Game machine
The gaming machine addresses player uncertainty by using a suitability determination mechanism and suggestion performance displays to indicate when an advantageous state is reached, enhancing engagement and reducing frustration.
Patent Information
- Application Number
- JP2023171899
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-03
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2043-10-03
AI Technical Summary
Players in gaming machines, such as pachinko machines, face uncertainty about when they will reach a advantageous state where the ball is easily entered, leading to frustration and a lack of engagement, especially when the remaining rotation speed to the ceiling is not accurately displayed during non-playing times.
The gaming machine incorporates a suitability determination mechanism to assess when a hit is likely, accompanied by a variation display that shows identification information based on accuracy, special game implementation for transferring to a special game state, a variation counting mechanism to award bonuses, and a suggestion performance display to show the remaining number of variations to the specified value.
This solution enhances player engagement by providing clear suggestion effects when an advantageous state is reached, reducing uncertainty and maintaining player interest even when not actively playing, as the remaining number of variations is visually displayed.
Smart Images

Figure 2025062706000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] A pinball game machine (pachinko machine), which is an example of a game machine, has one or more start ports, including "openable start ports that can be changed from a closed state to an open state," and a big prize port in the game area, and executes a win / loss judgment (a win / loss judgment regarding a special symbol) based on the game ball entering the start port. Then, based on the result of this win / loss judgment being a big prize, a big prize game is executed in which the big prize port is opened. As this type of gaming machine, there is a conventionally known machine that can transition to a state that is advantageous to the player, such as an easy-to-enter ball state (e.g., an extended open state) in which it is easier to insert a gaming ball into an opening / closing starting hole when a predetermined transition condition is met (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-154332 A Summary of the Invention [Problem to be solved by the invention]
[0004] The advantageous state (easy-to-score state) described above occurs when a jackpot is not reached even after a predetermined number of hit / miss judgments, and rescues the player when the so-called stuck ceiling is reached. For this reason, it is considered that players are very interested in how long they need to continue playing before they reach the ceiling, and by displaying the number of remaining spins until the ceiling during play, the player can recognize when the ceiling will be reached, but if the number of remaining spins until the ceiling is accurately displayed even when not playing, it is considered that players will not play depending on the number of spins. However, if nothing is displayed during non-playing, it is impossible to predict whether the gaming machine has a ceiling or how many times the machine has spun.
[0005] The gaming machine of the present invention generates a state in which the player is at an advantage (such as a state in which it is easy to score a ball) when the number of times the win / loss judgment is performed reaches a prescribed number of times without the execution of a special game, and its main purpose is to increase interest in the game by providing a suggestive presentation regarding the occurrence of an advantageous state. [Means for solving the problem]
[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.
[0007] The first gaming machine of the present invention is A hit / miss determination means for determining whether or not a hit is made based on the establishment of the start condition after the start condition is established; A variable display means for displaying a variable display of the identification information according to the result of the correct / incorrect judgment; a special game execution means for transitioning to a special game state when a specific display result is displayed on the variable display; A variation counting means for counting the number of variation displays that have not been determined as winning by the winning / losing determination means; a bonus awarding means for awarding a bonus advantageous to a player when the count value counted by the fluctuation counting means reaches a predetermined value; A bonus suggestion display means for displaying a suggestion display regarding a remaining number of times of the change display up to the predetermined value; The gist of the invention is that when a specified condition is met, a part of the suggestive performance is displayed visible and a specified portion is displayed invisible, and when the specified condition is not met, the specified portion is displayed visible.
[0008] The first gaming machine of the present invention awards a bonus when the number of variable displays that have not been determined as winning by the winning / losing determination means reaches a predetermined value, and displays the remaining number of variable displays up to the predetermined value using suggestive effects, and when a predetermined condition is met, the suggestive effects are displayed in a manner that makes them invisible. Since the suggestive effects are not displayed or are not entirely hidden, but are partially displayed, even if part of the suggestive effects is hidden, the player can still recognize that the suggestive effects are displayed, and the player can play in order to see the suggestive effects, which can increase the player's interest in the game.
[0009] The predetermined condition of the first gaming machine of the present invention may be when the pattern stops or when the player is not playing, and the suggestive effect may, for example, display the number of remaining changes up to a predetermined value, and a part of the suggestive effect may display a part of the displayed numbers of the remaining number of changes up to the predetermined value. By doing this, since a part of the remaining number of changes up to the predetermined value is hidden while not playing, it is possible to recognize that the suggestive effect is being displayed and that a bonus will be awarded when the number of changes that have not been determined as a win by the win / loss determination means reaches a predetermined value, but it is not possible to accurately grasp the number of changes remaining up to the predetermined value. Therefore, it is possible to predict the number of remaining changes up to the predetermined value by looking at the display, or to play in order to accurately grasp the number of remaining changes up to the predetermined value, thereby improving interest in the game. Effect of the Invention
[0010] According to the gaming machine of the present invention, an advantageous state is generated when the number of times that the win / lose judgment is performed reaches a specified number of times without the execution of a special game state, and interest in the game can be increased by the suggestive presentation that will lead to an advantageous state. [Brief description of the drawings]
[0011] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine 1. [Diagram 3] 2 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 5] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 6] FIG. 2 is an explanatory diagram illustrating the specifications of the pachinko machine 1. [Figure 7] 4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 8] 10 is a flowchart illustrating an example of a power-on process. [Figure 9] A flowchart showing an example of a start winning process. [Figure 10] 13 is a flowchart showing an example of a normal symbol game process. [Figure 11] 13 is a flowchart showing an example of normal pattern change display related processing. [Figure 12] 13 is a flowchart showing an example of a normal symbol winning game process. [Figure 13] 13 is a flowchart showing an example of a special symbol game process. [Figure 14] 13 is a flowchart showing an example of a special symbol game process. [Figure 15] 13 is a flowchart showing an example of a special pattern change display related process. [Figure 16] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 17] 13 is a flowchart showing an example of a ceiling counter updating process. [Figure 18] 13 is a flowchart showing an example of a time-saving flag setting process. [Figure 19] 13 is a flowchart showing an example of a jackpot game process. [Figure 20] 13 is a flowchart showing an example of a jackpot game process. [Figure 21] 13 is a flowchart showing an example of a hold display process. [Figure 22]13 is a flowchart showing an example of a pattern change presentation process. [Figure 23] 13 is an explanatory diagram showing an example of a display on the performance display device 37 during non-play. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Next, the embodiment of the present invention will be described with reference to examples. EXAMPLES
[0013] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, and Fig. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-type (first type) game machine, which starts the variable display of special symbols when a game ball enters a start hole, and starts a jackpot game when the special symbols are stopped and displayed as a predetermined jackpot symbol, will be described.
[0014] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0015] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.
[0016] Speakers 14 are provided on the upper left and right sides of the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, the front frame 3 is provided with multiple LEDs 15 as frame side decorative lamps that emit light according to the game status.
[0017] The upper tray 11 is adapted to dispense prize balls and loan balls. A settlement display device 52 is provided on the right side of the upper surface of the upper tray 11, which displays the balance of the prepaid card inserted in the CR unit 50, and the settlement display device 52 is provided with a ball loan button 53 for instructing the loan of game balls and a settlement button 54 for instructing the settlement (return) of the prepaid card inserted in the CR unit 50. In addition, a performance button 16 for performing various performances in response to the player's operation is provided on the center of the upper surface of the upper tray 11. The lower tray 12 is adapted to receive balls that have spilled over from the upper tray 11.
[0018] As shown in Fig. 2, the inner frame 5 on the back side of the pachinko machine 1 is provided with a ball tank 77, a tank rail 78, and a payout device 72. When game balls enter each winning hole provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0019] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 4) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0020] [Configuration of game board 20] As shown in Fig. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol operation gate 22 arranged to the right of the center role 38, a first start opening 23 that is always open and arranged below the center role 38, a second start opening 24 that can be opened and closed and arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an outlet 29 for collecting game balls that have not entered any of the prize openings. In addition, a large number of nails 21c that guide or bounce game balls flowing down the game area 21 are planted in the game board 20.
[0021] The second starting hole 24 is a variable ball entry hole configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting hole solenoid 24c (see FIG. 4) for operating the opening and closing blades 24b. This second starting hole 24 is normally in a closed state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when a normal symbol is stopped and displayed as a winning symbol and a winning game (a normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, so that the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a is attached to the second starting hole 24 for detecting the entry of game balls and counting the number of balls that have entered. The second starting hole 24 is closed when the second starting hole switch 24a counts the number of game balls that have entered the hole or when a predetermined maximum opening time has elapsed before the second starting hole switch 24a counts the number of game balls that have entered the hole.
[0022] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 4) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to open the opening / closing plate 25b to allow game balls to enter. A big prize opening switch 25a is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts the number of game balls that have entered the game or when a predetermined maximum opening time has elapsed before the big prize opening switch 25a counts the number of game balls that have entered the game (round game). The big win game is carried out by repeating the above-mentioned round game a predetermined number of times.
[0023] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, since the second starting hole 24 and the big prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a big hit, respectively, and the game ball can only be inserted when the hole is opened.
[0024] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0025] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to display the special symbol in a stopped state. Then, when the special symbol is displayed in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0026] In addition, if a game ball enters the first start hole 23 during the variable display of the special symbol or during a jackpot game, the variable display of the first special symbol is reserved up to a predetermined number (four times in this embodiment), and after the current variable display ends, the variable display of the reserved first special symbol is started sequentially. The reserved number of first special symbols is displayed on the first reserved number display device 33. Also, if a game ball enters the second start hole 24 during the variable display of the special symbol or during a jackpot game, the variable display of the second special symbol is reserved up to a predetermined number (for example, four times), and after the current variable display ends, the variable display of the reserved second special symbol is started sequentially. The reserved number of second special symbols is displayed on the second reserved number display device 34.
