Game machine
By integrating launching, display, and judgment mechanisms in pachinko machines, the gameplay experience is enhanced through dynamic displays and variable rewards, addressing the lack of engagement in traditional systems.
Patent Information
- Application Number
- JP2025024623
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-19
- Publication Date
- 2025-05-02
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player engagement and attention during gameplay.
Incorporation of launching means, display means, information acquisition means, storage means, judgment means, dynamic display execution means, and advantageous state means to create engaging gameplay experiences by varying the display and reward structures based on player interaction.
The solution effectively increases player attention and engagement by providing dynamic displays and variable rewards, enhancing the overall gaming experience.
Smart Images

Figure 2025071184000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, gaming machines such as pachinko machines have been configured such that a predetermined ball entry means is arranged in a gaming area provided on a gaming board, and when a gaming ball shot towards the gaming area enters the ball entry means, a predetermined judgment is made and a variable ball entry means is opened and closed depending on the judgment result, so that a predetermined gaming value is awarded to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2008-295672 A Summary of the Invention [Problem to be solved by the invention]
[0004] In order to improve the enjoyment of the game in the gaming machines exemplified above, it is necessary to increase the attention to the game, and there is still room for improvement in this regard.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can appropriately increase attention to the game. [Means for solving the problem]
[0006] In order to achieve this object, the gaming machine described in claim 1 comprises: launching means capable of launching gaming balls; predetermined display means capable of displaying predetermined identification information; predetermined entry means into which the gaming balls launched by the launching means can enter; predetermined information acquisition means capable of acquiring predetermined information based on the entry of the gaming balls into the predetermined entry means; predetermined storage means capable of storing the predetermined information acquired by the predetermined information acquisition means; predetermined judgment means capable of judging the predetermined information stored in the predetermined storage means; predetermined dynamic display execution means capable of executing a predetermined dynamic display of the predetermined identification information in the predetermined display means by using a judgment result by the predetermined judgment means; predetermined advantageous state means capable of generating a predetermined advantageous state capable of awarding a predetermined first gaming value to a player when a predetermined derivation result is derived in the predetermined dynamic display by the predetermined dynamic display execution means; specific display means capable of displaying specific identification information; and specific entry means into which the gaming balls launched by the launching means can enter. A gaming machine comprising: a ball means; a specific information acquisition means capable of acquiring specific information based on the entry of a gaming ball into the specific ball entry means; a specific storage means capable of storing the specific information acquired by the specific information acquisition means; a specific judgment means capable of judging the specific information stored in the specific storage means; a specific dynamic display execution means capable of executing a specific dynamic display of the specific identification information in the specific display means by using the judgment result by the specific judgment means; and a specific advantageous state means capable of generating a specific advantageous state in which a specific second gaming value can be awarded to a player when a specific derivation result is derived in the specific execution display by the specific dynamic display execution means, wherein the gaming machine further comprises a ball entry suppression means capable of suppressing the entry of a ball into the specific ball entry means during the period of the specific advantageous state, and the period of the specific advantageous state is a period during which all of the specific dynamic displays based on the specific information stored in the specific storage means before the occurrence of the specific advantageous state can be executed. Effect of the Invention
