). The a-time-saving counter Ca is a counter that indicates the remaining number of times that the lottery for the special symbol that can be executed in the a-time-saving game can be performed. After decrementing the a-time-saving counter Ca (step S352), the main control device 210 judges whether the a-time-saving counter Ca is the value "0" (step S354). If the a-time-saving counter Ca is the value "0" (step S354: "YES"), the main control device 210 resets the a-time-saving flag Fa to the value "0" (step S356).
[0131] When the a time-saving flag Fa is the value "0" (step S350: "NO"), the main control device 210 judges whether the b time-saving flag Fb is the value "1", in other words, whether the b time-saving is in progress (step S360). When the b time-saving flag Fb is the value "1" (step S360: "YES"), the main control device 210 decrements the b time-saving counter Cb (step S362). The b time-saving counter Cb is a counter that indicates the remaining number of times that the lottery for the special symbol that can be executed in the b time-saving game is performed. After decrementing the b time-saving counter Cb (step S362), the main control device 210 judges whether the b time-saving counter Cb is the value "0" (step S364). When the b time-saving counter Cb is the value "0" (step S364: "YES"), the main control device 210 resets the b time-saving flag Fb to the value "0" (step S366).
[0132] When the b time-saving flag Fb has a value of "0" (step S360: "NO"), the main control device 210 determines whether the c time-saving flag Fc has a value of "1", in other words, whether the c time-saving period is in progress (step S370). If the c time-saving flag Fc is the value "1" (step S370: "YES"), the main control device 210 decrements the c time-saving counter Cc (step S372). The c time-saving counter Cc is a counter that indicates the remaining number of times that the lottery for the special symbol that can be executed in the c time-saving game can be performed. After decrementing the c time-saving counter Cc (step S372), the main control device 210 judges whether the c time-saving counter Cc is the value "0" (step S374). If the c time-saving counter Cc is the value "0" (step S374: "YES"), the main control device 210 resets the c time-saving flag Fc to the value "0" (step S376).
[0133] 12, if the c time-saving flag Fc is set to "0" (step S370: "NO"), the main control device 210 judges whether the special symbol displayed as confirmed is a time-saving winning symbol (step S377). If the special symbol displayed as confirmed is a time-saving winning symbol (step S377: "YES"), the main control device 210 sets the c time-saving flag Fc to "1" (step S378). After that, the main control device 210 executes a c time-saving counter setting process (step S379). In the c time-saving counter setting process (step S379), the main control device 210 sets a value (in this embodiment, a value of "300") indicating the maximum number of times to execute a lottery for a special symbol in a c time-saving game to the c time-saving counter Cc.
[0134] When the b-time-saving counter Cb is not equal to "0" (step S364: "NO"), or after resetting the b-time-saving flag Fb to "0" (step S366), the main controller 210 decrements the reach counter Ct (step S380).
[0135] When the c time-saving counter Cc is not equal to "0" (step S374: "NO"), or after resetting the c time-saving flag Fc to "0" (step S376), the main controller 210 decrements the reach counter Ct (step S380).
[0136] If the special symbol is not a time-saving winning symbol (step S377: "NO"), or after executing the c time-saving counter setting process (step S379), the main control device 210 decrements the reach counter Ct (step S380).
[0137] After decrementing the reaching counter Ct (step S380), main control device 210 determines whether the reaching counter Ct is equal to the value "0" (step S381). In this embodiment, after the b time-saving game is once granted, the b time-saving game is not granted again unless a jackpot game is played. Therefore, the main control device 210 does not determine that the reaching counter Ct is a value of "0" if a jackpot game is not played after the b time-saving game. If the reaching counter Ct is a value of "0" (step S381: "YES"), the main control device 210 resets the reaching counter Ct to an initial value (in this embodiment, a value of "950") (step S383). After resetting the reaching counter Ct, the main control device 210 determines whether any time-saving game is being set (step S385).
[0138] If the time-saving game is not in progress (step S385: "NO"), the main control device 210 sets the b time-saving flag Fb to a value of "1" (step S386). After that, the main control device 210 executes a b time-saving counter setting process (step S388). In the b time-saving counter setting process (step S388), the main control device 210 sets the b time-saving counter Cb to a value (in this embodiment, the value "1000") indicating the maximum number of times to execute the lottery for the special symbol in the b time-saving game.
[0139] When the a-time-saving counter Ca is not equal to "0" (step S354: "NO"), or after resetting the a-time-saving flag Fa to "0" (step S356), the main control device 210 executes a state designation command transmission process (step S390). In addition, if the arrival counter Ct is not the value "0" (step S381: "NO"), if the time-saving game is in progress (step S385: "YES"), or after executing the b time-saving counter setting process (step S388), the main control device 210 executes a state designation command transmission process (step S390). In the state designation command transmission process (step S390), the main control device 210 transmits a state designation command that designates the game state to the sub-integrated control device 220. After executing the state designation command transmission process (step S390), the main control device 210 ends the special chart hit / miss judgment process (FIGS. 8 to 12).
[0140] 13, 14, and 15 are flow charts showing the jackpot game processing executed by the main control device 210. The jackpot game processing (FIGS. 13 to 15) is one of the subroutines executed in the special game processing (S56) of the main routine (FIG. 5), and is a process for controlling the jackpot game.
[0141] After starting the big win game process (FIGS. 13 to 15), the main control device 210 judges whether the accessory continuous operation device is in operation, in other words, whether the big win game is being executed (step S400). If the accessory continuous operation device is not in operation (step S400: "NO"), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0142] If the accessory continuous operation device is in operation (step S400: "YES"), the main control device 210 judges whether the large prize opening 460 is being opened (step S405). If the large prize opening 460 is not being opened (step S405: "NO"), the main control device 210 judges whether an interval is being held in which the large prize opening 460 is closed between each round of the large prize game (step S410). If there is no interval (step S410: "NO"), the main control device 210 judges whether a large prize end performance is being executed when the large prize game is ended (step S415).
[0143] If the big win end performance is not being executed (step S415: "NO"), the main control device 210 judges whether the performance time for executing the big win start performance has elapsed (step S420). If the performance time for the big win start performance has not elapsed (step S420: "NO"), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0144] If the performance time of the big win start performance has elapsed (step S420: "YES"), the main control device 210 executes the big win opening process (step S425). In the big win opening process (step S425), the main control device 210 outputs an opening signal to the big win opening solenoid 460d to open the big win opening 460. After executing the big win opening process (step S425), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0145] 14, if the large prize opening 460 is being opened (step S405: "YES"), the main control device 210 judges whether the number of game balls that have entered the large prize opening 460 has reached 10 (step S430). If the number of game balls that have entered the large prize opening 460 has not reached 10 (step S430: "NO"), the main control device 210 judges whether the opening time for opening the large prize opening 460 has elapsed (step S435). If the opening time for the large prize opening 460 has not elapsed (step S435: "NO"), the main control device 210 ends the large prize game process (FIGS. 13 to 15).
[0146] If the number of game balls that have entered the special prize opening 460 reaches 10 (step S430: "YES"), or if the opening time of the special prize opening 460 has elapsed (step S435: "YES"), the main control device 210 executes a special prize opening closing process (step S440). In the special prize opening closing process (step S440), the main control device 210 closes the special prize opening 460 by outputting a closing signal to the special prize opening solenoid 460d. After executing the big win opening closing process (step S440), the main control device 210 executes the big win interval process (step S445). In the big win interval process (step S445), the main control device 210 sets an interval for closing the big win opening 460 between each round of the big win game. After executing the big win interval process (step S445), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0147] If the interval for closing the big win opening 460 between each round of the big win game is in progress (step S410: "YES"), the main control device 210 judges whether or not the interval time for continuing the interval in the big win game has elapsed (step S450). If the interval time has not elapsed (step S450: "NO"), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0148] If the interval time has elapsed (step S450: "YES"), the main control device 210 judges whether the final round in the big win game has ended (step S455). If the final round has not ended (step S455: "NO"), the main control device 210 executes the big win opening process (step S465). In the special prize opening process (step S465), the main control device 210 outputs an opening signal to the special prize opening solenoid 460d to open the special prize opening 460. After executing the special prize opening process (step S465), the main control device 210 executes the special prize opening process (FIGS. 13 to 15). Exit.
[0149] If the final round has ended (step S455: "YES"), the main control device 210 executes the big win end performance process (step S460). In the big win end performance process (step S460), the main control device 210 instructs the sub integrated control device 220 to execute the big win end performance. After executing the big win end performance process (step S460), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0150] 15, if the big win end performance is being executed (step S415: "YES"), the main control device 210 judges whether the performance time for executing the big win end performance has elapsed (step S470). If the performance time for the big win end performance has not elapsed (step S470: "NO"), the main control device 210 ends the big win game process (FIGS. 13 to 15).
[0151] If the performance time for the big win end performance has elapsed (step S470: "YES"), the main control device 210 executes a process to stop the operation of the continuous operation device of the role object (step S472) and a process to stop the operation of the condition device (step S474). After that, the main control device 210 executes a process to set a probability variable flag (step S480). In the process to set a probability variable flag (step S480), the main control device 210 judges whether or not to switch to a probability variable mode after a big win game. When transitioning to the probability variable mode, the main control device 210 sets the probability variable flag Fk to a value of "1." When transitioning not to the probability variable mode, the main control device 210 sets the probability variable flag Fk to a value of "0."
[0152] After executing the high probability flag setting process (step S480), the main control device 210 executes the high probability counter setting process (step S485). In the high probability counter setting process (step S485), the main control device 210 sets the high probability counter Ck. When transitioning to the high probability mode, the main control device 210 sets the high probability counter Ck to a value (in this embodiment, the value "150") indicating the maximum number of times to execute the lottery for special symbols in the high probability mode. When not transitioning to the high probability mode, the main control device 210 sets the high probability counter Ck to the value "0".