[0027] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by the gate switch 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.
[0028] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0029] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as performance patterns (pseudo patterns) 371L, 371C, and 371R corresponding to special patterns on the display screen, a reach performance, a notice performance that predicts a big win, and a suggestion performance that suggests a setting value. FIG. 5(a) is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance patterns 371L, 371C, and 371R of left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure), are displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (the first start hole 23 or the second start hole 24), the three performance patterns 371L, 371C, and 371R are displayed in a varying manner so as to scroll from top to bottom, and when a predetermined variation time has passed, they are displayed in the order of left, right, and center. When the right performance symbol 371R is stopped and displayed, if the right performance symbol 371R does not match the left performance symbol 371L, it is a miss (normal miss). On the other hand, when the right performance symbol 371R matches the left performance symbol 371L, it becomes a reach and transitions to a reach performance. Then, after the reach performance, when the middle performance symbol 371C is stopped and displayed, if the middle performance symbol 371C does not match the left and right performance symbols 371L, 371R, it is a miss (reach miss), and when the middle performance symbol 371C matches the left and right performance symbols 371L, 371R, it is a big win.
[0030] As shown in FIG. 5(a), the first and second reserved patterns 372a and 372b are also displayed in the corner (lower part) of the display screen of the performance display device 37. The first reserved pattern 372a is a pattern corresponding to the reserved memory of the first special pattern. The first reserved pattern 372a is additionally displayed one by one in sequence from the right side every time a game ball enters the first starting hole 23 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the first special pattern starts. The second reserved pattern 372b is a pattern corresponding to the reserved memory of the second special pattern. The second reserved pattern 372b is additionally displayed one by one in sequence from the right side every time a game ball enters the second starting hole 24 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the second special pattern starts.
[0031] In addition, in the corner (upper left) of the display screen of the effect display device 37, a ceiling remaining number 380 is displayed, which indicates 500 times remaining until the special time, in order to show the remaining number of times the special pattern will change until the ceiling is reached, which will be described later. When the effect pattern is changing, the ceiling remaining number 380 is visible through the effect pattern and / or between the effect patterns scrolling from top to bottom, and when the effect pattern is stopped, at least a part of the ceiling remaining number is hidden by the left effect pattern 371L as shown in Fig. 5(b), making it impossible to see.
[0032] [Control circuit configuration] As shown in FIG. 4, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub integrated control device 90, a performance display control device 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game states and game results are transmitted to the hall computer 100 (see FIG. 4) via the external connection terminal board 65.
[0033] The main control device 60 controls the basic progress of the game. As shown in FIG. 4, the main control device 60 receives detection signals from the front frame opening switch 3a that detects the opening of the front frame 3, the inner frame opening switch 5a that detects the opening of the inner frame 5, and the like, via the rear wiring relay terminal board 64. In addition, the main control device 60 receives detection signals from the gate switch 22a that detects the passage of a game ball through the normal symbol operation gate 22, the first start port switch 23a that detects the entry of a game ball into the first start port 23, the second start port switch 24a that detects the entry of a game ball into the second start port 24, the big prize port switch 25a that detects the entry of a game ball into the big prize port 25, the normal prize port switch 27a that detects the entry of a game ball into the normal prize port 27, and the like, via the game board relay terminal board 61. Furthermore, the main control device 60 is directly input with operation signals from the probability setting switch 98 and the RAM clear switch 99. On the other hand, the main control device 60 outputs drive signals to the second start port solenoid 24c and the large prize port solenoid 25c, etc., via the game board relay terminal board 61. Also, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via the symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via the back wiring relay terminal board 64 and the external connection terminal board 65.
[0034] The probability setting switch 98 and the RAM clear switch 99 are provided on the main control device 60 on the back side of the pachinko machine 1, as shown in FIG. 2. The probability setting switch 98 is a switch for setting the jackpot probability of the special symbol, and the RAM clear switch 99 is a switch for executing RAM clear. The RAM clear switch 99 in this embodiment is also used to select the set value of the jackpot probability of the special symbol. That is, the probability setting switch 98 and the RAM clear switch 99 are used to select and set one of six set values (settings 1 to 6) to which different jackpot probabilities are assigned as the jackpot probability of the special symbol. The manager of the game hall inserts a predetermined key into the probability setting switch 98, rotates it, and turns on the power with the RAM clear switch 99 pressed. Then, the RAM of the pachinko machine 1 is cleared, and the set value can be changed. When the pachinko machine 1 is in this state, the manager can select a desired set value from settings 1 to 6 by pressing the RAM clear switch 99. In this embodiment, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value on the first special symbol display device 31 in sequence every time the RAM clear switch 99 is pressed. Therefore, the administrator can select the desired setting value by repeatedly pressing the RAM clear switch 99 so that the number displayed on the first special symbol display device 31 corresponds to the desired setting value. The setting value selected by the operation of the RAM clear switch 99 is confirmed by the administrator by rotating the key inserted into the probability setting switch 98 and returning it to the initial position, and is set as the jackpot probability of the special symbol. By performing such operations, the administrator can set one of the settings 1 to 6 for each pachinko machine 1. Note that, in this embodiment, the setting value is selected and set using the probability setting switch 98 and the RAM clear switch 99, but this is not limited to this. For example, the setting value may be selected and set using any other operating means as long as it can be operated from the outside, such as a rotary knob, or a dedicated switch for selecting the setting value may be provided.In addition, the pachinko machine 1 displays information on the currently selected setting value on the first special symbol display device 31, but this is not limited to this, and the information may be displayed on another display device, or may be notified by voice. For example, a display device capable of displaying the setting value may be provided on the main control device 60 on the back side of the pachinko machine 1, and the display device may be a device dedicated to displaying the setting value. In addition, the setting value is not limited to six, settings 1 to 6, and any number may be selected from a plurality of setting values.
[0035] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects the ball-out of a ball tank (not shown) for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects the fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to commands sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.
[0036] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.
[0037] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 with a launch strength based on the rotation amount signal. When the launch control device 80 has not input a touch signal or has input a launch stop command, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.
[0038] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 by one-way communication via the effect relay terminal board 63, and performs effect control according to the received command. A detection signal from the effect button switch 16a that detects the operation (pressing) of the effect button 16 is input to the sub-integrated control device 90. On the other hand, the sub-integrated control device 90 outputs an audio signal to the speaker 14 and a lighting signal to the various LEDs 15. In addition, the sub-integrated control device 90 outputs a command for effect display control to the effect display control device 91 by one-way communication. The effect display control device 91 receives a command for effect display control from the sub-integrated control device 90, and controls the display of the effect display device 37 so that an effect image according to the command is displayed on the effect display device 37.
[0039] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power supply into DC voltage, and supplies power to each part of the pachinko machine 1 by operating a power switch (not shown). Even when the power switch is turned off and the power supply of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is held by the power from the AC power supply. In addition, the power supply board 95 is provided with a backup power supply composed of a capacitor, etc., and stores the power supplied from the AC power supply in the backup power supply. As a result, in the event of a power outage in which the supply of power from the AC power supply is cut off, power from the backup power supply is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is held for a certain period of time.
[0040] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. FIG. 6 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of winning a special symbol varies depending on the game state and the setting value. That is, as shown in FIG. 6(a), when the game state is the normal game state, the probability of winning a special symbol is 1 / 320, the probability of winning a special symbol is 1 / 310, the probability of winning a special symbol is 1 / 300, the probability of winning a special symbol is 1 / 290, the probability of winning a special symbol is 1 / 280, and the probability of winning a special symbol is 1 / 270. On the other hand, when the game state is a probability-variable game state, the probability of winning a jackpot in setting 1 is 1 / 64, the probability of winning a jackpot in setting 2 is 1 / 62, the probability of winning a jackpot in setting 3 is 1 / 60, the probability of winning a jackpot in setting 4 is 1 / 58, the probability of winning a jackpot in setting 5 is 1 / 56, and the probability of winning a jackpot in setting 6 is 1 / 54. When a jackpot occurs with a special symbol, a 4-round jackpot game (a jackpot game in which the specified number is 10 and the round game with a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed. When a jackpot game is executed, the game state after the jackpot game ends has a probability of 65% and becomes a probability-variable game state (probability-variable jackpot). The probability-variable game state is a game state in which the winning probability (jackpot probability) of a special symbol is higher than in a normal game state. When a jackpot game is executed, a time-saving game state (a time-saving state, first ball-scoring easy state) also occurs as the game state after the jackpot game ends.
[0041] In addition, in the pachinko machine 1 of this embodiment, when the variable display of the special symbol is executed a prescribed number of times (900 times) without the occurrence of a jackpot, a time-saving game state (b time-saving state, second ball-scoring easy state, also referred to as special time in this embodiment) is generated to rescue the player. The b time-saving state continues until the variable display of the special symbol is executed a prescribed number of times (900 times). Here, the prescribed number of times is the so-called ceiling of the trap, and is set to a value exceeding the reciprocal of the jackpot probability. For example, when the jackpot probability is 1 / 300, it can be set to 301 times or more, particularly 700 times or more, or any number between 750 and 900 times.