[0007] According to the gaming machine of claim 1, the gaming machine includes a launching means capable of launching gaming balls, a predetermined display means capable of displaying predetermined identification information, a predetermined entry means into which the gaming balls launched by the launching means can enter, a predetermined information acquisition means capable of acquiring predetermined information based on the entry of the gaming ball into the predetermined entry means, a predetermined storage means capable of storing the predetermined information acquired by the predetermined information acquisition means, a predetermined judgment means capable of judging the predetermined information stored in the predetermined storage means, a predetermined dynamic display execution means capable of executing a predetermined dynamic display of the predetermined identification information in the predetermined display means by using a judgment result by the predetermined judgment means, a predetermined advantageous state means capable of generating a predetermined advantageous state capable of awarding a predetermined first gaming value to a player when a predetermined derivation result is derived in the predetermined dynamic display by the predetermined dynamic display execution means, a specific display means capable of displaying specific identification information, and a specific entry means into which the gaming balls launched by the launching means can enter. A gaming machine including a specific information acquisition means capable of acquiring specific information based on the entry of a game ball into the specific ball entry means, a specific storage means capable of storing the specific information acquired by the specific information acquisition means, a specific judgment means capable of judging the specific information stored in the specific storage means, a specific dynamic display execution means capable of executing a specific dynamic display of the specific identification information in the specific display means by using the judgment result by the specific judgment means, and a specific advantageous state means capable of generating a specific advantageous state capable of awarding a specific second gaming value to a player when a specific derivation result is derived in the specific execution display by the specific dynamic display execution means, and a ball entry suppression means capable of suppressing the entry of a ball into the specific ball entry means during the period of the specific advantageous state, and the period of the specific advantageous state is a period during which all of the specific dynamic displays based on the specific information stored in the specific storage means before the occurrence of the specific advantageous state can be executed. This has the effect of favorably increasing attention to the game. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 4] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Diagram 5] This is a block diagram showing the electrical configuration of a pachinko machine, and is a block diagram mainly showing the electrical configuration of the main control device. [Figure 6] This is a diagram showing a schematic configuration of various counters, each reserved ball storage area, and reserved ball execution area. [Figure 7] 1A is a diagram showing the special chart 1 jackpot random number table, and FIG. 1B is a diagram showing the special chart 2 jackpot random number table. [Figure 8] 1A is a diagram showing a schematic example of a jackpot type table for special chart 1, and FIG. 1B is a diagram showing a schematic example of a jackpot type table for special chart 2. FIG. [Figure 9] This is a timing chart showing the drive patterns of the large prize opening solenoid and the special probability area solenoid for each round when a ``special probability A jackpot'' or a ``potential special probability A jackpot'' occurs, the detection modes of the large prize opening switch and the special probability area switch, and the setting mode of the special probability transition flag. [Figure 10] This is a timing chart showing the drive patterns of the large prize opening solenoid and the special probability area solenoid for each round when a ``time-saving A jackpot'' or a ``normal A jackpot'' occurs, the detection modes of the large prize opening switch and the special probability area switch, and the setting mode of the special probability transition flag. [Figure 11] This is a list showing the number of consecutive games according to the continuation probability when entering the ST state, and the probability of reaching and ending that number of consecutive games. [Figure 12] This is a list that explains, for each game state, the trigger for transitioning to that game state, the probability of a jackpot for special symbols, the probability of a hit for normal symbols, the recommended ball launch mode, the main winning destinations, the change time for the first special symbol, the change time for the second special symbol, the special symbols that are likely to be stopped first, and whether or not right-hitting is possible. [Figure 13]This is a diagram showing the firing mode in each game state and the transition destination of the game state based on the type of jackpot won, etc. [Figure 14] This is a diagram showing a schematic example of a reservation number table for Special Drawing 1. [Figure 15] This is a diagram showing a schematic example of a reservation number table for Special Chart 2. [Figure 16] FIG. 1A is a diagram showing an example of Table A of the stop pattern table, and FIG. 1B is a diagram showing an example of Table B of the stop pattern table. [Figure 17] FIG. 1A is a diagram showing an example of a C table of the stop pattern table, and FIG. 1B is a