[0153] After executing the probability change counter setting process (step S485), the main control device 210 executes the a time-shortening flag setting process (step S490). In the a time-shortening flag setting process (step S490), the main control device 210 judges whether or not to transition to the a time-shortening game after the big win game. If transitioning to the a time-shortening game, the main control device 210 sets the a time-shortening flag Fa to a value of "1". If transitioning not to the a time-shortening game, the main control device 210 sets the a time-shortening flag Fa to a value of "0".
[0154] After executing the a-time-saving flag setting process (step S490), the main control device 210 executes an a-time-saving counter setting process (step S495). In the a-time-saving counter setting process (step S495), the main control device 210 sets the a-time-saving counter Ca. When transitioning to the a-time-saving game, the main control device 210 sets the a-time-saving counter Ca to a value (in this embodiment, the value "100") indicating the maximum number of times to execute the lottery for the special symbol in the a-time-saving game. When the game does not shift to the a-time-shortened game, the main control device 210 sets the a-time-shortened counter Ca to the value "0".
[0155] After executing the time-saving counter setting process (step S495), the main control device 210 sets the arrival flag Ft to a value of "1" (step S500). After that, the main control device 210 resets the arrival counter Ct to an initial value (in this embodiment, the value "950") (step S505).
[0156] After that, the main control device 210 executes a big win end command transmission process (step S510). In the big win end command transmission process (step S510), the main control device 210 transmits a big win end command to the sub integrated control device 220 to instruct the end of the performance related to the big win game.
[0157] After executing the jackpot end command transmission process (step S510), the main control device 210 executes a state designation command transmission process (step S520). In the state designation command transmission process (step S520), the main control device 210 transmits a state designation command that designates a game state to the sub integrated control device 220. After executing the state designation command transmission process (step S520), the main control device 210 ends the jackpot game process (FIGS. 13 to 15).
[0158] 16 and 17 are flowcharts showing the normal symbol win / loss determination process executed by the main control device 210. The normal symbol win / loss determination process (FIGS. 16 and 17) is one of the subroutines executed in the win / loss determination process (S52) of the main routine (FIG. 5), and is a process for determining whether the normal symbol is a win or loss.
[0159] After starting the normal winning / loosening process (FIGS. 16 and 17), the main control device 210 judges whether the normal electric role 440 is in operation (step S600). If the normal electric role 440 is in operation (step S600: "YES"), the main control device 210 ends the normal winning / loosening process (FIGS. 16 and 17).
[0160] If the normal electric role 440 is not in operation (step S600: "NO"), the main control device 210 determines whether or not the normal symbol is being displayed in a variable manner (step S605).
[0161] If the normal symbol is not being displayed variably (step S605: "NO"), the main control device 210 determines whether the normal symbol is being displayed in a fixed state (step S610).
[0162] If the normal symbol is not being displayed (step S610 "NO"), the main control device 210 judges whether or not there is a reserved memory of the normal symbol (step S615). If there is no reserved memory of the normal symbol (step S615: "NO"), the main control device 210 ends the normal symbol hit / miss judgment process (FIGS. 16, 17).
[0163] If there is a reserved memory of a normal symbol (step S615: "YES"), the main control device 210 reads out the oldest reserved memory among the reserved memories of the normal symbol and deletes the information from the reserved memory (step S620). After that, the main control device 210 judges whether a probability variable game or a time-saving game is being executed (step S625).
[0164] If a special rate game or a time-limited game is being played (step S625: "YES"), the main control device 210 determines whether the random number for determining a win read from the reserved memory is a winning value or not by referring to a high-probability normal win / loss determination table (high probability table) (step S630).
[0165] If a special bonus game or a time-limited game is not being played (step S625: "NO"), the main control device 210 determines whether the random number for determining a win read from the reserved memory is a winning value or not by referring to a low-probability normal win / loss determination table (low probability table) (step S635).
[0166] Moving on to the explanation of Figure 17, after determining whether the random number for determining a win read from the reserved memory is a win value (steps S630, S635), the main control device 210 determines whether the determination result of the random number for determining a win is a win (step S640).
[0167] If the result of the random number for winning judgment is a winning (step S640: "YES"), the main control device 210 determines the winning symbol based on the random number for determining the normal symbol read from the reserved memory (step S645). After that, the main control device 210 determines the winning variation pattern of the normal symbol based on the random number for determining the normal symbol and the random number for determining the normal symbol variation pattern, as well as the probability variable flag Fk, the a time-saving flag Fa, the b time-saving flag Fb, and the c time-saving flag Fc (step S650). After that, the main control device 210 executes a winning setting process (step S655). In the winning setting process (step S655), the main control device 210 sets various parameters (for example, the opening pattern of the normal electric role object 440) that control the winning game.
[0168] If the result of the determination of the random number for determining a win is not a win (step S640: "NO"), in other words, if the result of the determination of the random number for determining a win is a miss, the main control unit 210 determines a miss pattern based on the random number for determining a normal pattern read from the reserved memory (step S662).
[0169] After determining the losing symbol (step S662), the main control device 210 executes a losing fluctuation pattern determination process (step S668). In the losing fluctuation pattern determination process (step S668), the main control device 210 determines the losing fluctuation pattern of the special symbol based on the random number for determining the normal symbol and the random number for determining the normal symbol fluctuation pattern, as well as the probability variable flag Fk, the a time-saving flag Fa, the b time-saving flag Fb, and the c time-saving flag Fc.
[0170] After executing the winning setting process (step S655) or the losing variation pattern determination process (step S668), the main control device 210 executes the normal pattern variation start process (step S675). In the normal pattern variation start process (step S675), the main control device 210 starts the normal pattern variation display on the normal pattern display device 471. After executing the normal pattern variation start process (step S675), the main control device 210 ends the normal pattern winning / losing determination process (FIGS. 16, 17).
[0171] Returning to the explanation of Fig. 16, if the normal symbol is being displayed in a variable manner (step S605: "YES"), the main control device 210 judges whether the variable time of the normal symbol has elapsed (step S680). If the variable time of the normal symbol has not elapsed (step S680: "NO"), the main control device 210 ends the normal symbol win / loss judgment process (Fig. 16, Fig. 17).
[0172] If the normal symbol variation time has elapsed (step S680: "YES"), the main control device 210 executes the confirmed symbol display process (step S685). In the confirmed symbol display process (step S685), the main control device 210 ends the normal symbol variation display on the normal symbol display device 471, and displays the confirmed normal symbol on the normal symbol display device 471. After executing the confirmed symbol display process (step S685), the main control device 210 ends the normal symbol win / loss determination process (FIGS. 16, 17).
[0173] 17, when the normal symbol is being displayed as a confirmed symbol (step S610 "YES"), the main control device 210 judges whether the duration of the confirmed display of the normal symbol has ended (step S690). If the duration of the confirmed display of the normal symbol has not ended (step S690: "NO"), the main control device 210 ends the normal symbol win / loss judgment process (FIGS. 16, 17).
[0174] If the duration of the confirmation display of the normal symbol has ended (step S690: "YES"), the main control device 210 ends the confirmation display of the normal symbol (step S692). After that, the main control device 210 judges whether the confirmed normal symbol is a winning symbol (step S694). If the confirmed normal symbol is not a winning symbol (step S694: "NO"), the main control device 210 ends the normal symbol winning / losing judgment process (FIGS. 16, 17).
[0175] If the normal symbol displayed as confirmed is a winning symbol (step S694: "YES"), the main control device 210 executes normal electric role operation start processing (step S696). In the normal electric role operation start processing (step S696), the main control device 210 sets the start of operation of the normal electric role 440. After executing the normal electric role operation start processing (step S696), the main control device 210 ends the normal symbol win / loss judgment processing (FIGS. 16, 17).
[0176] 18 and 19 are flowcharts showing the normal power operation process executed by the main control device 210. The normal power operation process (FIGS. 18 and 19) is one of the subroutines executed in the normal power operation process (S54) of the main routine (FIG. 5), and is a process for controlling the normal electric accessory 440.
[0177] After starting the normal power operation process (FIGS. 18 and 19), the main control device 210 judges whether the normal electric role 440 is operating (step S700). If the normal electric role 440 is not operating (step S700: "NO"), the main control device 210 ends the normal power operation process (FIGS. 18 and 19).
[0178] If the normal electric role 440 is in operation (step S700: "YES"), the main control device 210 judges whether the normal electric role 440 is being opened (step S702). If the normal electric role 440 is not being opened (step S702: "NO"), the main control device 210 judges whether the normal electric role 440 is in an interval for closing the normal electric role 440 when the normal electric role 440 is opened multiple times per hit (step S704). If it is not during the interval (step S704: "NO"), the main control device 210 executes the normal power release process (step S710). In the normal power release process (step S710), the main control device 210 outputs an open signal to the normal power role solenoid 440d to release the normal electric role 440. After executing the normal power release process (step S710), the main control device 210 ends the normal power operation process (FIGS. 18, 19).
[0179] 19, if the normal electric role 440 is being opened (step S702: "YES"), the main control device 210 judges whether the number of game balls that have won the normal electric role 440 has reached 10 (step S720). If the number of game balls that have won the normal electric role 440 has not reached 10 (step S720: "NO"), the main control device 210 judges whether the opening time for opening the normal electric role 440 has elapsed (step S725). If the opening time for the normal electric role 440 has not elapsed (step S725: "NO"), the main control device 210 ends the normal power operation process (FIGS. 18, 19).
[0180] If the number of winning game balls in the normal electric role 440 reaches 10 (step S720: "YES"), or if the opening time of the normal electric role 440 has elapsed (step S725: "YES"), the main control device 210 executes a normal power closing process (step S730). In the normal power closing process (step S730), the main control device 210 closes the normal electric role 440 by outputting a closing signal to the normal electric role solenoid 440d.