[0042] Also, as shown in FIG. 6(b), the probability of winning with a normal symbol varies depending on the game state. When the game state is the normal game state, it is 1 / 100, and when the game state is the time-saving game state (time-saving state a, time-saving state b), it is 1 / 1.1. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed in which the second starting hole 24 (normal electric role) opens. When a win occurs with a normal symbol when the game state is the normal game state, a normal symbol winning game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is the time-saving game state (time-saving state a, time-saving state b), a normal symbol winning game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. In this embodiment, the a time-saving state and the b time-saving state are both game states that activate a time-saving function that shortens the time for changing the normal symbol compared to the normal game state, a normal symbol probability change function that increases the probability of winning the normal symbol compared to the normal game state, and an opening extension function that extends the opening time of the second starting hole 24 when the normal symbol is won compared to the normal game state. Note that some of these three functions may be omitted in the a time-saving state and the b time-saving state. In particular, since the b time-saving state occurs in the time-saving game state without going through a jackpot, it is considered that the normal symbol probability change function is not activated. In this case, the a time-saving state and the b time-saving state are mutually different game states, and the a time-saving state in which the normal symbol probability change function is activated is more advantageous to the player than the b time-saving state. Of course, it is also possible that the a time-saving state is the same as the b time-saving state as a time-saving game state without activating the normal symbol probability change function. In this case, even if a situation occurs in which the time-saving state a and the time-saving state b overlap, there is no need to change the time-saving game state.
[0043] In a pachinko machine 1 with such specifications, when a game ball enters the first starting hole 23 by hitting from the left (firing the game ball into the first game area), the variable display of the first special symbol begins. Then, when the first special symbol stops and displays as a jackpot symbol, a jackpot is awarded, and the jackpot game in which the jackpot opening 25 is opened is executed. The jackpot opening 25 cannot accept game balls by hitting from the left, but can accept game balls by hitting from the right (firing the game ball into the second game area). Therefore, when a jackpot game is executed, the player can consume the jackpot game by hitting from the right.
[0044] The jackpot patterns include normal jackpot patterns and probability jackpot patterns. When the special pattern is stopped and displayed as a normal jackpot pattern, the game state after the jackpot game ends becomes the time-saving state A. When a jackpot game is played with a normal jackpot pattern, the time-saving state A continues until the variable display of the special pattern is executed a predetermined number of times (100 times). On the other hand, when the special pattern is stopped and displayed as a probability jackpot pattern, the game state after the jackpot game ends becomes the probability jackpot game state and the time-saving state A. When a jackpot game is played with a probability jackpot pattern, the probability jackpot game state and the time-saving state A continue until the variable display of the special pattern is executed a predetermined number of times (10,000 times), that is, essentially, until the next jackpot occurs. Therefore, in the special mode and the a time-saving mode, by hitting to the right, the player can advantageously generate a jackpot while minimizing the loss of balls in his / her possession, giving him / her the chance to win a large number of balls in a short period of time.
[0045] Also, if the special symbol variable display is executed a specified number of times (900 times) without a jackpot occurring, the game state will enter a time-saving game state (time-saving state b). The probability of a jackpot is 1 / 320 to 1 / 270, and the time-saving state b will continue until the variable display of the special symbol is executed a specified number of times (900 times), so when the ceiling is reached and the time-saving state b occurs, a jackpot can be generated in most cases.
[0046] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a big win game process (S80) after executing a power-on process required for turning on the power of the pachinko machine 1 (S10). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.
[0047] [Power-on process] 8 is a flow chart showing an example of power-on processing. In the power-on processing of S10, the CPU 60a of the main control device 60 first completes a security check and is permitted to access the RAM 60c (S100), and then judges whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the data in the RAM 60c is normally held or not, and is ON if the data is normally held and is OFF if the data is not normally held. The RAM clear signal is ON when the power is turned on with the RAM clear switch 99 operated, and is OFF when the power is turned on with the RAM clear switch 99 not operated.
[0048] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the game starts from the initial state. That is, first, a stack setting process is performed (S106). Next, the setting value set by the probability setting switch 98 is read (S108), and an initialization process is performed to clear and initialize the working area of the RAM 60c (S110). The working area of the RAM 60c stores the setting values of various flags and various counters indicating the game state, and the initialization process includes a process of clearing the values of these flags and counters and setting them to their initial values. The various flags include a normal symbol winning flag (normal symbol winning flag) indicating that a normal symbol winning game is in progress, a jackpot flag indicating whether or not a jackpot game is in progress, a probability variable flag indicating whether or not a probability variable game state is in progress, an a time-saving flag indicating whether or not a time-saving state (first ball-scoring easy state) is in progress, and a b time-saving flag indicating whether or not a time-saving state (second ball-scoring easy state) is in progress. The various counters include a probability-change counter indicating the remaining number of times the special symbol will change until the probability-change game state ends, an a-time-saving counter indicating the remaining number of times the special symbol will change until the a-time-saving state ends, a b-time-saving counter indicating the remaining number of times the special symbol will change until the b-time-saving state ends, and a ceiling counter indicating the remaining number of times the special symbol will change until the ceiling is reached. As described above, if the power is turned on while the probability setting switch 98 and the RAM clear switch 99 are operated, the RAM is cleared, and one setting value selected from settings 1 to 6 by the RAM clear switch 99 and set (selected) by the probability setting switch 98 is enabled. Then, the initial commands corresponding to the payout control device 70 and the sub-integrated control device 90 are sent (S112), and the power-on process is terminated. The initial command sent to the sub-integrated control device 90 includes the values of various flags and various counters.
[0049] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, first, the game information immediately before the power was cut off stored in the working area of the RAM 60c is read (S114). The game information immediately before the power was cut off is information indicating the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S116), and transmits corresponding recovery commands to the payout control device 70 and the sub-integrated control device 90 (S118), and ends the power-on process. The recovery command transmitted to the sub-integrated control device 90 includes the values of various flags and various counters, as in the initial command. When the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0050] [Random number update process] The random number update process of S20 is a process for updating various random numbers for judgment. Examples of the random numbers for judgment include a random number for jackpot judgment (random number for special symbol hit / miss judgment) used for jackpot judgment (hit / miss judgment) performed based on the entry of a game ball into the start port (first start port 23 or second start port 24), a random number for determining a jackpot symbol used to determine a jackpot symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a jackpot, a random number for determining a losing symbol used to determine a losing symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a miss, a random number for determining a variation pattern used to determine a variation pattern (variation time) of a special symbol, and a random number for determining a normal symbol hit / miss judgment used for a hit / miss judgment performed based on the passage of a game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0051] [Winning confirmation process] The winning confirmation process of S30 detects the state of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the large winning port switch 25a, and the normal winning port switch 27a) and stores the state in a predetermined state storage area of the RAM 60c. In addition, it determines whether or not a game ball is detected by a switch related to a prize ball (the above-mentioned winning port switches except the gate switch 22a), and if it is determined that a game ball is detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, if the prize ball information is not a value of 0, it transmits a prize ball number designation command (prize ball information) to the payout control device 70 and ends the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by one each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S40).
[0052] [Start-up winning process] 9 is a flow chart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start hole switch 23a to determine whether or not a game ball has entered the first start hole 23 (S200). When it is determined that a game ball has entered the first start hole 23, it determines whether or not the current reserved number of the first special symbol (first special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the first special symbol reserved number display device 33 (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determining storage area of the RAM 60c (S206). Here, the random numbers for judgment acquired in S206 include information on the progress of the variable game of the first special symbol, such as the random numbers for jackpot judgment, the random numbers for determining the jackpot symbol, the random numbers for determining the miss symbol, and the random numbers for determining the variable pattern. Next, it is determined whether the jackpot flag is a value of 0 and both the a time-saving flag and the b time-saving flag are a value of 0 (S208). If it is determined that the jackpot flag is a value of 0 and both the a time-saving flag and the b time-saving flag are a value of 0, it is determined that the current game state is neither a jackpot game state nor a time-saving game state, and a first special symbol pre-reading judgment process is performed (S210), and a first special symbol pre-reading judgment command (first special symbol pre-reading judgment command) including the result of the pre-reading judgment is transmitted to the sub-integrated control device 90 (S212). The first special symbol pre-reading judgment process is a process performed based on the judgment random numbers (jackpot judgment random numbers, jackpot pattern determination random numbers, loss pattern determination random numbers, and variation pattern determination random numbers) acquired in S206 prior to the hit / miss judgment performed immediately before the first special symbol is displayed based on the judgment random numbers. In this embodiment, the jackpot judgment is performed using the jackpot judgment random numbers and the variation pattern judgment is performed using the variation pattern determination random numbers. The first special symbol pre-reading judgment command includes the result of the jackpot judgment of the first special symbol and the result of the variation pattern judgment. Note that when the probability variable flag is value 1, that is, when the current game state is a probability variable game state, the judgment random numbers that are a jackpot only in the probability variable game state and are not a jackpot in the normal game state may not be subject to the pre-reading judgment.On the other hand, if it is determined that the jackpot flag is a value of 1, or if it is determined that either the a time-saving flag or the b time-saving flag is a value of 1, it is determined that the current game state is either a jackpot game state or a time-saving game state, and is not suitable for executing the first special symbol pre-reading judgment, and the pre-reading judgment processing of S210 and S212 is skipped. Then, a first special symbol reservation generation command (first special symbol reservation generation command) is sent to the sub-integrated control device 90 (S214), and the processing proceeds to S216. The first special symbol reservation generation command includes information on the reservation number of the first special symbol for displaying the first reserved symbol 372a on the performance display device 37. Note that, if it is determined in S200 that a game ball has not entered the first starting hole 23, or if it is determined in S202 that the reservation number of the first special symbol has reached the upper limit number, the processing of S204 to S214 is skipped and the processing proceeds to the next S216.