diagram showing an example of a D table of the stop pattern table. [Figure 18] FIG. 1A is a diagram showing an example of an E table of the stop pattern table, and FIG. 1B is a diagram showing an example of an F table of the stop pattern table. [Figure 19] FIG. 1A is a diagram showing an example of a G table of the stop pattern table, and FIG. 1B is a diagram showing an example of an H table of the stop pattern table. [Figure 20] FIG. 2A is a diagram showing an example of an I table of the stop pattern table, and FIG. 2B is a diagram showing an example of a J table of the stop pattern table. [Figure 21] 1A is a diagram showing an example of a fluctuation pattern table for a miss or small win in special chart 1, and FIG. 1B is a diagram showing an example of a fluctuation pattern table for a big win in special chart 1. [Figure 22] This is a diagram showing a schematic example of a fluctuation pattern table for special chart 2 misses and small wins. [Figure 23] This is a diagram showing a schematic example of a fluctuation pattern table for the special chart 2 jackpot. [Figure 24] FIG. 13 is a diagram showing an example of a big win opening table. [Diagram 25]This figure shows the number of occurrences, required time, and accumulated time of each phenomenon in each game state and jackpot state, as well as the average total stay time in each game state and jackpot state. [Figure 26] This figure shows the winning rate, required time, number of occurrences, firing time, number of balls fired, and number of balls returned for each phenomenon in each jackpot state and each game state during the ``consecutive wins'' state, as well as the total number of balls won in each jackpot state and each game state. [Figure 27] This is a diagram showing the number of balls won and the accumulated number of balls according to the number of "consecutive wins" with and without the time-saving limiter function. [Figure 28] 13A is a slump graph during a "consecutive wins" when there is no time-saving limiter function, and 13B is a slump graph during a "consecutive wins" when there is a time-saving limiter function. [Figure 29] FIG. 13 is a diagram showing an example of a small prize opening table. [Diagram 30] 1A is a diagram showing a typical example of a random number table for a normal draw, FIG. 1B is a diagram showing a typical example of a normal draw fluctuation time table, and FIG. 1C is a diagram showing a typical example of a normal electric role release table. [Diagram 31] 2 is a block diagram mainly showing the electrical configuration of a voice lamp control device. FIG. [Diagram 32] 2 is a diagram showing a schematic configuration of a first pending information storage area, a first execution information storage area, a second pending information storage area, and a second execution information storage area; FIG. [Diagram 33] 4 is a flowchart showing a start-up process executed by an MPU in the main control device. [Diagram 34] 13 is a flowchart showing a setting change process executed by an MPU in the main control device. [Diagram 35] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Diagram 36] 4 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 37]This is a flowchart showing the start winning processing executed by the MPU in the main control unit. [Figure 38] 11 is a flowchart showing a gate passing process executed by an MPU in the main control device. [Figure 39] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Diagram 40] This is a flowchart showing the special diagram 1 variation start processing executed by the MPU in the main control unit. [Diagram 41] 11 is a flowchart showing a time-saving limit process executed by an MPU in the main control device. [Diagram 42] This is a flowchart showing the special chart 2 change processing executed by the MPU in the main control unit. [Diagram 43] This is a flowchart showing the special chart 2 variation start processing executed by the MPU in the main control unit. [Diagram 44] This is a flowchart showing the special chart 1 change processing executed by the MPU in the main control unit. [Diagram 45] 4 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device. [Diagram 46] 10 is a flowchart showing ST time-saving counting processing executed by the MPU in the main control device. [Figure 47] 13 is a flowchart showing a winning process executed by the MPU in the main control device. [Figure 48] 13 is a flowchart showing the jackpot opening / closing control process executed by the MPU in the main control device. [Figure 49] This is a flowchart showing the processing during opening of the large prize opening executed by the MPU in the main control unit. [Figure 50] 13 is a flowchart showing the jackpot end processing executed by the MPU in the main control device. [Figure 51] This is a flowchart showing the small win opening / closing control process executed by the MPU in the main control device. [Figure 52]This is a flowchart showing the processing performed by the MPU in the main control unit when the small prize opening is open. [Figure 53] 4 is a flowchart showing the normal map change processing executed by the MPU in the main control device. [Figure 54] 4 is a flowchart showing the normal power supply control processing executed by the MPU in the main control unit. [Figure 55] 4 