[0181] After executing the normal power closing process (step S730), the main control device 210 judges whether the final opening has been completed in the current operation of the normal electric feature 440 (step S735). If the final opening has been completed (step S735: "YES"), the main control device 210 executes normal power operation end process (step S740). In the normal power operation end process (step S740), the main control device 210 sets the end of operation of the normal electric feature 440. After executing the normal power operation end process (step S740), the main control device 210 ends the normal power operation process (FIGS. 18, 19).
[0182] If the final opening has not been completed (step S735: "NO"), the main control device 210 executes normal power interval processing (step S750). In the normal power interval processing (step S750), the main control device 210 sets an interval for closing the normal electric feature 440. After executing the normal power interval processing (step S750), the main control device 210 ends the normal power operation processing (FIGS. 18 and 19).
[0183] If it is during the interval (step S704: "YES"), the main control device 210 judges whether the interval time for continuing the interval for closing the normal electric role 440 has elapsed (step S760). If the interval time has not elapsed (step S760: "NO"), the main control device 210 ends the normal electric operation process (FIGS. 18, 19).
[0184] If the interval time has elapsed (step S760: "YES"), the main control device 210 executes a normal power release process (step S770). In the normal power release process (step S770), the main control device 210 outputs an open signal to the normal power role solenoid 440d to release the normal electric role 440. After executing the normal power release process (step S770), the main control device 210 ends the normal power operation process (FIGS. 18 and 19).
[0185] FIG. 20 is a block diagram showing a detailed configuration mainly including the main control device 210 and the sub integrated control device 220. The main control device 210 includes a win / loss determination means 212, a special game means 214, a probability change game means 215, an a time-saving game means 216, a b time-saving game means 217, and a c time-saving game means 218 as configurations related to the control of game progress. The win / loss determination means 212 of the main control device 210 includes a first win / loss determination means 212a and a second win / loss determination means 212b. The main control device 210 includes a command output means 219 as configurations related to the control of performance. Each configuration of the main control device 210 is realized in software based on a computer program. In another embodiment, at least a part of the various means of the main control device 210 may be realized in hardware based on a circuit configuration.
[0186] The first winning / losing determination means 212a executes a first winning / losing determination, which is a winning / losing determination regarding the first special symbol, based on the ball entering the first starting hole 451. The first winning / losing determination means 212a is a means for executing a winning / losing determination regarding the first special symbol (steps S230 and S235 in FIG. 8) in the special symbol winning / losing determination process. The first special symbol display device 473 is a result display means for displaying a specific result based on the establishment of a specific condition, and displays a specific result (first special symbol indicating a lottery result) based on the establishment of a specific condition in the winning / losing determination of the first special symbol.
[0187] The second winning / losing determination means 212b executes a second winning / losing determination, which is a winning / losing determination regarding the second special symbol, based on the ball entering the second starting hole 452. The second winning / losing determination means 212b is a means for executing a winning / losing determination regarding the second special symbol (steps S230 and S235 in FIG. 8) in the special symbol winning / losing determination process. The second special symbol display device 475 is a result display means for displaying a specific result based on the establishment of a specific condition, and displays a specific result (a second special symbol indicating a lottery result) based on the establishment of a specific condition in the winning / losing determination of the second special symbol.
[0188] When the special symbol is judged to be a big win, the special game means 214 of the main control device 210 opens the big prize winning port 460 to execute a big win game (special game) that is more advantageous to the player than the normal game. The special game means 214 is a means for executing a big win game process (FIGS. 13, 14, and 15). In this way, the special game means 214 functions as a state transition means for transitioning to a specific state (big win game) following the display of a specific result (big win symbol).
[0189] The special-chance game means 215 of the main control device 210 is a means for setting a special-chance game as one of the easy-to-enter ball-scoring means for setting an easy-to-enter ball-scoring state (electric support) in which it is easier to score a ball into the second starting hole 452 than in normal play. The special bonus game mode is a game mode in which the probability of winning the special symbol is set higher than in normal game mode in an easy ball entry state (electric support) in which it is easier to enter the second starting hole 452 than in normal game mode. When the jackpot pattern that caused the jackpot game is a specific jackpot pattern, the probability variable game means 215 starts the probability variable game following the end of the jackpot game. After starting the probability variable game, the probability variable game means 215 continues the probability variable game until a win is determined by the hit / miss judgment of the special pattern, or until the number of times the hit / miss judgment of the special pattern is performed reaches a predetermined number of times (150 times in this embodiment). The probability variable game means 215 is a means for executing the probability variable flag setting process (step S480 in FIG. 15) and the probability variable counter setting process (step S485 in FIG. 15) in the big win game process. The probability variation game means 215 is a means for executing a judgment process (step S630 in FIG. 16) using a high probability table in a normal winning / losing judgment process. The probability variable play means 215 is a means for executing a judgment process by the probability variable table (step S230 in FIG. 8), a reset process of the probability variable flag Fk (step S304 in FIG. 10), and an update process of the probability variable flag Fk and the probability variable counter Ck (steps S340 to S346 in FIG. 11) in the special symbol winning / losing judgment process. In this way, the probability variable play means 215 functions as a state transition means for transitioning to a specific state (probability variable play) following the display of a specific result (a specific jackpot winning symbol with a probability variable).
[0190] The time-saving game means 216 of the main control device 210 is a time-saving execution means for setting the time-saving game (first bonus game) after the big win game (special game) is finished as one of the ball entry facilitating means. The time-saving game is a game state in which the probability of winning the special symbol win judgment is set to a low probability (normal probability) in normal game, and the ball entry into the second starting hole 452 is set to be easier than in normal game. The time-saving game means 216 starts the time-saving game after the end of the jackpot game based on a predetermined condition. In this embodiment, the time-saving game means 216 starts the time-saving game after the end of the jackpot game based on a specific type of jackpot pattern different from the type that starts the probability mode. After starting the a time-saving play, the a time-saving play means 216 continues the a time-saving play until a win is determined in the judgment of whether the special pattern is a winner or until the number of times the judgment of whether the special pattern is a winner or loser reaches a predetermined number of times (100 times in this embodiment). The a time-saving gaming means 216 is a means for executing a time-saving flag setting process (step S490 in FIG. 15) and a time-saving counter setting process (step S495 in FIG. 15) in the big win gaming process. The time-saving gaming means 216 is a means for executing a judgment process (step S630 in FIG. 16) using a high probability table in the normal winning / losing judgment process. The a time-saving game means 216 is a means for executing a judgment process by a normal table (step S235 in FIG. 8), a reset process of the a time-saving flag Fa (step S308 in FIG. 10), and an update process of the a time-saving flag Fa and the a time-saving counter Ca (steps S350 to S356 in FIG. 11) in the special symbol winning / losing judgment process. In this way, the a time-saving game means 216 functions as a state transition means for transitioning to a specific state (a time-saving game) following the display of a specific result (jackpot winning symbol).
[0191] The b time-saving game means 217 of the main control device 210 is a time-saving execution means for setting the b time-saving game (second bonus game) as one of the ball entry easy means. The b time-saving game is a game state in which the winning probability of the special symbol winning judgment is set to a low probability (normal probability) in the normal game, and the ball entry into the second starting hole 452 is set to be easier than in the normal game. The b time-saving game means 217 starts the b time-saving game when the number of consecutive determinations Nh reaches the number of activations Ns (950 times in this embodiment). After starting the b time-saving play, the b time-saving play means 217 continues the b time-saving play until a win is determined in the judgment of whether the special pattern is a winner or until the number of times the judgment of whether the special pattern is a winner or loser reaches a predetermined number of times (1,000 times in this embodiment). The b time-saving game means 217 is a means for executing the setting process of the b time-saving flag Fb and the b time-saving counter Cb (steps S386 and S388 in FIG. 12), the judgment process by the normal table (step S235 in FIG. 8), the reset process of the b time-saving flag Fb (step S314 in FIG. 10), and the update process of the b time-saving flag Fb and the b time-saving counter Cb (steps S360 to S366 in FIG. 11) in the special symbol hit / miss judgment process. In this way, the b time-saving game means 217 functions as a state transition means for transitioning to a specific state (b time-saving game) following the display of a specific result (a losing symbol with the activation count Ns).
[0192] The c time-saving game means 218 of the main control device 210 is a time-saving execution means for setting the c time-saving game (third bonus game) as one of the ball entry facilitating means when the time-saving is won in the hit / miss judgment of the special symbol (second condition). The c time-saving game is a game state in which the winning probability of the hit / miss judgment of the special symbol is set to a low probability (normal probability) in the normal game, and the ball entry into the second starting hole 452 is set to be easier than in the normal game. The c time-saving game means 218 starts the c time-saving game after the time-saving is won in the judgment of the winning or losing of the special pattern. After starting the c time-saving play, the c time-saving play means 218 continues the c time-saving play until a win is determined in the judgment of whether the special pattern is a winner or until the number of times the judgment of whether the special pattern is a winner or loser has reached a predetermined number of times (300 times in this embodiment). The c time-saving game means 218 is a means for executing the setting process of the c time-saving flag Fc and the c time-saving counter Cc (steps S378 and S379 in FIG. 12), the judgment process by the normal table (step S235 in FIG. 8), the reset process of the c time-saving flag Fc (step S318 in FIG. 10), and the update process of the c time-saving flag Fc and the c time-saving counter Cc (steps S370 to S376 in FIG. 11) in the special symbol winning / losing judgment process. In this way, the c time-saving game means 218 functions as a state transition means for transitioning to a specific state (c time-saving game) following the display of a specific result (time-saving winning symbol).