[0053] It is also possible to adopt a configuration in which the random number storage area for judgment is divided into a storage area for winning / losing judgment and a storage area for look-ahead judgment, and the acquired random numbers for judgment can be stored in each storage area, or a configuration in which the random numbers for judgment stored in the random number storage area for judgment are shared between winning / losing judgment and look-ahead judgment. It is also possible to adopt a configuration in which the look-ahead judgment is performed as soon as the random numbers for judgment are obtained, and then the acquired random numbers for judgment are stored in the random number storage area for judgment. Regardless of the configuration adopted, the look-ahead judgment can be performed without any problems.
[0054] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S216). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S218). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1 and the display of the second special symbol reserved number display device 34 is updated (S220), and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S222). Here, the random number for determination obtained in S222 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Next, it is determined whether the jackpot flag is a value of 0 (S224). If it is determined that the jackpot flag is a value of 0, it is determined that the current game state is not a jackpot game state, and a pre-reading judgment process for the second special symbol is performed (S226), and a second special symbol pre-reading judgment command (second special symbol pre-reading judgment command) including the result of the pre-reading judgment is transmitted to the sub-integrated control device 90 (S228). The pre-reading judgment process for the second special symbol is a process performed based on the judgment random number obtained in S222 prior to the hit / miss judgment performed immediately before the second special symbol is displayed in a variable manner based on the judgment random number, and in this embodiment, a jackpot judgment using the jackpot judgment random number and a variable pattern judgment using the variable pattern determination random number are performed. The second special symbol pre-reading judgment command includes the result of the jackpot judgment of the second special symbol and the result of the variable pattern judgment. On the other hand, if it is determined that the jackpot flag is a value of 1, it is determined that the current game state is a jackpot game state and is not suitable for executing the pre-reading judgment of the second special symbol, and the pre-reading judgment processing of S226 and S228 is skipped. Then, a second special symbol reservation generation command (second special symbol reservation generation command) is sent to the sub-integrated control device 90 (S230), and the process proceeds to S232. The second special symbol reservation generation command includes information regarding the reservation number of the second special symbol for displaying the second reserved symbol 372b on the performance display device 37.If it is determined in S216 that no game ball has entered the second starting hole 24, or if it is determined in S218 that the number of reserved second special symbols has reached the upper limit, the process skips S220 to S230 and proceeds to the next process of S232.
[0055] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S232). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S234). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S236). Next, a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S238). Note that, as the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a command to indicate the number of reserved normal symbols is sent to the sub-integrated control device 90 (S240), and the start winning process is terminated. If it is determined in S232 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S234 that the number of reserved normal symbols has reached the upper limit, the process of S236 to S240 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0056] [Normal symbol game processing] FIG. 10 is a flow chart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first judges whether the normal symbol hit flag (normal symbol hit flag) is a value of 1 or not (step S300). The normal symbol hit flag is a flag indicating whether or not a normal symbol hit game is being played. If it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the normal symbol game processing is terminated. When the normal symbol game processing is terminated, it proceeds to the next normal symbol hit game processing of S60. On the other hand, if it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and it is judged whether or not the normal symbol is being displayed in a variable manner (S302), and whether or not the fixed symbol of the normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time of the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game process is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read (S308), and a normal symbol variable display related process for displaying the normal symbol variably is executed (S310), and the normal symbol game process is terminated. Details of the normal symbol variable display related process of S310 will be described below with reference to the flowchart of FIG. 11.
[0057] In the normal symbol variation display related process, it is determined whether the a time-saving flag is 0 (S350) or not, and whether the b time-saving flag is 0 (S352) or not. As described above, the a time-saving flag is a flag indicating whether the a time-saving state is in progress, and the a time-saving state occurs when a jackpot occurs. On the other hand, the b time-saving flag is a flag indicating whether the b time-saving state is in progress, and the b time-saving state occurs when the player reaches the ceiling of the trap. If it is determined that both the a time-saving flag and the b time-saving flag are 0, it is determined that the current game state is not a time-saving game state (neither the a time-saving state nor the b time-saving state), and a win / loss determination is made using a low probability normal symbol win determination table based on the obtained normal symbol win / loss determination random number (S354). On the other hand, if it is determined that either the a time-saving flag or the b time-saving flag is not 0 but 1, it is determined that the current game state is a time-saving game state (either the a time-saving state or the b time-saving state), and a win / loss determination is made using the high probability normal pattern hit determination table based on the acquired normal pattern hit / loss determination random number (S356). The normal pattern hit / loss determination is made by comparing the normal pattern hit / loss determination random number with the hit value contained in the normal pattern hit determination table, and if the normal pattern hit / loss determination random number matches the hit value, it is determined to be a hit, and if they do not match, it is determined to be a miss. The high probability normal pattern hit determination table has more hit values set than the low probability normal pattern hit determination table. If the result of the win / loss judgment is that there is a win ("YES" in S358), a winning symbol is determined as the confirmed symbol of the normal symbol (S360), and the normal symbol fluctuation time from when the normal symbol fluctuation display starts until the winning symbol is confirmed and displayed (a winning fluctuation pattern) is determined (S362). Also, if the result of the win / loss judgment is that there is a miss ("NO" in S358), a losing symbol is determined as the confirmed symbol of the normal symbol (S364), and the normal symbol fluctuation time from when the normal symbol fluctuation display starts until the losing symbol is confirmed and displayed (a losing fluctuation pattern) is determined (S366). The normal symbol fluctuation time is set to be shorter in the time-saving game state than in the normal game state.Once the confirmed normal symbol pattern and change time (change pattern) have been determined in this manner, the display of the normal symbol changes begins (S368), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S370), a command to start changing the normal symbols is sent to the sub-integrated control device 90 (S372), and the normal symbol game processing is terminated.
[0058] Returning to the normal symbol game process of FIG. 10, when the normal symbol variable display is started, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 or S366 has elapsed (variation according to the determined variable pattern has ended) (S312). If it is determined that the normal symbol variable time has not elapsed, the normal symbol game process is temporarily terminated, and if it is determined that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it is determined whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. When the normal pattern game process is executed after the confirmed normal pattern is displayed, it is determined in S304 that the display time for the confirmed pattern is in progress, so it is determined again in S316 whether or not the confirmed pattern display time has elapsed, and if it is determined that the confirmed pattern display time has elapsed, the display of the confirmed pattern is terminated (S318), and it is determined whether or not the confirmed normal pattern is a winning pattern (S320).
[0059] If it is determined that the confirmed normal pattern is not a winning pattern but a losing pattern, the normal pattern game process is terminated. On the other hand, if it is determined that the confirmed normal pattern is a winning pattern, the normal pattern winning flag (normal pattern winning flag) is set to a value of 1 (S322) and the normal pattern game process is terminated. When the normal pattern game process is terminated, the process proceeds to the next normal pattern winning game process in S60.
[0060] [Normal symbol winning game processing] FIG. 12 is a flow chart showing an example of a normal symbol winning game process. In the normal symbol winning game process of S60, the CPU 60a of the main control device 60 first judges whether the normal symbol winning flag is a value of 1 or not (S400). If it is judged that the normal symbol winning flag is a value of 0, not a value of 1, it is judged that the normal symbol winning game is not being played, and the normal symbol winning game process is terminated. On the other hand, if it is judged that the normal symbol winning flag is a value of 1, it is judged that the normal symbol winning game is being played, and it is judged whether the second start hole 24 is being opened or not (S402). If it is judged that the second start hole 24 is not being opened, it is judged whether the opening waiting time has elapsed or not (S404). If it is judged that the opening waiting time has not elapsed, it is terminated. On the other hand, when it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start hole 24 is determined (S406), and the second start hole solenoid 24c is controlled so that the second start hole 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start hole 24 differs depending on the game state. In this embodiment, when the game state is the normal game state, an opening pattern is set in which the hole is opened once for a maximum of 0.1 seconds, and when the game state is the time-saving game state, an opening pattern is set in which the hole is opened once for a maximum of 5.8 seconds.
[0061] When the second start hole 24 is opened, the next time the normal symbol winning game process is executed, it is determined in S402 that the second start hole 24 is open, and based on the detection signal from the second start hole switch 24a, it is determined whether or not a specified number of game balls (for example, 10 balls) have entered the second start hole 24 (S410), and whether or not the elapsed time since the second start hole 24 started to be opened has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start hole 24, and that the elapsed time since the second start hole 24 started to be opened has not reached the maximum opening time determined, the normal symbol winning game process is temporarily terminated while the second start hole 24 is kept open. On the other hand, when it is determined that a prescribed number of game balls have entered the second start hole 24, or when it is determined that the time elapsed since the opening of the second start hole 24 began has reached the determined maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game processing is terminated. When the normal symbol winning game processing is terminated, the process proceeds to the special symbol game processing of S70.
[0062] [Special symbol game processing] 13 and 14 are flow charts showing an example of the special symbol game process. In the special symbol game process of S70, the CPU 60a of the main control device 60 first judges whether the jackpot flag is set to a value of 1 or not (S500). If it is judged that the jackpot flag is set to a value of 1, it is determined that a jackpot game is being played, and the special symbol game process is terminated. Note that, when the special game process is terminated, Then, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is determined that the jackpot flag is not 1 but 0, it is determined that the jackpot game is not in progress, and it is determined whether or not either the first special symbol or the second special symbol is being displayed in a variable manner (S502), and whether or not the fixed symbol is being displayed (S504). If it is determined that either the first special symbol or the second special symbol is not being displayed in a variable manner and the fixed symbol is not being displayed, it is determined whether or not the reserved number of the second special symbol is greater than the value 0 (S506). If it is determined that the reserved number of the second special symbol is greater than the value 0, the oldest of the random numbers for judgment of the second special symbol stored in the judgment random number storage area is read out (S508), and a process related to the variable display of the second special symbol for displaying the variable display of the second special symbol is executed (S510), and the special symbol game process is terminated.