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 56] 11 is a flowchart showing the start-up process executed by an MPU in the voice lamp control device. [Figure 57] 4 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 58] 11 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 59] This is a flowchart showing the special figure 1 command processing executed by the MPU in the voice lamp control device. [Figure 60] This is a flowchart showing the special diagram 2 command processing executed by the MPU in the voice lamp control device. [Figure 61] 13 is a flowchart showing the variable performance processing executed by an MPU in a voice lamp control device. [Figure 62] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate, first starting port, and second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern, and the variable display of the second special pattern, and the drive timing of the normal electric solenoid, the solenoid for the small prize port, and the solenoid for the large prize port opening and closing plate during left-handed play in the "normal game state." [Figure 63]This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate, first starting port, and second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern, and the variable display of the second special pattern, and the drive timing of the normal electric solenoid, the solenoid for the small prize port, and the solenoid for the large prize port opening and closing plate during right-hand play in the "probability changing state" and "time shortening state." [Figure 64] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate, first starting port, and second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern, and the variable display of the second special pattern, and the drive timing of the normal electric solenoid, the solenoid for the small prize port, and the solenoid for the large prize port opening and closing plate during right-hand play in the "latent probability changing state." [Figure 65] FIG. 11 is a diagram showing the progress of the "Premium Live Performance" performed on the third pattern display device when a jackpot is won in the "latent probability changing state", where (a) is a diagram showing the state in which a jackpot is won in the changing performance of the second special pattern in the "latent probability changing state" and a jackpot result is derived, (b) is a diagram showing a selection screen for multiple "Premium Live Performances" in a seven-consecutive jackpot state from the state of (a), (c) is a diagram showing a screen from the state of (b) in which one "Premium Live Performance" has been selected and a message indicating that the "Premium Live Performance" will begin, and (d) is a diagram showing the state in which a "Premium Live Performance" is being executed from the state of (c). [Figure 66] FIG. 11 is a front view of a game board of a pachinko machine in a second embodiment. [Figure 67] FIG. 11 is a diagram showing a schematic diagram of an example of a small win opening table in the second embodiment. [Figure 68] 13A is a diagram showing a schematic example of a normal winning random number table in the second embodiment, FIG. 13B is a diagram showing a schematic example of a normal winning time table in the second embodiment, and FIG. 13C is a diagram showing a schematic example of a normal electric role release table in the second embodiment. [Figure 69]This figure shows the winning rate, required time, number of occurrences, firing time, number of fired balls, and number of returned balls for each phenomenon in each jackpot state and each game state during the consecutive win state in the second embodiment, as well as the total number of balls won in each jackpot state and each game state. [Figure 70] A figure showing the number of balls won and the accumulated number of balls according to the number of consecutive wins when there is and is not a time-saving limiter in the second embodiment. [Figure 71] This is a slump graph during a consecutive win when a time-saving limiter is used in the second embodiment. [Figure 72] FIG. 11 is a front view of a game board of a pachinko machine in a third embodiment. [Figure 73] This is a list explaining the trigger for transitioning to each game state in the third embodiment, the probability of a jackpot for special symbols, the probability of a hit for normal symbols, the recommended mode of ball launch, the main winning destinations, the change time of the first special symbol, the change time of the second special symbol, the special symbols that are likely to be stopped first, and whether or not right-hitting is possible. [Figure 74] A diagram showing a schematic example of a reservation number table for special drawing 1 in the third embodiment. [Figure 75] This figure shows the winning rate, required time, number of occurrences, firing time, number of fired balls, and number of returned balls for each phenomenon in each jackpot state and each game state during the consecutive win state in the third embodiment, as well as the total number of balls won in each jackpot state and each game state. [Figure 76] A figure showing the number of balls won and the accumulated number of balls according to the number of consecutive wins when there is and is not a time-saving