[0193] The command output means 219 of the main control device 210 outputs a command including information related to the performance control to the sub-integrated control device 220. In this embodiment, the command output means 219 outputs a command including information related to the performance control to the sub-integrated control device 220 in the special pattern reservation number command transmission process (step S120 in FIG. 6), the regular pattern reservation number command transmission process (step S170 in FIG. 7), reservation information transmission process (step S270 in FIG. 9), special pattern variation start process (step S275 in FIG. 9), confirmed pattern display process (step S285 in FIG. 8), big win start performance process (step S336 in FIG. 10), state designation command transmission process (step S390 in FIG. 12), big win end command transmission process (step S510 in FIG. 15), state designation command transmission process (step S520 in FIG. 15), etc.
[0194] The sub-integrated control device 220 includes a performance control means 222. Each component of the sub-integrated control device 220 is realized in software based on a computer program. In another embodiment, at least a part of the various means of the sub-integrated control device 220 may be realized in hardware based on a circuit configuration.
[0195] The performance execution means 222 of the sub integrated control device 220 executes various performances by controlling the performance pattern display device 480 through the performance pattern control device 230 based on commands from the main control device 210. The performance execution means 222 is configured to be able to execute various performances by controlling at least one of the illuminations 134, the illuminations 414, and the speaker 136 in addition to the performance pattern display device 480.
[0196] The effects executed by the effect execution means 222 include advance notice effects that suggest the possibility that the game state will transition to a specific state (for example, a big win game, a probability change game, a time-saving game, etc.). The advance notice effects include a first advance notice effect, a second advance notice effect, and a third advance notice effect. The first preview performance is a performance in which a first character string is displayed. The second preview performance is a performance in which the expectation of a transition to a specific state is set higher than that of the first preview performance, and a second character string having the same character structure as the first character string is displayed in a display manner that is different from the first character string in at least one of color, font, and size. The third preview performance is a performance in which the expectation of a transition to a specific state is set higher than that of the first preview performance, and a third character string having a different character structure from the first character string is displayed in a display manner that is the same as that of the second character string. The expectation of the third preview performance may be higher than, the same as, or lower than that of the second preview performance.
[0197] 21 is an explanatory diagram showing three types of line preview effects E11, E12, and E13. The line preview effects E11, E12, and E13 are preview effects that suggest the possibility of transitioning to a big win game (the possibility of winning a big win), and are executed in conjunction with the variable display of the performance symbols on the performance symbol display device 480. The dialogue preview performance E11 is the first preview performance. The dialogue preview performance E12 is the second preview performance. The dialogue preview performance E13 is the third preview performance. With respect to the expectation of transitioning to a jackpot game, the expectation of each of the dialogue preview performance E12 and the dialogue preview performance E13 is set higher than the expectation of the dialogue preview performance E11. The frequency with which the dialogue preview performance E11 is performed is higher than the frequency with which the dialogue preview performance E12 is performed, and the frequency with which the dialogue preview performance E12 is performed is higher than the dialogue preview performance E13.
[0198] FIG. 21(a) is an explanatory diagram showing a screen 511 during the dialogue preview performance E11. The screen 511 has a performance pattern display area 501 and a preview performance area 611. The performance pattern display area 501 of the screen 511 has, from the left, three performance pattern areas arranged horizontally, namely, a left performance pattern area 501a, a central performance pattern area 501b, and a right performance pattern area 501c. In these three performance pattern areas, a plurality of performance patterns are displayed in a variable manner in which they move in order, and then one of these performance patterns is displayed as a fixed pattern. The preview performance area 611 of the screen 511 is an area that displays the dialogue preview performance E11. The preview performance area 611 displays a character image CA1 and a first character string S11 as a dialogue preview performance E11. The character image CA1 is an image depicting the face of "Tatsukichi the Bear," an anthropomorphized bear. The first character string S11 is an image having the text “It's your chance!” The characters constituting the first character string S11 are displayed in black and Gothic font.
[0199] 21(b) is an explanatory diagram showing a screen 512 during the dialogue preview performance E12. The screen 512 includes a performance pattern display area 501 and a preview performance area 612. The performance pattern display area 501 of the screen 512 is the same as that of the screen 511. The preview performance area 612 of the screen 512 is an area that displays the line preview performance E12. The preview performance area 612 displays a character image CA1 and a second character string S12 as the line preview performance E12. The character image CA1 of the line preview performance E12 is the same as the line preview performance E11. The second character string S12 is an image having the same character string "It's your chance!" as the first character string S11 in the dialogue preview performance E11. Regarding the display mode of the characters constituting the second character string S12, the color is red different from that of the first character string S11, the font is Mincho font different from that of the first character string S11, and the size is larger than that of the first character string S11.
[0200] 21(c) is an explanatory diagram showing a screen 513 during the dialogue preview performance E13. The screen 513 includes a performance pattern display area 501 and a preview performance area 613. The performance pattern display area 501 of the screen 513 is the same as the screen 511. The preview performance area 613 of the screen 513 is an area that displays the line preview performance E13. The preview performance area 613 displays a character image CA1 and a third character string S13 as the line preview performance E13. The character image CA1 of the line preview performance E13 is the same as the line preview performance E11. The third character string S13 is an image having the character string "You can expect great things!", which is different from the first character string S11 in the line preview performance E11. The display mode of the characters constituting the third character string S13 is the same as that of the second character string S12.
[0201] According to the first embodiment described above, by comparing the dialogue preview performance E11 (first preview performance) and the dialogue preview performance E12 (second preview performance), which have the same character composition but different display modes, the player is made to recognize that the dialogue preview performance E12 has a higher expectation display mode, and then the dialogue preview performance E13 (third preview performance), which has a different character composition from the dialogue preview performances E11 and E12, is made to have the same display mode as the dialogue preview performance E12, so that the player can intuitively recognize that the dialogue preview performance E13 has a higher expectation than the dialogue preview performance E11, just like the dialogue preview performance E12. As a result, The excitement of the game can be further increased by the variety of preview effects that display the character strings S11, S12, and S13. In the above-described embodiment, the relationship between the display modes of character strings indicating lines in a line preview performance has been described. However, in other embodiments, rules similar to those in the above-described embodiment may be applied to the relationship between the display modes of character strings indicating the title (reach name) of a reach performance. In this case, the third preview performance may have a different character configuration from the first and second preview performances by displaying a subtitle in addition to the title of the reach performance. In this way, in the third preview performance, the player can intuitively understand that the display mode has a high expectation level by the subtitle that is not displayed in the first and second preview performances when recognizing the reach name. In other embodiments, the same rules as those in the above-mentioned embodiment may be applied to the relationship between the display mode of the character string (for example, a caption such as "If you can do ~, you will win") indicating that the jackpot will be reached if the target is achieved in the reach performance.
[0202] B. Second embodiment The pachinko gaming machine 10 of the second embodiment is similar to that of the first embodiment, except that a telop notice effect is implemented as the first to third notice effects.
[0203] 22 is an explanatory diagram showing three types of telop advance notice effects E21, E22, and E23 in the second embodiment. The telop advance notice effects E21, E22, and E23 are advance notice effects that suggest the possibility of transitioning to a jackpot game (possibility of winning a jackpot), and are executed in conjunction with the variable display of the effect symbols on the effect symbol display device 480. The caption preview performance E21 is the first preview performance. The caption preview performance E22 is the second preview performance. The caption preview performance E23 is the third preview performance. Regarding the expectation of transitioning to a jackpot game, the expectation of each of the caption preview performances E22 and E23 is set higher than the expectation of the caption preview performance E21. The frequency with which the caption preview performance E21 is performed is higher than the frequency with which the caption preview performance E22 is performed, and the frequency with which the caption preview performance E22 is performed is higher than the caption preview performance E23.
[0204] FIG. 22(a) is an explanatory diagram showing a screen 521 in which a caption preview performance E21 is being performed. The screen 521 includes a performance symbol display area 501 and a preview performance area 621. The performance symbol display area 501 of the screen 521 is the same as the performance symbol display area 501 of the first embodiment. The preview performance area 621 of the screen 521 is an area for displaying a caption preview performance E21. The preview performance area 621 displays a first character string S21 as the caption preview performance E21. The first character string S21 is an image with the character configuration "If this fluctuation results in a reach...". The characters that make up the first character string S21 are displayed in black and Gothic font.
[0205] FIG. 22(b) is an explanatory diagram showing a screen 522 in which a caption preview performance E22 is being performed. The screen 522 includes a performance pattern display area 501 and a preview performance area 622. The performance pattern display area 501 of the screen 522 is similar to that of the screen 521. The preview performance area 622 of the screen 522 is an area for displaying a caption preview performance E22. The preview performance area 622 displays a second character string S22 as a caption preview performance E22. The second character string S22 is an image having the same character configuration as the first character string S21, "If this fluctuation makes it a reach...". Regarding the display mode of the characters constituting the second character string S22, the color is gold, which is different from that of the first character string S21, the font is the same Gothic font as the first character string S21, and the size is larger than that of the first character string S21.
[0206] FIG. 22(c) is an explanatory diagram showing a screen 523 in which a caption preview performance E23 is being performed. The screen 523 includes a performance pattern display area 501 and a preview performance area 623. The performance pattern display area 501 of the screen 523 is similar to that of the screen 521. The preview performance area 623 of the screen 523 is an area for displaying a caption preview performance E23. The preview performance area 623 displays a third character string S23 as a caption preview performance E23. The third character string S23 is an image having a character configuration of "If it becomes a reach, it's a big hit!?" which is different from the first character string S21. The display mode of the characters that make up the third character string S23 is the same as that of the second character string S22.