[0063] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S514), a process related to the first special symbol variable display for displaying the variable display of the first special symbol is executed (S516), and the special symbol game process is terminated. If it is determined in S512 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol change display (consumption of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Details of the second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be described below. FIG. 15 is a flowchart showing an example of the special symbol change display related process. In the following, in order to avoid duplication, the first special symbol change display related process and the second special symbol change display related process will be described using a common flowchart.
[0064] In the special symbol variation display related process, first, it is determined whether the probability variable flag is a value of 0 or not (S560). The probability variable flag is a flag indicating whether the current game state is a probability variable game state or not, and the probability variable game state occurs when a jackpot occurs with a probability variable jackpot pattern. If it is determined that the probability variable flag is a value of 0, it is determined that the current game state is not a probability variable game state, and a low probability hit value corresponding to a set value is read (S562). If it is determined that the probability variable flag is a value of 1 instead of 0, it is determined that the current game state is a probability variable game state, and a high probability hit value corresponding to a set value is read (S564). Then, a jackpot determination is performed to determine whether or not a jackpot has occurred by comparing the jackpot determination random number obtained in S508 or S514 with the read hit value (S566). The jackpot determination is made when the random number for jackpot determination matches any of the read-out winning values, and when the random number for jackpot determination does not match any of the read-out winning values, it is determined to be a losing jackpot. Here, the winning value is read out according to the currently set value among the settings 1 to 6 and the current game state (normal game state or probability change game state). Each of the settings 1 to 6 is assigned a different number of winning values, and in this embodiment, the larger the setting value, the more winning values are assigned. That is, the number of winning values is the smallest in the setting 1, and the number of winning values is the largest in the setting 6. The larger the number of winning values assigned, the higher the probability of winning a special pattern, so the setting 1 is the setting value with the lowest probability of winning and the most disadvantageous to the player, and the setting 6 is the setting value with the highest probability of winning and the most advantageous to the player.
[0065] When the jackpot determination process is executed, it is determined whether the result of the jackpot determination process is a jackpot (S568). If it is determined that there is a jackpot, the jackpot pattern is determined based on the random number for determining the jackpot pattern obtained in S508 or S514 (S570). This process is performed by using the random number for determining the jackpot pattern to select one pattern from among multiple jackpot patterns (for example, 4R normal jackpot pattern, 10R normal jackpot pattern, 10R special jackpot pattern, etc.) that have different jackpot game contents (number of rounds) and game states after the jackpot game ends (normal game state, special game state), using the random number for determining the jackpot pattern. The determined jackpot pattern is stored in the RAM 60c and is saved until the jackpot game ends. Next, a special symbol fluctuation pattern (jackpot fluctuation pattern) from the start of the special symbol fluctuation display to the determined jackpot symbol is determined based on the fluctuation pattern determination random number obtained in S508 or S514 and the jackpot fluctuation pattern table (S572).
[0066] On the other hand, if it is determined in S568 that the result of the jackpot determination process is a miss, a miss symbol is determined based on the random number for determining a miss symbol obtained in S508 or S514 (S580). Next, a special symbol fluctuation pattern (miss fluctuation pattern) from the start of the variable display of the special symbol to the stop display of the determined miss symbol is determined based on the random number for determining a variable pattern obtained in S508 or S514 and the miss fluctuation pattern table (S582).
[0067] Fig. 16 is an explanatory diagram showing an example of a variation pattern table. Fig. 16(a) shows a variation pattern table for misses, and Fig. 16(b) shows a variation pattern table for big wins. Variation patterns of special symbols include, for example, normal variation patterns T1 to T3, normal reach pattern T4, SP (special) reach pattern T5, and SPSP reach pattern T6, in order of shortest variation time. Note that the SP (special) reach pattern T5 and the SPSP reach pattern T6 are reach patterns that develop from the normal reach pattern T4.
[0068] As shown in FIG. 16(a), the miss variation pattern table includes normal variation patterns T1 to T3, normal reach pattern T4, SP reach pattern T5, and SPSP reach pattern T6 as miss variation patterns, and the miss variation pattern table is configured to have the normal variation patterns T1 to T3, normal reach pattern T4, SP reach pattern T5, and SPSP reach pattern T6 in descending order of appearance rate. In addition, the miss variation pattern table is configured so that when the game state is a time-saving game state (time-saving state a, time-saving state b), the average variation time of the miss variation pattern is shorter than that in the normal game state. As described above, the time-saving state b is a time-saving game state that occurs when the ceiling is reached, and when the time-saving state b occurs, although the probability of a jackpot is low, a jackpot can be generated in most cases. For this reason, the miss variation pattern table may be configured so that the average variation time is shorter in the time-saving state b than in the time-saving state a in order to shorten the time required for a jackpot to occur during the time-saving state b. For example, the b time-saving state may be configured so that the occurrence rate of missed reaches is lower (for example, so that normal reaches do not occur) compared to during the normal game state or the a time-saving state.
[0069] As shown in Fig. 16(b), the jackpot fluctuation pattern table includes SP reach pattern T11 and SPSP reach pattern T12 as jackpot fluctuation patterns, and the jackpot fluctuation pattern table is configured so that the SPSP reach pattern T12 and the SP reach pattern T11 are in descending order of appearance rate. For this reason, a jackpot will not occur in the normal fluctuation pattern or normal reach pattern, and the SPSP reach pattern has a higher reliability of a jackpot than the SP reach pattern.
[0070] If the result of the jackpot judgment in S568 is judged to be a jackpot, the variation pattern is determined, the variation display of the special symbol is started (S574), the reserved number of special symbols is decremented by a value of 1, and the display of the reserved number of special symbols is updated (S576). In addition, with the update of the reserved number of special symbols, the judgment random numbers related to the reserved numbers to be consumed this time are cleared, and a shift process is performed to shift the judgment random numbers related to the remaining reserved numbers. Then, a special symbol variation start command (special symbol variation start command) is sent to the sub-integrated control device 90 (S578), and the special symbol variation display related process is terminated. In these processes, when the first special symbol change display is started, the reserved number of the first special symbol is decremented by a value of 1, the display of the first special symbol reserved number display device 33 is updated, and then the first special symbol change start command (first special symbol change start command) is sent to the sub-integrated control device 90. When the second special symbol change display is started, the reserved number of the second special symbol is decremented by a value of 1, the display of the second special symbol reserved number display device 34 is updated, and then the second special symbol change start command (second special symbol change start command) is sent to the sub-integrated control device 90. The sub-integrated control device 90, which has received the special symbol change instruction command, sends a control command to the performance display control device 91 so that the pattern change performance is started on the performance display device 37. The special symbol change start command includes the result of the jackpot determination, the change pattern of the special symbol (change time), the confirmed symbol (jackpot symbol or miss symbol), and the like.
[0071] If the result of the jackpot judgment in S568 is determined to be a miss rather than a jackpot, the variation pattern is determined, and the variation display of the special symbol is started (S584), the reserved number of special symbols is decremented by a value of 1 to update the display of the reserved number of special symbols display device (S586), and then a ceiling counter update process is performed to update the ceiling counter (S588). Then, a special symbol variation start command is sent to the sub-integrated control device 90 (S578), and the special symbol variation display related process is terminated.
[0072] FIG. 17 is a flow chart showing an example of the ceiling counter update process. In the ceiling counter update process, first, it is determined whether the probability variable flag is a value of 0 (S590) and whether the b time-saving flag is a value of 0 (S591). If it is determined that either the probability variable flag or the b time-saving flag is a value of 1, it is determined that the current game state is either the probability variable game state or the b time-saving state, and the ceiling counter update process is terminated without updating the ceiling counter. On the other hand, if it is determined that both the probability variable flag and the b time-saving flag are a value of 0, it is determined that the current game state is neither the probability variable game state nor the b time-saving state, and the ceiling counter is incremented (counted) by a value of 1 (S592). The ceiling counter update process is executed when the result of the jackpot determination is a miss, and the ceiling counter is counted by a value of 1 when the game state is neither the probability variable game state nor the b time-saving state. Therefore, the value of the ceiling counter is mainly a count of the number of times the result of the jackpot determination is a miss in the normal game state. However, in this embodiment, since the gaming state is not the a time-saving state as a condition for counting the ceiling counter, the ceiling counter is counted in the same manner as in the normal gaming state even when the gaming state is the a time-saving state. The ceiling counter may be configured to count only when the gaming state is the normal gaming state. The value of the ceiling counter is set (reset) to an initial value (value 0) when a jackpot occurs, and after the jackpot game ends, counting starts from the initial value. The value of the ceiling counter is stored in the RAM 60c and is retained in the RAM 60c even when the power is turned off. If a RAM clear process is performed when the power is turned on, the value is reset to the initial value (value 0), and after the power is turned on, counting starts from the initial value. On the other hand, if a RAM clear process is not performed when the power is turned on next time, the value of the ceiling counter starts counting from the value stored in the RAM 60c. In this embodiment, the ceiling counter is configured as an up counter that increments the value by 1, but it may be configured as a down counter that decrements the value by 1.