limiter in the third embodiment. [Figure 77] This is a slump graph during a consecutive win when a time-saving limiter is used in the third embodiment. [Figure 78] 13A is a diagram showing a schematic example of a normal winning random number table in the third embodiment, FIG. 13B is a diagram showing a schematic example of a normal winning time table in the third embodiment, and FIG. 13C is a diagram showing a schematic example of a normal electric role release table in the third embodiment. [Figure 79]A flowchart showing the start winning processing executed by the MPU in the main control device in the third embodiment. [Figure 80] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate, first starting port, and second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern, and the variable display of the second special pattern, and the drive timing of the normal electric solenoid, the solenoid for the small prize port, and the solenoid for the large prize port opening and closing plate in right-hand play during the "latent probability changing state" in the third embodiment. [Figure 81] 13A and 13B are diagrams showing the progress of the "symbol battle presentation" performed in the "latent probability changing state" after six consecutive wins in the third symbol display device in the third embodiment, where (a) is a diagram showing the state when the "symbol battle presentation" has started in the changing presentation after six consecutive wins, (b) is a diagram showing the state in which the "symbol battle presentation" is being performed from the state in (a), (c) is a diagram showing which symbol-corresponding character will win from the state in (b), and (d) is a diagram showing the state in which the symbol-corresponding character on the right has won from the state in (c). [Figure 82] 13A is a diagram showing a special chart 1 jackpot random number table in the fourth embodiment, and FIG. 13B is a diagram showing a special chart 2 jackpot random number table in the fourth embodiment. [Figure 83] 13A is a diagram showing a schematic example of a jackpot type table for special chart 1 in the fourth embodiment, and FIG. 13B is a diagram showing a schematic example of a jackpot type table for special chart 2 in the fourth embodiment. [Figure 84] This is a list showing the number of consecutive wins according to the continuation probability when entering ST in the fourth embodiment. [Figure 85] FIG. 13 is a diagram showing a schematic diagram of an example of a big win opening table in the fourth embodiment. [Figure 86] A figure showing the number of occurrences, required time, and accumulated time of each phenomenon in each game state and jackpot state in the fourth embodiment, as well as the average total stay time in each game state and jackpot state. [Figure 87]This figure shows the winning rate, required time, number of occurrences, firing time, number of fired balls, and number of returned balls for each phenomenon in each jackpot state and each game state during the consecutive win state in the fourth embodiment, as well as the total number of balls won in each jackpot state and each game state. [Figure 88] A figure showing the number of balls won and the accumulated number of balls according to the number of consecutive wins when there is and is not a time-saving limiter in the fourth embodiment. [Figure 89] 13A is a slump graph during a "consecutive wins" when there is no time-saving limiter function in the fourth embodiment, and FIG. 13B is a slump graph during a "consecutive wins" when there is a time-saving limiter function in the fourth embodiment. [Figure 90] A front view of the game board of a pachinko machine in the fifth embodiment. [Figure 91] 13(a) is a diagram showing a schematic example of a jackpot type table for special chart 1 in the fifth embodiment, and (b) is a diagram showing a schematic example of a jackpot type table for special chart 2 in the fifth embodiment. [Figure 92] This is a list showing the number of consecutive wins according to the continuation probability when playing with the right hand and the number of consecutive wins according to the continuation probability when playing with the left hand when entering ST in the fifth embodiment and entering a "latent probability fluctuating state" as a result of consecutive wins. [Figure 93] This figure shows the number of occurrences and the required time for each phenomenon in the "normal game state" in the fifth embodiment, and in each jackpot state and each game state during a consecutive win state, as well as the average total stay time in each jackpot state and each game state. [Figure 94] This figure shows the ball launch period, winning rate, time required, number of occurrences, launch time, number of balls launched, and number of returned balls for each phenomenon in each jackpot state and each game state in the fifth embodiment, as well as the total number of balls won in each jackpot state and each game state. [Figure 95] This is a diagram showing the number of balls won and the accumulated number of balls when playing with a right-handed hit and when playing with a left-handed hit when entering the ``latent probability changing state'' in the fifth embodiment. [Figure 96] (a) is a slump graph during a "consecutive wins" when playing with