[0207] According to the second embodiment described above, by comparing the caption preview performance E21 (first preview performance) and the caption preview performance E22 (second preview performance), which have the same character composition but different display modes, the player is made to recognize that the caption preview performance E22 is a display mode with a higher expectation, and then the caption preview performance E23 (third preview performance), which has a character composition different from the caption preview performances E21 and E22, is made to have the same display mode as the caption preview performance E22, so that the player can intuitively recognize that the caption preview performance E23 is an effect with a higher expectation than the caption preview performance E21, just like the caption preview performance E22. As a result, the excitement of the game can be further increased by the colorful preview effects that display the character strings S21, S22, and S23. In addition, the subtitle display is originally intended to assist the player in their game by explaining the game, introducing the effects, and indicating what will increase the player's expectations, etc., but by also providing the function of a preview effect as in the above-mentioned embodiment, the player can be made to feel a sense of anticipation about the display of the subtitle.
[0208] C. Third embodiment The pachinko gaming machine 10 of the third embodiment is similar to that of the first embodiment, except that the super reach performance is implemented as the first to third advance notice performances.
[0209] 23 is an explanatory diagram showing three types of super reach effects E31, E32, and E33 in the third embodiment. The super reach effects E31, E32, and E33 are advance notice effects that suggest the possibility of transition to a big win game (possibility of winning a big win), and are executed in conjunction with the variable display of the performance symbols on the performance symbol display device 480. The Super Reach performance E31 is the first advance notice performance. The Super Reach performance E32 is the second advance notice performance. The Super Reach performance E33 is the third advance notice performance. With regard to the expectation of transitioning to a jackpot game, the expectation of each of the Super Reach performance E32 and the Super Reach performance E33 is set higher than the expectation of the Super Reach performance E31. The frequency with which the Super Reach performance E31 is performed is higher than the frequency with which the Super Reach performance E32 is performed, and the frequency with which the Super Reach performance E32 is performed is higher than the Super Reach performance E33.
[0210] 23(a) is an explanatory diagram showing a screen 531 during the super reach effect E31. The screen 531 has an effect pattern display area 501. The effect pattern display area 501 of the screen 531 is the same as the effect pattern display area 501 of the first embodiment, except that it is displayed in a reduced size. Screen 531 displays the effect video VD3, a first character string S31, a character string S36, and a character string S37 as the super reach effect E31. The effect video VD3 is an animated video in which a karate practitioner attempts to destroy a rock. The character string S36 is an image showing the name (reach name) of the super reach effect E31. The character string S37 is an image showing a caption explaining the contents of the super reach effect E31. The first character string S31 is an image consisting of the characters "Let's go!" spoken by the karate practitioner in the effect video VD3. The characters constituting the first character string S31 are displayed in black and Gothic font.
[0211] FIG. 23(b) is an explanatory diagram showing a screen 532 in which the super reach effect E32 is being implemented. The screen 532 has the effect symbol display area 501, similar to the screen 531. The screen 532 displays the effect video VD3, the second character string S32, the character string S36, and the character string S37 as the super reach effect E32. The effect video VD3, the character string S36, and the character string S37 of the screen 532 are similar to those of the screen 531. The second character string S32 is an image having the same character composition as the first character string S31, "Let's go!", as a line spoken by the karate practitioner in the produced video VD3. Regarding the display mode of the characters constituting the second character string S32, the color is gold, which is different from that of the first character string S31, the font is the same Gothic font as the first character string S31, and the size is larger than that of the first character string S31.
[0212] 23(c) is an explanatory diagram showing a screen 533 during the super reach effect E33. The screen 533 includes the effect symbol display area 501, similar to the screen 531. Screen 533 displays, as super reach effect E33, effect video VD3, third character string S33, character string S36, and character string S37. The effect video VD3, character string S36, and character string S37 on screen 533 are the same as those on screen 531. The third character string S33 is an image having a character composition of "Let's do it!", which is different from the first character string S31, as a line uttered by the karate practitioner in effect video VD3. The display mode of the characters constituting the third character string S33 is the same as that of the second character string S32.
[0213] According to the third embodiment described above, by comparing the Super Reach performance E31 (first advance notice performance) and the Super Reach performance E32 (second advance notice performance), which have the same character composition but different display modes, the player is made to recognize that the Super Reach performance E32 has a higher expectation display mode, and then the Super Reach performance E33 (third advance notice performance), which has a different character composition from the Super Reach performances E31 and E32, is made to have a common display mode with the Super Reach performance E32, so that the player can intuitively recognize that the Super Reach performance E33 has a higher expectation than the Super Reach performance E31, just like the Super Reach performance E32. As a result, the interest in the game can be further improved by the colorful advance notice performances that display the character strings S31, S32, and S33. In a modification of this embodiment, the display mode of at least one of the character strings S36 and S37 in each preview performance may be changed in the same corresponding relationship as the character strings S31, S32, and S33. Furthermore, even if the display content is the same as a super reach, the degree of expectation can be made different depending on the words uttered by the character, so that multiple degrees of expectation can be suggested by the display content of a common super reach. Furthermore, if the character color is one that allows a typical player to easily intuitively grasp that the expectation level is relatively high (e.g., red, gold, rainbow colors, etc.), even a player with no prior knowledge of which character configurations have high expectations can recognize that the expectation level is relatively high.
[0214] D. Fourth embodiment The pachinko gaming machine 10 of the fourth embodiment is similar to that of the first embodiment, except that the pachinko gaming machine 10 performs the probability change notice performance during the jackpot as the first to third notice performances.
[0215] 24 is an explanatory diagram showing three types of probability variable notice performances E41, E42, and E43 in the fourth embodiment. The probability variable notice performances E41, E42, and E43 are notice performances that are performed during a jackpot game and suggest the possibility of transitioning to a probability variable game after the jackpot game, and are executed in the performance pattern display device 480 according to the progress of the jackpot game. The probability change notice performance E41 is the first notice performance. The probability change notice performance E42 is the second notice performance. The probability change notice performance E43 is the third notice performance. With respect to the expectation of shifting to the probability change game after the big win game, the expectation of each of the probability change notice performance E42 and the probability change notice performance E43 is set higher than the expectation of the probability change notice performance E41. The frequency with which the probability variable notice performance E41 is performed is higher than the frequency with which the probability variable notice performance E42 is performed, and the frequency with which the probability variable notice performance E42 is performed is higher than the probability variable notice performance E43.
[0216] 24(a) is an explanatory diagram showing a screen 541 during the probability change notice performance E41. The screen 541 has a performance symbol display area 501. The performance symbol display area 501 of the screen 541 is the same as the performance symbol display area 501 of the first embodiment, except that a combination of performance symbols indicating a big win is displayed in a reduced size. The screen 541 displays the performance video VD4, the first character string S41, and the character string S46 as the probability change notice performance E41. The performance video VD4 is an animated video in which an anthropomorphized cat tries karaoke. The character string S46 is an image showing the number of rounds of the big win game. The first character string S41 is an image with the text "If you sing until the next round, you will be promoted to the special chance" as a caption explaining the contents of the special chance notice performance E41. The characters that make up the first character string S41 are displayed in black and gothic font.
[0217] 24(b) is an explanatory diagram showing a screen 542 during the probability change notice performance E42. The screen 542 includes a performance symbol display area 501, similar to the screen 541. Screen 542 displays the effect video VD4, the second character string S42, and the character string S46 as the probability variable notice effect E42. The effect video VD4 and the character string S46 of screen 542 are the same as those of screen 541. The second character string S42 is an image having the same character configuration as the first character string S41, "If you sing until the next round, you will be promoted to probability variable," as a telop explaining the content of the probability variable notice effect E42. Regarding the display mode of the characters constituting the second string S42, the color is red which is different from that of the first string S41, the font is the same Gothic font as that of the first string S41, and the size is the same as that of the first string S31.
[0218] 24(c) is an explanatory diagram showing a screen 543 during the probability change notice performance E43. The screen 543 includes a performance symbol display area 501, similar to the screen 541. Screen 543 displays the performance video VD4, the third character string S43, and the character string S46 as the probability change notice performance E43. The performance video VD4 and the character string S46 of screen 543 are the same as those of screen 541. The third character string S43 is an image having a character configuration of "Let's sing until the next round aiming for the probability change promotion!!" different from the first character string S41 as a telop explaining the contents of the probability change notice performance E43. The display mode of the characters constituting the third character string S43 is the same as that of the second character string S42.
[0219] According to the fourth embodiment described above, by comparing the special chance event preview performance E41 (first preview performance) and the special chance event preview performance E42 (second preview performance), which have the same character composition but different display modes, the player is made to recognize that the special chance event preview performance E42 is a display mode with a higher expectation, and then by making the special chance event preview performance E43 (third preview performance), which has a character composition different from the special chance event preview performances E41 and E42, into a display mode common to the special chance event preview performance E42, the player can be made to intuitively recognize that the special chance event preview performance E43 is an performance with a higher expectation than the special chance event preview performance E41, just like the special chance event preview performance E42. As a result, the interest in the game can be further increased by the various preview effects that display the character strings S41, S42, and S43. In a modification of this embodiment, the display mode of the character string S46 in each preview effect may be changed in the same manner as the character strings S41, S42, and S43.
[0220] E. Fifth embodiment The fifth embodiment of the pachinko game machine 10 is similar to the first embodiment, except that instead of displaying the text in the second and third preview performances in the same manner, a special sound that is not output in the first and second preview performances is output in the third preview performance. In the fifth embodiment, the third preview performance is set with a higher expectation of transitioning to a jackpot game (specific state) than the first preview performance, and a third string having a different character composition from the first string is displayed, and a special sound that is not output in the first and second preview performances is output in conjunction with the display of the third string.
[0221] 25 is an explanatory diagram showing three types of line advance notice effects E51, E52, and E53 in the fifth embodiment. The line advance notice effects E51, E52, and E53 are advance notice effects that suggest the possibility of transitioning to a big win game, and are executed in conjunction with the variable display of the effect symbols in the effect symbol display device 480. The line preview performance E51 is the first preview performance. The line preview performance E52 is the second preview performance. The line preview performance E53 is the third preview performance. With respect to the expectation of transitioning to a jackpot game, the expectation of the line preview performance E52 and the line preview performance E53 is set higher than the expectation of the line preview performance E51. The line preview performance E51 is performed more frequently than the line preview performance E52, which is performed more frequently than the line preview performance E53.