[0073] When the ceiling counter is counted (incremented), it is determined whether the value of the ceiling counter matches a specified value (S593). The specified value is a threshold value for determining whether the ceiling has been reached, and in this embodiment, is set to a value of 900. If it is determined that the value of the ceiling counter does not match the specified value, it is determined that the ceiling has not been reached, and the ceiling counter update process is terminated.
[0074] If it is determined in S593 that the value of the ceiling counter matches the specified value, it is determined that the ceiling has been reached, and the ceiling reached flag is set to a value of 1 (S596), and a ceiling reached performance instruction command is sent to the sub-integrated control device 90 to instruct the execution of a ceiling reached performance that notifies the user that the ceiling has been reached (S597), and the ceiling counter update process is terminated. The sub-integrated control device 90, which has received the ceiling reached performance instruction command, sends a control command to the performance display control device 91 to execute the ceiling reached performance on the performance display device 37.
[0075] Returning to the special symbol game process of FIG. 13 and FIG. 14, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) is started, since it is determined in S502 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S572 or S582, it can be determined whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the determined variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether the display time of the fixed symbol has elapsed (S524). Here, the display time of the fixed symbol is set to 0.5 seconds in this embodiment. If it is determined that the display time of the fixed symbol has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is determined again in S524 whether the display time of the fixed symbol has elapsed, and if it is determined that the display time of the fixed symbol has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether the fixed symbol is a jackpot symbol (S528).
[0076] When it is determined in S528 that the symbol is a jackpot, the operation of the condition device is started in order to generate a jackpot (S530), the operation of the consecutive operation device of the accessory is started (S532), and the value of the jackpot flag is set to 1 (S534). In order to stop the probability variable function and the time-saving function during the jackpot game, when the probability variable flag is set to 1, the value of the probability variable flag is set to 0 (S536, S538), when the a-time-saving flag is set to 1, the value of the a-time-saving flag is set to 0 (S540, S542), and when the b-time-saving flag is set to 1, the value of the b-time-saving flag is set to 0 (S544, S546). Then, a game state designation command is sent to the sub-integrated control device 90 (S548), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the value of the probability variable flag, the value of the a-time-saving flag, and the value of the b-time-saving flag. When the special symbol game processing is completed, the process returns to the main control processing and proceeds to the next big win game processing in S80.
[0077] On the other hand, if it is determined in S528 that the symbol is not a winning symbol but a losing symbol, it is determined whether the probability variable flag is 1 (probability variable game state) (S550), and if it is determined that the probability variable flag is 0 instead of 1, the process proceeds to S558. If it is determined that the probability variable flag is 1, the probability variable counter is decremented by 1 (S552), and it is determined whether the probability variable counter is 0 (S554). The probability variable counter indicates the remaining number of times the special symbol will change until the probability variable game state ends, and a value that is predetermined at the end of the jackpot game is set to the probability variable counter. In this embodiment, when the jackpot symbol is a probability variable jackpot symbol (probability variable jackpot), a value of 10000 is set. Therefore, when a probability variable jackpot is drawn, the probability variable game state is substantially maintained until the next jackpot is drawn. If it is determined that the probability variable counter is not 0, the process proceeds to S558 while maintaining the probability variable game state. On the other hand, if it is determined that the probability variation counter is 0, in order to end the probability variation game state, the probability variation flag is set to 0 (S556), and then the process proceeds to S558. Then, the time-saving flag setting process is executed (S558), a game state designation command is sent to the sub-integrated control device 90 (S548), and the special symbol game process is ended.
[0078] FIG. 18 is a flowchart showing an example of the time-saving flag setting process. In the time-saving flag setting process, first, it is determined whether the a time-saving flag is value 1 (in the a time-saving state) (S600). If it is determined that the a time-saving flag is value 0, not value 1, the process proceeds to S608. If it is determined that the a time-saving flag is value 1, the a time-saving counter is decremented by value 1 (S602), and it is determined whether the a time-saving counter is value 0 (S604). The a time-saving counter indicates the remaining number of times the special pattern will change until the a time-saving state ends, and a value that is predetermined at the end of a jackpot game is set to the a time-saving counter. In this embodiment, if the jackpot pattern is a normal jackpot pattern, a value of 100 is set, and if it is a probability jackpot pattern, a value of 10000 is set. Therefore, when a probability jackpot is drawn, the a time-saving state is substantially maintained until the next jackpot is drawn. If it is determined that the a time-saving counter is not equal to the value 0, the a time-saving state is maintained and the process proceeds to S608. If it is determined that the a time-saving counter is equal to the value 0, the a time-saving flag is set to the value 0 (S606) to end the a time-saving state, and the process proceeds to S608.
[0079] Next, it is determined whether the b time-saving flag is value 1 (in the b time-saving state) (S608). If it is determined that the b time-saving flag is value 0, not value 1, it is determined whether the value of the ceiling counter matches the specified value (value 900) (S610). If it is determined that the value of the ceiling counter does not match the specified value, the time-saving flag setting process is terminated. On the other hand, if it is determined that the value of the ceiling counter matches the specified value, the ceiling counter is set to an initial value (value 0) (S612), and in order to generate the b time-saving state, the b time-saving flag is set to value 1 (S614), and a predetermined value is set to the b time-saving counter (S616), and the time-saving flag setting process is terminated. As described above, the b time-saving counter indicates the remaining number of times the special pattern will change until the b time-saving state ends, and in this embodiment, the b time-saving counter is set to a value of, for example, 900. Since the probability of a jackpot is 1 / 320 to 1 / 270, when the ceiling is reached and the b time-saving state occurs, a jackpot can be drawn in most cases.
[0080] In S608, if it is determined that the b time-saving flag is a value of 1, the b time-saving counter is decremented by a value of 1 (S618), and it is determined whether or not the b time-saving counter is a value of 0 (S620). If it is determined that the b time-saving counter is not a value of 0, the time-saving flag setting process is terminated while maintaining the b time-saving state. On the other hand, if it is determined that the b time-saving counter is a value of 0, the b time-saving flag is set to a value of 0 (S622) in order to terminate the b time-saving state, and the time-saving flag setting process is terminated. That is, if the b time-saving counter becomes a value of 0 without a jackpot being drawn, the b time-saving state ends and the game moves to a normal game state. Note that if the game moves to a normal game state without a jackpot being drawn in the b time-saving state, and the number of misses from there reaches a specified value, it may not be regarded as reaching the ceiling and the b time-saving state may not be generated, or it may be regarded as reaching the ceiling and the b time-saving state may be generated.
[0081] [Jackpot game processing] 19 and 20 are flow charts showing an example of the jackpot game process. In the jackpot game process of S80, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S700). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is open or not (S702), whether the jackpot game start presentation is in progress or not (S704), whether the jackpot game end presentation is in progress or not (S706), and whether the opening interval is in progress or not (S708). If the judgments of S702 to S708 are all negative, a jackpot game start presentation command is sent to the sub integrated control device 90 (S710), and the jackpot game process is terminated. The sub-integrated control device 90 that has received the jackpot game start presentation command starts the jackpot game start presentation. When the jackpot game start presentation starts, the next time the jackpot game processing is executed, it is determined in S704 that the jackpot game start presentation is in progress, so it is determined whether the jackpot game start presentation time has elapsed (S712). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening 25 is opened by driving the jackpot game opening solenoid 25c (S714), and the jackpot game processing is terminated.
[0082] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S702 that the large prize opening 25 is open, and so it is determined whether or not the number of game balls entering the large prize opening 25 has reached a specified number (10 in this embodiment) based on a detection signal from the large prize opening switch 25a (S716), and whether or not the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (28 seconds in this embodiment) (S718). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is left open while the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S720), and it is determined whether or not the current round game is the final round (S722). Since the number of rounds of the big prize game is set by the big prize pattern ("4R normal big prize pattern", "10R normal big prize pattern", "10R special big prize pattern"), the determination of whether or not the current round game is the final round is performed by determining whether or not the number of repetitions of the round game has reached the number determined according to the big prize pattern. When it is determined that the current round game is not the final round, an interval between openings is generated (S724), and the big prize game processing is terminated. When an interval between openings occurs, the next time the jackpot game process is executed, it is determined in S708 that the interval between openings is in progress, and it is then determined whether the interval between openings (e.g., 2 seconds) has elapsed (S726). If it is determined that the interval between openings has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S714), and the jackpot game process is terminated.
[0083] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S722 that the current round play is the final round, a big prize play end presentation command is sent to the sub-integrated control device 90 (S728) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end presentation command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S706 that the big prize play end presentation is in progress when the big prize play processing is next started, so it is determined whether the big prize play end presentation time has elapsed (S730). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S732) and the operation of the condition device is stopped (S734). Next, the high probability flag setting process (S736) and the high probability counter setting process (S738) are performed, and the a time-saving flag setting process (S740) and the a time-saving counter setting process (S742) are performed. The high probability flag setting process is performed by setting the high probability flag to a value of 0 when the jackpot pattern is a normal jackpot pattern, and by setting the high probability flag to a value of 1 when the jackpot pattern is a high probability jackpot pattern. The high probability counter setting process is performed by setting the value to 10000 when the jackpot pattern is a high probability jackpot pattern. The a time-saving flag setting process is performed by setting the a time-saving flag to a value of 1, regardless of whether the jackpot pattern is a normal jackpot pattern or a high probability jackpot pattern. The time-saving counter setting process is performed by setting a value of 100 when the jackpot symbol is a normal jackpot symbol, and by setting a value of 10,000 when the jackpot symbol is a certain jackpot symbol. Next, a ceiling counter setting process is performed (S744). The ceiling counter setting process is performed by setting an initial value (value 0) to the ceiling counter. The ceiling counter setting process may be performed when the jackpot symbol is displayed as a confirmed jackpot symbol in S528 of the special symbol game process, or when a jackpot is determined by the jackpot determination in S568 of the special symbol variable display related process. Then, in order to end the jackpot game, a value of 0 is set to the jackpot flag (S748), and a game state designation command is sent to the sub-integrated control device 90 (S750), and the jackpot game process is ended.In addition, the game status designation command includes the value of the special bonus flag, the value of the a time-saving flag, the value of the ceiling counter, the value of the jackpot flag, etc.