a right-handed hit in the "latent probability fluctuating state" in the fifth embodiment, and (b) is a slump graph during a "consecutive wins" when playing with a left-handed hit in the "latent probability fluctuating state" in the fifth embodiment. [Figure 97] FIG. 13 is a diagram showing the progress of the "launch mode selection presentation" performed at the beginning of the "latent probability fluctuation state" after six consecutive wins in the third pattern display device in the fifth embodiment, where (a) is a diagram showing the state when the sixth consecutive jackpot has occurred, (b) is a diagram showing the state when the "launch mode selection presentation" is being performed on the ending screen of the sixth consecutive jackpot state from the state of (a), (c) is a diagram showing the screen when the "left-hit mode presentation" is being performed when left-hit play is selected in the "launch mode selection presentation" from the state of (b), and (d) is a diagram showing the screen when the "right-hit mode presentation" is being performed when right-hit play is selected in the "launch mode selection presentation" from the state of (b). [Figure 98] 13 is a diagram showing each table related to the lottery for the normal symbol in the sixth embodiment, in which (a) is a diagram showing an example of a normal symbol winning random number table, (b) is a diagram showing an example of a normal symbol fluctuation time table, and (c) is a diagram showing an example of a normal electric role opening table. [Figure 99] 13 is a flowchart showing the general change processing executed by the MPU in the main control device in the sixth embodiment. [Figure 100] 13 is a flowchart showing a normal power utility control process executed by an MPU in a main control device in the sixth embodiment. [Figure 101] A flowchart showing the special chart 1 variation start processing executed by the MPU in the main control device in the seventh embodiment. [Figure 102] A flowchart showing the special chart 2 variation start processing executed by the MPU in the main control device in the seventh embodiment. [Figure 103] 13 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device in the seventh embodiment. [Figure 104] 23 is a flowchart showing another change process executed by an MPU in the main control device in the seventh embodiment. [Figure 105] 23 is a flowchart showing ST time-saving counting processing executed by the MPU in the main control device in the seventh embodiment. [Fig. 106] 23 is a flowchart showing a winning process executed by an MPU in the main control device in the seventh embodiment. [Figure 107] 13 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the seventh embodiment. [Figure 108] FIG. 13 is a front view of a pachinko machine according to an eighth embodiment. [Fig. 109] FIG. 13 is a rear view of the pachinko machine in the eighth embodiment. [Figure 110] A front view of the game board of a pachinko machine in the eighth embodiment. [Figure 111] FIG. 13(a) is a diagram showing a schematic diagram of area division settings and effective line settings of a display screen in the eighth embodiment, and FIG. 13(b) is a diagram showing an example of an actual display screen in the eighth embodiment. [Figure 112] A block diagram showing the electrical configuration of a pachinko machine in the eighth embodiment, mainly showing the electrical configuration of the main control device. [Figure 113] A diagram showing a schematic configuration of various counters, each reserved ball storage area, and reserved ball execution area in the eighth embodiment. [Fig. 114] FIG. 13 shows a jackpot random number table in the eighth embodiment. [Figure 115] 13A is a diagram showing a schematic example of a jackpot type table for special chart 1 in the eighth embodiment, and FIG. 13B is a diagram showing a schematic example of a jackpot type table for special chart 2 in the eighth embodiment. [Fig. 116]This is a timing chart showing the drive patterns of the large prize opening solenoid and the special probability area solenoid for each round when a "special probability A jackpot" occurs in the eighth embodiment, the detection modes of the large prize opening switch and the special probability area switch, and the setting modes of the special probability transition flag. [Fig. 117] This is a timing chart showing the drive patterns of the large prize opening solenoid and the special probability area solenoid for each round when a ``time-saving A jackpot'' or a ``time-saving B jackpot'' occurs in the eighth embodiment, the detection modes of the large prize opening switch and the special probability area switch, and the setting modes of the special probability transition flag. [Figure 118] This is a list explaining the trigger for transitioning to each game state in the eighth embodiment, the probability of hitting the jackpot with a special symbol, the probability of hitting with a normal symbol, the recommended ball launch mode, the main winning destinations, the change time of the first special symbol, the change time of the second special symbol, and whether or not right-hitting is possible. [Figure 119] A diagram showing the transition destination of the game state based on the type of jackpot won, etc., in each game state in the eighth