[0222] 25(a) is an explanatory diagram showing a screen 551 during execution of the dialogue preview performance E51. The screen 551 includes a performance symbol display area 501, similar to the screen 511 of the first embodiment. The screen 551 includes a performance symbol display area 501 and a preview performance area 651. The performance symbol display area 501 of the screen 551 is similar to the screen 511 of the first embodiment. The preview performance area 651 of the screen 551 is an area that displays the dialogue preview performance E51. The preview performance area 651 displays a character image CA5 and a first character string S51 as a dialogue preview performance E51. The character image CA5 is an image depicting the face of "Tatsukichi the Bear," an anthropomorphized bear. The first character string S51 is an image with the characters "It's your chance!" The characters constituting the first character string S11 are displayed in black and gothic font. In the dialogue preview performance E51, the speaker 136 outputs a sound effect SE1 in accordance with the display of the first character string S51.
[0223] 25(b) is an explanatory diagram showing a screen 552 during the dialogue preview performance E52. The screen 552 includes a performance symbol display area 501 and a preview performance area 652. The effect pattern display area 501 of the screen 552 is the same as that of the screen 551. The preview effect area 652 of the screen 552 is an area for displaying the line preview effect E52. The preview effect area 652 displays a character image CA5 and a second character string S52 as the line preview effect E52. The character image CA5 of the line preview effect E52 is the same as that of the line preview effect E51. The second character string S52 is an image having the character composition of "It's your chance!", which is the same as that of the first character string S51 in the line preview effect E51. With regard to the display mode of the characters constituting the second character string S52, the color is red different from that of the first character string S51, the font is Mincho font different from that of the first character string S51, and the size is larger than that of the first character string S51. In the line preview performance E52, the speaker 136 outputs a sound effect SE2 in accordance with the display of the second character string S52. The sound effect SE2 of the line preview performance E52 is similar to the sound effect SE1 of the line preview performance E51.
[0224] 25(c) is an explanatory diagram showing a screen 553 during the dialogue preview performance E53. The screen 553 includes a performance pattern display area 501 and a preview performance area 653. The performance pattern display area 501 of the screen 553 is the same as the screen 551. The preview performance area 653 of the screen 553 is an area that displays the line preview performance E53. The preview performance area 653 displays a character image CA5 and a third character string S53 as the line preview performance E53. The character image CA5 of the line preview performance E53 is the same as the line preview performance E51. The third character string S53 is an image having the character string "You can expect great things!", which is different from the first character string S51 in the dialogue preview performance E51. The display mode of the characters constituting the third character string S53 is the same as that of the first character string S51. In the line preview performance E53, the speaker 136 outputs a sound effect SE3 in accordance with the display of the third character string S53. The sound effect SE3 of the line preview performance E53 is a special sound different from the sound effect SE1 of the line preview performance E51 and the sound effect SE2 of the line preview performance E52.
[0225] According to the fifth embodiment described above, by making the player recognize that the expectation level differs depending on the difference in the display mode by comparing the dialogue preview performance E51 (first preview performance) and the dialogue preview performance E52 (second preview performance) which have the same character configuration, the special sound effect SE3 is output in the dialogue preview performance E53 (third preview performance) which has a character configuration different from the dialogue preview performance E51 and the dialogue preview performance E52, so that the player can intuitively recognize that the dialogue preview performance E53 is a performance different from the dialogue preview performance E51 and the dialogue preview performance E52. As a result, the interest in the game can be further improved by the various preview performances which display the character strings S51, S52, and S53. Furthermore, according to the configuration of this embodiment, it is highly effective for players who have experienced the first or second preview performance before the third preview performance is executed, and by outputting sound effects different from those of the first preview performance along with a different character composition and display format from those of the first preview performance, it becomes easier for players who do not understand how many different character compositions there are for dialogue previews to recognize that this dialogue preview is special.
[0226] F. Sixth embodiment The sixth embodiment of the pachinko game machine 10 is similar to the first embodiment, except that, rather than displaying the text in the second and third preview performances in the same manner, the light-emitting elements (illuminations 134, 414) are driven in a specific light-emitting manner in the third preview performance that is not implemented in the first and second preview performances. In the sixth embodiment, the third preview performance has a higher expectation of transitioning to a jackpot game (specific state) than the first preview performance, displays a third string having a different character composition from the first string, and drives the light-emitting element (electric lights 134, 414) in a specific light-emitting mode not implemented in the first preview performance and the second preview performance in accordance with the display of the third string.
[0227] 26 is an explanatory diagram showing three types of dialogue preview effects E61, E62, and E63 in the sixth embodiment. The dialogue preview effects E61, E62, and E63 are preview effects that suggest the possibility of transitioning to a jackpot state, and are executed in conjunction with the variable display of the performance symbols in the performance symbol display device 480. The dialogue preview performance E61 is the first preview performance. The dialogue preview performance E62 is the second preview performance. The dialogue preview performance E63 is the third preview performance. With respect to the expectation of a jackpot pattern being displayed, the expectation of each of the dialogue preview performance E62 and the dialogue preview performance E63 is set higher than the expectation of the dialogue preview performance E61. The frequency with which the dialogue preview performance E61 is performed is higher than the frequency with which the dialogue preview performance E62 is performed, and the frequency with which the dialogue preview performance E62 is performed is higher than the dialogue preview performance E63.
[0228] 26(a) is an explanatory diagram showing a screen 561 during the dialogue preview performance E61. The screen 561 has a performance pattern display area 501, similar to the screen 511 of the first embodiment. The screen 561 has a performance pattern display area 501 and a preview performance area 661. The performance pattern display area 501 of the screen 561 is similar to the screen 511 of the first embodiment. The preview performance area 661 of the screen 551 is an area that displays the dialogue preview performance E61. The preview performance area 661 displays a character image CA6 and a first character string S61 as a line preview performance E61. The character image CA6 is an image depicting the face of "Tatsukichi the Bear," an anthropomorphized bear. The first character string S61 is an image with the characters "It's your chance!" The characters constituting the first character string S61 are displayed in black and gothic font. In the line preview performance E61, the electric lights 134, 414 are driven in a light emission mode LE1 in accordance with the display of the first character string S61. The light emission mode LE1 is a single flash.
[0229] 26(b) is an explanatory diagram showing a screen 562 during the dialogue preview performance E62. The screen 562 includes a performance pattern display area 501 and a preview performance area 662. The performance pattern display area 501 of the screen 562 is the same as the screen 561. The preview performance area 662 of the screen 562 is an area that displays the line preview performance E62. The preview performance area 662 displays a character image CA6 and a second character string S62 as the line preview performance E62. The character image CA6 of the line preview performance E62 is the same as that of the line preview performance E61. The second character string S62 is an image having the character composition "It's your chance!", the same as the first character string S61 in the line preview performance E61. The display mode of the characters constituting the second character string S62 is different from that of the first character string S61 in that the color is red, the font is Mincho, and the size is larger than that of the first character string S61. In the dialogue preview performance E62, the illuminations 134, 414 are driven in the light emission mode LE2 in accordance with the display of the second character string S62. The light emission mode LE2 is a single flash, similar to the light emission mode LE1.
[0230] 26(c) is an explanatory diagram showing a screen 563 in which the dialogue preview performance E63 is being performed. The screen 563 includes a performance pattern display area 501 and a preview performance area 663. The performance pattern display area 501 of the screen 563 is the same as that of the screen 561. The preview performance area 663 of the screen 563 is an area in which the dialogue preview performance E63 is displayed. The preview performance area 663 displays a character image CA6 and a third character string S63 as a line preview performance E63. The character image CA6 of the line preview performance E63 is the same as that of the line preview performance E61. The third character string S63 is an image having the character composition "You can expect great things!" which is different from the first character string S61 in the line preview performance E61. The display mode of the characters constituting the third character string S63 is the same as that of the first character string S61. In the dialogue preview performance E63, the illuminations 134, 414 are driven in a light emission mode LE3 in accordance with the display of the third character string S63. The light emission mode LE3 is a specific mode different from the light emission modes LE1, LE2, and in this embodiment, is two flashes. In other embodiments, the light emission modes LE1, LE2 may be modes in which no light is emitted, whereas the light emission mode LE3 may be a mode in which light is emitted.
[0231] According to the sixth embodiment described above, the player is made to recognize that the expectation level differs depending on the difference in the display mode by comparing the dialogue preview performance E61 (first preview performance) and the dialogue preview performance E62 (second preview performance) which have the same character configuration, and by driving the electric lights 134, 414 in the light emission mode LE3 which is a specific mode in the dialogue preview performance E63 (third preview performance) which has a character configuration different from the dialogue preview performance E61 and the dialogue preview performance E62, the player can be made to intuitively recognize that the dialogue preview performance E63 is a different performance from the dialogue preview performance E61 and the dialogue preview performance E62. As a result, the interest in the game can be further improved by the various preview performances which display the character strings S61, S62, and S63. Furthermore, according to the configuration of this embodiment, it is highly effective for players who have experienced the first or second preview performance before the third preview performance is executed, and by implementing a different character composition and display mode from the first preview performance, as well as a different lighting mode from the first preview performance, even players who do not understand how many different character compositions there are in the dialogue previews will be more likely to recognize that this dialogue preview is special.