[0084] Next, the processing of the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a special symbol variation start command, a ceiling reach performance instruction command, a symbol stop command, a game state designation command, a big win game start performance command, and a big win game end performance command. In addition, the processing of the sub-integrated control device 90 includes a reserved display processing performed based on a game ball entering the first start hole 23 or the second start hole 24, a symbol variation performance processing performed during the variable display of the special symbol, and a big win game performance processing performed during a big win game. Details of the reserved display processing and the symbol variation performance processing will be described below.
[0085] [Pending display processing] FIG. 21 is a flowchart showing an example of the reserved display process. In the reserved display process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a special pattern reserved generation command (first special pattern reserved generation command or second special pattern reserved generation command) transmitted by the main control device 60 in S214 or S230 of the start winning process in FIG. 9 has been received (S800). If it is judged that the special pattern reserved generation command has not been received, the process proceeds to S812. On the other hand, if it is judged that the special pattern reserved generation command has been received, it further judges whether or not a special pattern pre-reading judgment command (first special pattern pre-reading judgment command or second special pattern pre-reading judgment command) transmitted by the main control device 60 in S212 or S228 of the start winning process has been received (S802). If it is judged that the special pattern reserved generation command has been received but the special pattern pre-reading judgment command has not been received, the reserved pattern is displayed (added) in the normal display (S808) and the process proceeds to S812. When a first special pattern reservation generation command is received, the reserved pattern is displayed by displaying the first reserved pattern 372a, and when a second special pattern reservation generation command is received, the reserved pattern is displayed by displaying the second reserved pattern 372b.
[0086] On the other hand, when it is determined that the special pattern reserve occurrence command and the special pattern pre-reading judgment command have been received, it is determined whether the generated reserve is a jackpot reserve (S804) or a specific miss reserve (S806). The judgment in S804 is performed, for example, by determining whether the result of the jackpot judgment by the pre-reading judgment is a jackpot, and the judgment in S806 is performed, for example, by determining whether the result of the jackpot judgment by the pre-reading judgment is a miss and the result of the variable pattern judgment is a specific pattern (SP pattern or SPSP pattern). These judgments may be performed by performing a lottery and on the condition that the result of the lottery is a win. When it is determined that the generated reserve is neither a jackpot reserve nor a specific miss reserve, the reserved pattern is displayed (added) in a normal display (S808) and the process proceeds to S812, and when it is determined that the generated reserve is either a jackpot reserve or a specific miss reserve, the reserved pattern is displayed (added) in a specific display different from the normal display (S810) and the process proceeds to S812.
[0087] Next, in S578 of the special pattern change display related process in Fig. 15, it is determined whether or not a special pattern change start command (first special pattern change start command or second special pattern change start command) transmitted by the main control device 60 has been received (S812). If it is determined that the special pattern change start command has not been received, the reserved display process is terminated, and if it is determined that the special pattern change start command has been received, the reserved display of the special pattern related to the change is erased and the remaining reserved displays are shifted (S814), and the reserved display process is terminated. The reserved display is erased by erasing the first reserved pattern 372a when the first special pattern change start command has been received, and by erasing the second reserved pattern 372b when the second special pattern change start command has been received.
[0088] [Pattern change effect processing] FIG. 22 is a flow chart showing an example of the pattern change performance process. In the pattern change performance process, the CPU 90a of the sub-integrated control device 90 first judges whether or not the special pattern change start command transmitted by the main control device 60 in S578 of the special pattern change display related process in FIG. 15 has been received (S900). If it is judged that the special pattern change start command has not been received, the process proceeds to S926. On the other hand, if it is judged that the special pattern change start command has been received, the stop pattern of the performance pattern is determined based on the determined pattern of the special pattern included in the special pattern change start command (S902), and the change pattern of the performance pattern is determined based on the change pattern (change time) of the special pattern (S904). The decision of the stop pattern of the performance pattern is performed by selecting the stop pattern of the performance pattern corresponding to the determined pattern of the special pattern determined in S570 or S580 of the special pattern change display related process from among a plurality of stop patterns stored in advance. The change pattern of the performance symbol is determined by selecting the change pattern of the performance symbol corresponding to the change pattern of the special symbol determined in S572 or S582 of the special symbol change display related process from among a plurality of change patterns stored in advance. When the stop symbol and change pattern of the performance symbol are determined in this way, a pattern change performance that changes and displays the performance symbol is started (S906). The pattern change performance is performed by transmitting a control command (pattern change performance start command) that instructs the start of the pattern change performance to the performance symbol control device 91.
[0089] Next, it is determined whether or not the ceiling reach effect command transmitted by the main control device 60 in S597 of the ceiling counter update process in FIG. 17 has been received (S908). If it is determined that the ceiling reach effect command has been received, a ceiling reach effect indicating that the ceiling has been reached is executed (S910). The ceiling reach effect is performed by transmitting a control command instructing the start of the ceiling reach effect to the effect pattern control device 91. On the other hand, if it is determined that the ceiling reach effect command has not been received, it is determined whether or not the pattern stop command transmitted by the main control device 60 in S520 of the special pattern game process in FIG. 13 has been received (S926). If it is determined that the pattern stop command has not been received, the pattern change effect process is terminated, and if it is determined that the pattern stop command has been received, the effect pattern being changed is stopped and displayed at the stop pattern determined in S902, thereby ending the pattern change effect (S928), and the pattern change effect process is terminated.
[0090] 5, in the gaming machine of this embodiment, the player can check the ceiling remaining number 380 while playing, that is, when the performance symbols are fluctuating, and can play using the ceiling remaining number 380 as one of the game indicators. Also, when the performance symbols stop, at least a part of the ceiling remaining number 380 is hidden by the performance symbols, so the player cannot see the ceiling remaining number 380.
[0091] In the gaming machine of this embodiment, there is a standby state, which is a non-playing state in which no game is being played. Specifically, for example, the standby state may be a state where the reserved memory of the special chart does not exist and the variable display of the special chart is not being performed. Also, for example, the standby state may be a state where the reserved memory of the special chart and the normal chart does not exist and the variable display of the special chart and the normal chart is not being performed. In addition to these conditions, the standby state may be a state where the variable display of the special chart and / or the normal chart has not been performed for a predetermined time, or a state where the game ball has not been fired (or has not been fired for a predetermined time), and any state that determines that the player is not playing may be used. The standby state may be determined by whether the sub-integrated control device 90 is in a non-play state, or in other embodiments, the main control device 60 may make the determination and send a standby command to the sub-integrated control device 90 if it is in a non-play state.
[0092] When the sub integrated control device 90 transitions to the standby state, it displays a standby screen on the performance screen (see FIG. 23(a)). The standby screen is the screen that was displayed on the performance screen just before the transition to the standby state, and displays the performance pattern that was confirmed and displayed in the pattern performance performed just before the transition.
[0093] In this standby state, the effect pattern is displayed as confirmed and then stopped, and the effect pattern is positioned as a stop position so that some of the remaining number of times the special pattern will change until the ceiling is reached is hidden by the stopped effect pattern, so that the remaining number of times the special pattern will change until the ceiling is reached cannot be seen when not playing.
[0094] In this embodiment, the remaining number of times the special symbol will change until the ceiling is reached is hidden and cannot be seen by stopping the performance symbols, but it is not necessary to make all of the ceiling remaining number 380, which indicates the remaining number of times the special symbol will change until the ceiling is reached, invisible. As shown in FIG. 5(b) and FIG. 23(a), the characters up to the special time of the ceiling remaining number 380 and a part of the characters of the remaining 500 times are visible. By doing so, when not playing, it is possible to recognize that the ceiling function is provided by looking at the performance screen. Also, if a part of the remaining number of times until the ceiling is visible, it is possible to predict the remaining number of times the special symbol will change until the ceiling is reached and start playing even when not playing.
[0095] Furthermore, in this embodiment, since a portion of the remaining number of times 380 on the ceiling is hidden by the performance pattern, there is no need to display the remaining number of times 380 on the ceiling differently from during gameplay, such as hiding the remaining number of times 380 on the ceiling with a new display object or erasing the remaining number of times 380 on the ceiling. Since the display is almost the same as during gameplay, that is, the performance pattern is stopped, development costs can be reduced.
[0096] In this embodiment, a part of the remaining number of times to reach the ceiling, 380, is hidden by the performance symbols, and it is preferable to hide the value of the largest digit of the number of times to reach the ceiling. In the case of a gaming machine that requires 500 rotations for the number of times that the special symbols change until the ceiling is reached, at least the 5 in the hundreds digit is displayed so as to be hidden. In this way, the most important part of the number of times that the special symbols remain to change until the ceiling is reached cannot be confirmed while not playing, but it is possible to predict it by checking the tens digit and ones digit. It is also possible to make only the ones digit visible.