embodiment. [Figure 120] A diagram showing a schematic example of a reservation number table for special drawing 1 in the eighth embodiment. [Figure 121] A diagram showing a schematic example of a reservation number table for special drawing 2 in the eighth embodiment. [Figure 122] FIG. 13A is a diagram illustrating an example of Table A of the stop pattern table in the eighth embodiment, and FIG. 13B is a diagram illustrating an example of Table B of the stop pattern table in the eighth embodiment. [Figure 123] FIG. 13A is a diagram illustrating an example of Table C of the stop pattern table in the eighth embodiment, and FIG. 13B is a diagram illustrating an example of Table D of the stop pattern table in the eighth embodiment. [Figure 124] FIG. 13A is a diagram illustrating an example of an E table of a stop pattern table in the eighth embodiment, and FIG. 13B is a diagram illustrating an example of an F table of a stop pattern table in the eighth embodiment. [Fig. 125] FIG. 13A is a diagram showing an example of a G table of a stop pattern table in the eighth embodiment, and FIG. 13B is a diagram showing an example of an H table of a stop pattern table in the eighth embodiment. [Fig. 126] FIG. 13A is a diagram illustrating an example of an I table of a stop pattern table in the eighth embodiment, and FIG. 13B is a diagram illustrating an example of a J table of a stop pattern table in the eighth embodiment. [Figure 127] 13(a) is a diagram showing a schematic example of a fluctuation pattern table for a miss on special chart 1 in the eighth embodiment, and (b) is a diagram showing a schematic example of a fluctuation pattern table for a jackpot on special chart 1 in the eighth embodiment. [Figure 128] 13(a) is a diagram showing a schematic example of a fluctuation pattern table for a miss on special chart 2 in the eighth embodiment, and (b) is a diagram showing a schematic example of a fluctuation pattern table for a jackpot on special chart 2 in the eighth embodiment. [Figure 129] FIG. 23 is a diagram showing a schematic diagram of an example of a big win opening table in the eighth embodiment. [Fig. 130] FIG. 23 is a diagram illustrating an example of a time-saving end condition table in the eighth embodiment. [Fig. 131] 13A is a diagram showing a schematic example of a normal winning random number table in the eighth embodiment, FIG. 13B is a diagram showing a schematic example of a normal winning time table in the eighth embodiment, and FIG. 13C is a diagram showing a schematic example of a normal electric role release table in the eighth embodiment. [Fig. 132] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left side first start port 64, the right side first start port 64a and the second start port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize port opening and closing plate 65a in left-handed play during the "normal game state" or "latent probability changing state" in the eighth embodiment. [Fig. 133]This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left side first starting port 64, the right side first starting port 64a and the second starting port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize opening opening plate 65a during right-hand play in the "time-shortened state" in the eighth embodiment. [Fig. 134] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left first starting port 64, the right first starting port 64a and the second starting port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize opening opening plate 65a in right-hand play when the "judge battle effect" in the third pattern display device 81 described later becomes a jackpot in the "probability changing state" in the eighth embodiment. [Fig. 135] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left first starting port 64, the right first starting port 64a and the second starting port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize opening opening plate 65a in right-hand play when the "judge battle effect" in the third pattern display device 81 described later is a miss in the "probability changing state" in the eighth embodiment. [Fig. 136] A block diagram showing mainly the electrical configuration of a voice lamp control device in the eighth embodiment. [Fig. 137] FIG. 23 is a diagram illustrating a schematic configuration of a first suspending information storage area, a first execution information storage area, a second suspending information storage area, and a second execution information storage area in the eighth embodiment. [Figure 138] 23 is a flowchart showing a start-up process executed by an MPU in a main control device in the eighth embodiment. [Figure 139] 23 is a flowchart showing a setting change process executed by an MPU in a main control device in the eighth embodiment. [Fig. 140] 23 is a flowchart showing main processing executed by an MPU in a main control device in the eighth embodiment. [Fig. 141] 23 is a flowchart showing timer interrupt processing executed by an MPU in a main control device in the eighth embodiment. [Fig. 142] A flowchart showing the start winning processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 143] 23 is a flowchart showing a gate passing process executed by an MPU in a main control device in the eighth embodiment. [Fig. 144] A flowchart showing special