[0232] G. Other Embodiments The technology disclosed in this specification is not limited to the above-mentioned embodiment, example, and modification, and can be realized in various configurations without departing from the spirit thereof. For example, among the technical features in the above-mentioned embodiment, example, and modification, those corresponding to the technical features in each form described in the Summary of the Invention column can be appropriately replaced and combined in order to solve some or all of the above-mentioned problems or to achieve some or all of the above-mentioned effects. In addition, technical features that are not described as essential in this specification can be appropriately deleted.
[0233] At least a part of the above-mentioned embodiment can be applied to an enclosed pinball game machine. The enclosed pinball game machine is a pinball game machine in which a predetermined number of game balls are enclosed inside the pinball game machine, and the enclosed game balls are shot toward a play area of a game board, and the game balls collected from the play area are then used again to shoot into the play area, thereby cyclically using the enclosed game balls for play.
[0234] The special sound presentation mode in the fifth embodiment can be applied in combination with the character string display mode in the other embodiments. The special sound presentation mode in the fifth embodiment can be realized in combination with the vibration mode by the vibration means that vibrates a part of the pinball game machine, the operation mode by the movable means that operates the performance movable object of the pinball game machine, and the presentation mode by other advance notice presentations. In addition, the third preview effect may be the one without the special sound, and the fourth preview effect may be the one with the special sound. This allows for a wide range of expectation notifications to be made, improving the enjoyment of the game. In addition to combining with a special sound, it may be configured to vibrate instead of the special sound, or to move a moving object for effect. In the case of using a vibration mode, it is difficult for only the player who is actually playing to know that the vibration is occurring, so it can be used as an expectation degree notification effect that only the target player can know. On the other hand, when using movable objects for presentation, the movable objects for presentation generally move mainly when expectations are high or when indicating that a win has been won, so the player can intuitively recognize that expectations are high.
[0235] The performance mode by the light-emitting body driven in a specific manner in the sixth embodiment can be applied in combination with the display mode of the character string in the other embodiments. The performance mode by the light-emitting body driven in a specific manner in the sixth embodiment can be realized in combination with the vibration mode by the vibration means that vibrates a part of the pinball game machine, the operation mode by the movable means that operates the performance movable object of the pinball game machine, and the performance mode by other advance notice performance.
[0236] The first to third notice effects in each of the above-mentioned embodiments can be applied to notice effects that suggest the possibility that the game state will transition to another specific state. For example, the information suggested by the first to third notice effects may be information on at least one of the big win game, small win game, probability variable game, and time-saving game, or may be information on round promotion, probability variable promotion, time-saving promotion, and reserved memory hit / miss judgment during the big win game.
[0237] The above-mentioned embodiments can be applied to a spin game machine. When applied to a spin game machine, the specific state to which the specific result that is the subject of the first to third advance notice effects is shifted following the display may be at least one of a bonus game, a replay time, and an assist time.
[0238] (Variation 1) The following describes Modification 1. Note that a description of the same parts as those described in the above embodiment will be omitted. The gaming machine of the first modification has a preview effect that is displayed when a winning ball is entered into the first start hole 451. This is called a winning notice. In a game configuration in which a winning ball is entered into the start hole to determine whether it has won or not, and a big win game is played if it is won, the start hole is the winning hole that has the most opportunities to win among all the winning holes arranged on the board 402. Therefore, the preview effect of the first modification is configured to be able to display a preview effect corresponding to each winning ball even if there are consecutive winning balls in the first start hole 451. This will be described in more detail later.
[0239] 27(a) is a display example of a presentation mode selected during normal game mode. In this example, the entire screen 700 is displayed with a grassland background, a presentation symbol display area 501 is arranged in the upper right corner of the screen to display the presentation symbols, and a video of a karateka character CA7 running through the grassland is displayed in the center of the screen. This indicates that the character CA7 is searching for an enemy character. FIG. 27(b) is a display example showing a winning notice 800 being displayed on the display of the previously explained performance mode. The character string "I'll definitely find you..." is displayed slightly above the center of the screen 700, framed with a frame to make it distinctive from the background image. This winning notice 800 suggests that a prize has been won in the first starting hole 451, and the content and appearance of the character string suggest the likelihood of winning. A win could be a big win, a small win, a time-saving pattern win, or a normal win with a special pattern.
[0240] There are four display positions for this winning notice 800. As shown in Fig. 27(c), the top of the screen is notice performance position 1:800, the left side of the screen is notice performance position 2:801, the bottom of the screen is notice performance position 3:802, and the right side of the screen is notice performance position 4:803. Therefore, if there are consecutive wins at the first starting port 451, up to four winning notices will be displayed as shown in FIG. 28(d). Generally, four reserved memories of special charts are provided. Therefore, it is possible to configure the system so that five winning notices (the current change + four reserved) can be displayed (positioned) at the same time, including the currently changing ones. The number of positions that can be displayed at the same time can be determined by taking into account the winning rate of the target winning port and its importance to the game.
[0241] It should be noted that the winning prediction may be displayed in different positions even if the prediction content (character string) is the same. The display example shown in FIG. 28(e) shows the same prediction content as the display example shown in FIG. 28(d), but in a different display position. In this way, even if the prediction content patterns are limited, they can be displayed in various positions, so the actual number of patterns can be increased. In this case, it is also conceivable that the winning expectancy shown may differ depending on the display position even for the same prediction content. It is also possible to set the time between display and disappearance to be different depending on the difference in the preview content to be displayed. For example, by making the time between display and disappearance longer for preview content that indicates a high probability of winning and shorter for preview content that indicates a low probability of winning, the player can intuitively grasp the difference in the importance of the preview performance.
[0242] The winning announcement has announcement contents with different chances of winning. The display example shown in Fig. 28(f) is an announcement performance of the character string "I found it!!!", which is an announcement content with a high chance of winning. In order to intuitively show that it is different from announcement contents with a low chance of winning, the letters are written in red (announcements with a low chance of winning are displayed in white) and the font of the letters is also different. Other possible ideas include changing the size of the letters, making the letters shake, or using different sound effects when they are displayed. The character string includes not only Japanese characters but also characters, numbers, symbols, and the like of other countries.
[0243] There are two possible configurations for the winning notice in the modified example 1. One is the winning notice configuration 1 shown in Fig. 29(a), in which the character string displayed as the winning notice is classified into the following meanings: "Enjoyment", "Low expectation", "High expectation", "Very high expectation", and "Probable win". "Entertainment" does not function as a notice and does not indicate the degree of expectation. When the pre-reading judgment indicates a miss, this is selected to indicate that there has been a win at the first starting port 451 without indicating the degree of expectation. In the table of FIG. 29(a), the character strings classified as "Entertainment" are "Is it over there?", "Is it over there?", "Is it this way?", and "Is it over there?". The color of the characters is displayed in white. "Low expectation" is a string that is selected when a preview display with a low expectation of winning is performed based on the results of the pre-reading judgment, and in the table, it corresponds to "I will definitely find you...", "Where did you go?", "I feel like you are nearby...", and "Maybe you should go back...". The text color for these is also white. "High expectation" is a character string that is selected when a preview display with a high expectation of winning is performed based on the results of the pre-reading judgment, and in the table, it corresponds to "I found it!!!" and "Super hot!". The color of the characters is displayed in red. Therefore, the player can intuitively know that it is different from the usual white character strings. "Expectation: Very High" is a character string that is selected when a prediction with an extremely high probability of winning is made based on the results of the pre-reading judgment, and in the table it corresponds to "You can expect this!" The color of the characters is displayed in gold. Gold is intuitively perceived as a high value, and can create expectations in the player. "Expectation: Sure Win" is a string that is selected only when the pre-reading judgment determines that a win has been made, and in the table, this corresponds to "Congratulations!" and "Win!". The text is in the colors of the rainbow, and in recent pachinko machines, rainbow colors are used as the highest color to indicate expectation, so players with some experience can be confident that they will win when they see the rainbow displayed. In this way, the content of the text can convey the expectation, and the color and font of the text can also convey the expectation to the player.
[0244] For the categories "Entertainment" and "Low Expectations", each character string can be displayed at all of the display positions 1: Preview performance position 800, 2: Preview performance position 801, 3: Preview performance position 802, and 4: Preview performance position 803 in Figure 27 (c). If the prediction results in a miss, the player is more likely to choose "Enjoyment" and "Low Expectation," and less likely to choose "High Expectation" or "Very High Expectation." Therefore, when "High Expectation" or "Very High Expectation" is displayed, the player can have high expectations of winning.
[0245] In the "Expectation: High" category, "I found it!" is displayed only at 1: preview performance position 800, and "Super hot!" is displayed only at 2: preview performance position 801. In the "Expectation: Very high" category, "This is promising!" is displayed only at 3: preview performance position 802, and in the "Expectation: Sure win" category, "Congratulations!" is displayed only at 1: preview performance position 800, and "Win!" is displayed only at 4: preview performance position 803. Since these are effects with high expectations, they are not used to liven up the screen, but are displayed in one position. By displaying them in one position, players with some gaming experience can expect that when a winning notice is displayed in that position, a notice with high expectations such as "Expectation: High" or "Expectation: Sure Win" will be displayed.
[0246] The above is configuration 1 of the winning announcement shown in Figure 29(a), and by doing this, the strings of characters such as ``Entertainment'' and ``Expectations: Low'' can be displayed in any position, making the presentation more diverse.
[0247] Next, the winning notification configuration 2 shown in Figure 29 (b) has the same "display content" and "meaning" as the winning notification configuration 1, but each character string is specified to have one display position. Even with this configuration, character strings for "Enjoyment" and "Low Expectations" are prepared for all display positions, and the same effect as in the winning prediction configuration 1 can be achieved.