[0097] The ceiling remaining number of times 380 is composed of a section indicating that there is a ceiling function (the display "Until Special Time" in FIG. 5(a)) and a section indicating the remaining number of times the special pattern will fluctuate until the ceiling is reached (the display "500 times remaining" in FIG. 5(a)). It is preferable that the section indicating that there is a ceiling function is not concealed even when not in play or when the pattern is stopped, or that even if it is partially concealed, it is concealed only to the extent that what is written is visible. The presence of a ceiling function is something that should be promoted as a gaming machine, and since there is no need to conceal the presence or absence of a ceiling function, it is sufficient to only conceal the remaining number of times the special pattern will fluctuate until the ceiling is reached. However, since a section indicating that there is a ceiling function is not necessarily required, the ceiling remaining number of times 380 itself may be only a section indicating the remaining number of times the special pattern will fluctuate until the ceiling is reached.
[0098] In this embodiment, the standby state is as shown in Fig. 23(a), but the method of hiding the ceiling remaining number 380 is not limited to this. For example, as shown in Fig. 23(b) or Fig. 23(c), the ceiling remaining number 380 may be hidden by a display effect displayed on the standby screen, and Fig. 23(b) shows that an operation means such as the effect button 16 may be used on the standby screen, and an operation display 388 prompting the operation is displayed, and the ceiling remaining number 380 is hidden by the operation display 388. Also, instead of the operation display 388, a demo display 389 for indicating that the standby screen is displayed as shown in Fig. 23(c) may be displayed on the standby screen to hide the ceiling remaining number 380. In Fig. 23(b) and Fig. 23(c), the display position of the ceiling remaining number 380 displayed in the upper left position as in Fig. 23(a) may be changed when the non-play state is entered, or the ceiling remaining number 380 is displayed in the position of Fig. 23(b) and Fig. 23(c) during play, and is a position that is not hidden even when the performance pattern stops, and when the non-play state is entered, the operation display 388 and demo display 389 may be displayed and hidden. Also, when the performance pattern in Fig. 5(b) stops, the ceiling remaining number 380 may not be hidden (the stopping position of the performance pattern is made lower than in Fig. 5(a) so that it does not overlap with the ceiling remaining number 380), and when the standby state is entered, the performance pattern may move up and the ceiling remaining number 380 may be hidden in Fig. 5(b). Figures 23(b) and 23(c) are displayed in standby mode and hide the remaining ceiling number of 380, so there is no need to prepare a new display to hide it, and the same effect is achieved as when it is hidden by a performance pattern as in Figure 23(a).
[0099] The ceiling remaining number of times 380 may be displayed in any state, or may be displayed only in a specified state, such as only when the game state is a normal game state, or may be hidden during a specified effect such as during an SP reach, since attention should be paid to that effect rather than the ceiling remaining number of times 380.
[0100] Regarding the effect display when the RAM clear process is performed when the power is turned on and when the RAM clear process is not performed, the display after powering on may display 380 remaining ceiling times and hide it with an effect pattern or the like as in the above embodiment, or in places where it is clear that there is a ceiling function of 380 remaining ceiling times (for example, the display "Until Special Time" in FIG. 5(a)) and in places where the remaining number of times the special pattern will change until the ceiling is reached is known (for example, the display "500 times remaining" in FIG. 5(a)), a special display may be displayed where the remaining number of times the special pattern will change until the ceiling is reached is known, without displaying the remaining number of times the special pattern will change until the ceiling is reached. As for the special display, it is not necessary to display anything at all, or, for example, a display such as "??? times remaining until Special Time" may be displayed. This is because, when the RAM clear process is not performed when the gaming machine is turned on, that is, when play is started with the value of the ceiling counter from the previous day remaining, even if the display of the ceiling remaining times of 380 shows 500 times remaining until special time, the actual ceiling counter is the number of fluctuations from the previous day, so the number of remaining times minus the number of fluctuations from the previous day is the number of remaining fluctuations of the special pattern until the ceiling is reached, which creates a contradiction. Also, if the number of remaining times from the previous day is displayed, it is clear that the RAM clear process was not performed when the machine was turned on. Similarly, if the RAM clear process was performed when the machine was turned on, even if it shows 500 times remaining until special time, it is clear that the RAM clear process was performed. In reality, since the machine is not being played, part of the 500 times is hidden by the ceiling remaining times of 380, so the 500 times are not visible, but even if the 5 in the hundreds digit is gone, if the 00 is visible, it is possible to predict that the RAM clear process was not performed. If it were easy to tell whether the RAM clear process had been performed, when the RAM clear process had been performed, the ceiling counter would have a value of 0, meaning that the number of times the special symbols have remained until the ceiling is reached is at its highest, and since there is a possibility that the player will not play, by displaying "??? times remaining until Special Time," it would be clear that there is Special Time, which is a ceiling function, but it would be impossible to know how many times the special symbols have remained until the ceiling is reached, and it would be impossible to know whether the RAM clear process had been performed or not. This state can be released if a jackpot is hit after the power is turned on.
[0101] In the display after power-on, the part showing the remaining number of times the special symbols will change until the ceiling is reached is shown with a special display that does not show the remaining number of times the special symbols will change until the ceiling is reached, but the special display may be such that when the special symbols are changed a certain number of times after power-on, the display is the normal one (for example, after 20 rotations, there are 400 rotations remaining until the special time), and by doing this, the remaining number of times the special symbols will change until the ceiling is reached can be known by playing a certain number of rotations, which can increase the player's motivation to play. The predetermined number of rotations after power-on may be predetermined, and if it is set to 20 rotations, for example, the player will want to play at least 20 times. The predetermined number of spins after power-on may be random, or each time the special symbol changes, whether to change from a special display to a normal display may be decided by lottery or the like, or the predetermined number of spins may be decided from among several by lottery after power-on. In this way, by making the predetermined number of spins unknown after power-on, the player can play while anticipating when it will appear, which is different from normal games. Also, when the number of times the special symbol remains to change until the ceiling is reached after power-on reaches a predetermined value, the display may be changed from the special display to the normal display. In this way, the player can play the game while hoping that the display will change to the normal display soon. The predetermined value may be determined in advance, or may be random. In the case where the display is changed from the special display to the normal display when the number of times the special symbol remains to change until the ceiling is reached is a predetermined value, it is possible that the number of times the special symbol remains to change until the ceiling is reached is already reached when the power is turned on. In this case, the special display may be changed to the normal display when the special symbol is changed a predetermined number of times after power-on as described above.
[0102] In the embodiment, the machine is configured as a so-called seven-type gaming machine, but is not limited to this, and may be configured as a so-called one-type two-type mixed machine in which a specific area is provided inside the large prize winning port that opens during a small prize game, and when a game ball enters the large prize winning port during a small prize game and the entered game ball passes through the specific area, it develops into a big prize game. In this case, when the number of times that the special symbols change reaches a specified number of times without a big prize occurring, a b time-saving state may be generated as a ceiling being reached.
[0103] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but the so-called sealed type pachinko machine may be used. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machine of the embodiment may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device of the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only through the frame control device. The embodiment may be applied to a reel type game machine.
[0104] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be explained. The start winning process S200-S230 corresponds to the "start condition", the CPU 60a of the main control device 60 that executes the special symbol game process corresponds to the "win / lose determination means", the CPU 60a of the main control device 60 that executes the processes of S700-734, S748, and S750 of the big win game process corresponds to the "special game execution means", the CPU 60a of the main control device 60 that executes the ceiling counter update process corresponds to the "variation counting means", and the CPU 90a of the sub-integrated control device 90 that executes the process of S918 of the symbol variation performance process, the performance display control device 91, and the performance display device 37 correspond to the "benefit suggestion performance means". The correspondence between the main elements of the Examples and the main elements of the invention described in the Summary of the Problem column does not limit the elements of the invention described in the Summary of the Problem column, since the Examples are examples for specifically explaining the mode for implementing the invention described in the Summary of the Problem column. In other words, the interpretation of the invention described in the Summary of the Problem column should be based on the description in that column, and the Examples are merely a specific example of the invention described in the Summary of the Problem column.
[0105] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]
[0106] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 LED, 16 performance button, 16a performance button switch, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern activation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c large prize port solenoid, 27 normal prize port, 27a normal prize port switch, 29 Outlet, 31 first special symbol display device (first special symbol display device), 32 second special symbol display device (second special symbol display device), 33 first special symbol reserved number display device (first special symbol reserved number display device), 34 second special symbol reserved number display device (second special symbol reserved number display device), 35 normal symbol display device (normal symbol display device), 36 normal symbol reserved number display device (normal symbol reserved number display device), 37 performance display device, 371L, 371C, 371R performance symbol (pseudo symbol), 372a first reserved symbol, 372b second reserved symbol, 38 center role, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 rear wiring relay terminal board, 65 external connection terminal board, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 98 probability setting switch, 99 RAM clear switch, 100 hall computer.
Claims
[Claim 1] A hit / miss determination means for determining whether or not a hit is made based on the establishment of the start condition after the start condition is established; A variable display means for displaying a variable display of the identification information according to the result of the correct / incorrect judgment; a special game execution means for transitioning to a special game state when a specific display result is displayed on the variable display; A variation counting means for counting the number of variation displays that have not been determined as winning by the winning / losing determination means; a bonus awarding means for awarding a bonus advantageous to a player when the count value counted by the fluctuation counting means reaches a predetermined value; A bonus suggestion display means for displaying a suggestion display regarding a remaining number of times of the change display up to the predetermined value; A gaming machine characterized in that, when a specified condition is satisfied, a part of the suggestive performance is displayed visibly and a specified portion is displayed invisibly, and, when the specified condition is not satisfied, the specified portion is displayed visibly.
Citation Information
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