[0248] Next, the flowchart shown in Figure 30 shows the processing of the winning notice configuration 1 shown in Figure 29 (a), and first judges whether or not there has been a winning in the first starting port (S800). If the judgment is positive (S800: yes), a pre-reading judgment process is performed (S801). The pre-reading judgment process may judge a big win, a small win, a c time-saving win, a normal win, etc. Based on the result of the look-ahead determination process (S801), a look-ahead performance determination process is performed (S802) to determine whether or not to execute the look-ahead performance. If there is a win, the look-ahead performance may be executed without fail, or the look-ahead performance may be executed with a predetermined probability. The same applies to the case of a loss. In variant 1, there are multiple pre-reading effects, and in addition to the winning notification, there are also other notifications such as a hold change notification, which changes the hold pattern (including the hold lamp) displayed corresponding to the hold memory to a pattern that suggests the pre-reading judgment content, a pattern arrangement notification, which displays a predetermined losing pattern until a change occurs in the target hold memory, a change start notification, which performs a pre-reading effect (special sound output, vibration, character appearance, etc.) at the start of the change until a change occurs in the target hold memory, and a zone notification, which changes the presentation mode to a special presentation mode when the target hold memory occurs.
[0249] If it is determined that a look-ahead performance should be performed, it is then determined whether or not to perform a winning notice (S803). If the determination is affirmative (S803: yes), a display content selection process is performed to select which character string to display (S804). The display content is determined by selecting which character string of "meaning" to display based on the results of the look-ahead determination, and then selecting one of the character strings from within that category.
[0250] After the character string is determined, it is judged whether the character string is a second winning prediction belonging to the category of "Expectation: High", "Expectation: Very High", or "Expectation: Certain Win" (S805). If it is a first winning prediction (negative judgment; S805: no), a selection is made as to whether to display the character string at any position other than the previous display position (S806), and the character string is displayed on the screen (S807). This process is a relatively frequent winning notice for the special drawing start port, so depending on the timing, it may be necessary to display the character string displayed at the previous winning before it is erased. Therefore, by displaying it at a position other than the previous display position, multiple winning notices are displayed depending on the timing, which not only functions as a notice but also makes the screen lively. The method of determining the display position may be a configuration in which it is selected by lottery, or a configuration in which the order is determined in advance, and is arbitrary. If it is a second winning notice (S805: yes), it will be displayed in the specified position regardless of the previous display position (S808). For this reason, it may be displayed in the same position continuously. In this case, an experienced player can quickly tell that it is a second winning notice because a first winning notice would not be displayed in the same position continuously, and this has the characteristic of increasing the expectation of winning before checking the content of the string displayed. In addition, if the first starting hole is not won (S800: no), or if it is decided not to carry out the winning notice (S803: no), the process goes directly to the return.
[0251] The above is the processing of winning notice configuration 1. While it is possible to display multiple winning notices at the same time, by displaying notice effects with high expectations in predetermined positions, it is possible to ensure that the player does not miss important notice displays. In particular, by making it possible to display the winning predictions of "entertainment" and "low expectation" in any position, players with some gaming experience can expect that the second winning prediction with high expectation will be displayed every time a winning prediction is displayed.
[0252] The flowchart shown in FIG. 31 shows the processing of the winning notice configuration 2 shown in FIG. 29(b), and first judges whether or not there is a winning at the first starting port (S900). If the judgment is affirmative (S900: yes), a look-ahead judgment process is performed (S901). The look-ahead judgment process may judge a big win, a small win, a c time-saving win, a normal win, etc. Based on the result of the look-ahead determination process (S901), a look-ahead performance determination process is performed (S902) to determine whether or not to execute the look-ahead performance. If there is a win, the look-ahead performance may be executed without fail, or the look-ahead performance may be executed with a predetermined probability. The same applies to the case of a loss.
[0253] If it is determined that the look-ahead performance is to be executed, it is then determined whether or not to execute the winning notice (S903). If the determination is affirmative (S903: yes), it is determined whether or not to display the second winning notice (S904). If the determination is negative (S904: yes), it is determined whether or not to display the first winning notice at any position other than the previous display position (S905). In the case of configuration 2, the display position and the character string of the first winning notice ("Enjoyment", "Expectation: Low") are paired, so when the position is selected, the character string to be displayed is automatically selected. In this way, the display position is selected and the winning notice is displayed on the screen (S906). This process is for the winning notice of the special drawing start port, which has a relatively high winning frequency, so depending on the timing, it may be necessary to display the character string displayed at the previous winning before it is erased. Therefore, by displaying it at a position other than the previous display position, multiple winning notices are displayed depending on the timing, which not only functions as a notice but also makes the screen lively. If it is a second winning notice (S904: yes), it will be displayed in the specified position regardless of the previous display position (S907). For this reason, it may be displayed in the same position continuously. In this case, an experienced player can quickly tell that it is a second winning notice because a first winning notice would not be displayed in the same position continuously, and this has the characteristic of increasing the expectation of winning before checking the contents of the string displayed. In addition, if the first starting hole is not won (S900: no), or if it is decided not to carry out the winning notice (S903: no), the process goes directly to the return.
[0254] The above is the processing of winning prediction configuration 2, but unlike winning prediction configuration 1, the display position of the winning prediction and the character string are paired, so both can be determined with one selection, and the selection processing for each can be omitted.
[0255] As described above, in variant example 1, by allowing the preview display to be displayed in multiple positions at the same time, it is possible to make the screen more lively while making important preview displays easier to notice. In the first modified example, the winning notice for the start port was described, but it may be a notice effect performed when the winning is made in the large winning port 460, for example. In that case, it is possible to perform a notice effect suggesting the possibility of an increase in the number of rounds of the big win game, or a notice effect suggesting that a special state (such as a probability change or time reduction) will be given after the big win game. Since a large number of winnings are expected in a short period of time during the big win game in the large winning port 460, a configuration in which multiple notice displays can be displayed at the same time is preferable. In addition, the prediction may be made at the time of winning for a normal starting port, a general winning port, etc. By targeting a winning port that is relatively important to the game in the game configuration, the game playability can be improved.
[0256] In addition, as explained as a pre-reading performance, a notice display targeting the current fluctuation caused by the winning of the starting hole may be used. Since the winning of the starting hole is irregular and it is difficult to win as intended, it is possible to give the player the fun of aiming for the winning of the starting hole in order to know the expectation of the fluctuation. In addition, the number and location of the display positions may be changed depending on the game state, and may also be changed depending on the presentation mode. If the configuration has a customization function that allows the presentation content to be changed by the player's operation, it is also possible to change it by customization. In particular, depending on the game state, the frequency of winning at the first starting port may change significantly, and in cases where a win is unlikely, it is possible to make the display position in one place to make it easier to recognize. In this way, it is possible to implement a winning notice according to the situation.
[0257] In addition, although the above description uses a configuration in which the content of a character string indicates the degree of expectation when a prize is won, the present invention can also be applied to other applications in which the degree of expectation is indicated by which of multiple characters is displayed, or in which a lamp is placed near the starting hole and the degree of expectation is indicated by the color of light that is emitted. The present invention can also be applied to a pinball game machine in which game balls are enclosed. [Explanation of symbols]
[0258] 10...Pachinko machines 80…Card unit 90…Hole computer 110…Outer frame 112…hinge 120…inner frame 120s…Inner frame opening switch 122…hinge 124...Top plate 126…Bottom plate 126s…full switch 128…Keyhole 130...Front frame 130s…Front frame release switch 132...Transparent plate 134...Illumination (frame illumination) 136…Speaker 140…Handle 140b…Handle volume 140m…Launch motor 140s…Fire stop switch 140t…Touch switch 152...Balance display device 154...Ball rental switch 156...Settlement switch 160...Performance button 172... Game ball tank 172s...Bulb failure switch 174...Dispensing device 174d...Discharge motor 174s…Payment switch 210...Main control device 210m…RAM 212...Means for determining whether or not 212a...First correct / incorrect determination means 212b...Second means for determining whether or not 214…Special gaming means 215…Probability change game method 216...a Time-saving game means 217...b Time-saving game means 218...c Time-saving game means 219...Command output means 220...Sub-integrated control device 222... Game status determination means 230...Performance pattern control device 240...Dispensing control device 250…Launch control device 260…Rear wiring relay terminal board 265…External connection terminal board 270...Discharge relay terminal board 280...Card unit terminal board 290…Power supply board 292…Power switch 294…RAM clear switch 302...Settings change switch 304...Settings change switch 400…Game board 402…board surface 404...Guide rail 408...Game nail 409...Windmill nail 410…Center case 414…Illumination (display illumination) 420s…General prize entry switch 421...Regular prize slot 430...Normal pattern operation gate 430s…operating gate switch 440...Normal electric device 440d...General purpose solenoid 451…First starting point 451s…First start switch 452…Second starting point 452s…Second start switch 460…Big Winner 460d…Large entry solenoid 460s…Count switch 471...Normal pattern display device 472…Public drawing holding display device 473…First special pattern display device 474…1st special figure reservation display device 475…Second special pattern display device 476...Second special figure holding display device 480...Performance pattern display device 501...Performance pattern display area 501a…Left side production pattern area 501b…Central performance pattern area 501c…Right direction design area 511~513…Screen 521~523…Screen 531~533…Screen 541~543…Screen 551~553…Screen 561~563…Screen 611~613…Preview area 621~623…Preview area 651~653…Preview area 661~663…Preview area 700…screen 800…Winning notice / Preview position 1 801…Preview performance position 2 802…Preview position 3 803…Preview performance position 4
Claims
[Claim 1] A gaming machine having a performance execution means for executing a notice performance that suggests a possibility that a gaming state will transition to a specific state, The preview performance is displayed and executed at any one of a plurality of display positions of a display means, The device includes at least a first preview performance and a second preview performance in which the expectation of transitioning to the specific state is set higher than that of the first preview performance, The first preview performance is executed after determining which display position the preview performance will be displayed at, The second preview performance is executed at a predetermined display position. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2018102431A
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Game machine
JP2016198402A