chart change processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 145] 20 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 146] A flowchart showing the process of setting a probability variable fluctuation pattern executed by the MPU in the main control device in the eighth embodiment. [Fig. 147] 20 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 148] 23 is a flowchart showing a time-saving counting process executed by an MPU in a main control device in the eighth embodiment. [Figure 149] 23 is a flowchart showing a state transition determination process executed by an MPU in a main control device in the eighth embodiment. [Fig. 150] 23 is a flowchart showing a winning process executed by an MPU in the main control device in the eighth embodiment. [Fig. 151] 23 is a flowchart showing a jackpot opening / closing control process executed by the MPU in the main control device in the eighth embodiment. [Fig. 152] A flowchart showing the processing during the opening of the large prize opening executed by the MPU in the main control device in the eighth embodiment. [Fig. 153]20 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 154] 23 is a flowchart showing a time-saving counter setting process executed by an MPU in a main control device in the eighth embodiment. [Fig. 155] 20 is a flowchart showing the general change processing executed by the MPU in the main control device in the eighth embodiment. [Fig. 156] 13 is a flowchart showing normal power utility control processing executed by an MPU in a main control device in the eighth embodiment. [Fig. 157] 23 is a flowchart showing an NMI interrupt process executed by an MPU in a main control device in the eighth embodiment. [Fig. 158] 23 is a flowchart showing the start-up processing executed by an MPU in a voice lamp control device in the eighth embodiment. [Fig. 159] 23 is a flowchart showing the main processing executed by an MPU in a voice lamp control device in the eighth embodiment. [Fig. 160] 23 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device in the eighth embodiment. [Fig. 161] A flowchart showing the special diagram 1 command processing executed by the MPU in the voice lamp control device in the 8th embodiment. [Fig. 162] A flowchart showing the special diagram 2 command processing executed by the MPU in the voice lamp control device in the 8th embodiment. [Fig. 163] A flowchart showing the variable performance processing executed by an MPU in a voice lamp control device in the eighth embodiment. [Fig. 164]FIG. 13 is a diagram showing the contents of the "Judge Battle Presentation" executed in the "Probability Changing State (First Special Chance Mode)" in the eighth embodiment, where (a) is a diagram showing the ending of a jackpot based on "Probability Changing State A", (b) is a diagram showing the state of transitioning from the state of (a) to the "Probability Changing State (First Special Chance Mode)" and the reserved ball of the dynamic display of the second special pattern being executed, (c) is a diagram showing the state of execution of the reserved ball that will be executed first among the reserved balls of the dynamic display of the first special pattern from the state of (b), and (d) is a diagram showing the state of execution of the reserved ball that will be executed last of the first special pattern from the state of (c), and the "Judge Battle Presentation" performed on the third pattern display device 81 has begun. [Fig. 165] FIG. 13 is a diagram showing the contents of the "Judge Battle Presentation" executed in the "Probability Changing State (First Probability Change Mode)" in the eighth embodiment, where (a) is a diagram showing a state in which the last reserved ball to be executed among the reserved balls in the dynamic display of the first special pattern is executed, and the "Judge Battle Presentation" is being executed, (b) is a diagram showing a state in which the "Judge Battle Presentation" is executed and a jackpot is obtained in the dynamic display in which the "Judge Battle Presentation" is executed, (c) is a diagram showing a state in which the "Judge Battle Presentation" is executed and a miss is obtained in the dynamic display in which the "Judge Battle Presentation" is executed, and (d) is a diagram showing a miss in the "Judge Battle Presentation" in the dynamic display of the first special pattern which has transitioned from the "Probability Changing State (First Probability Change Mode)" to the "Probability Changing State (Second Probability Change Mode)" and which is being executed for the fifth time since the "Probability Changing State" began. [Fig. 166] 13A is a timing chart showing the case where, at the time when the “probability fluctuating state (first special mode)” in the eighth embodiment is started, there are four reserved balls resulting in a missing special pattern 2 and one reserved ball resulting in a missing special pattern 1. FIG. 13B is a timing chart showing the case where, at the time when the “probability fluctuating state (first special mode)” in the eighth embodiment is started, there are four reserved balls resulting in a missing special pattern 2 and two reserved balls resulting in a missing special pattern 1. [Fig. 167] (c) is a timing chart showing the case where, at the time when the “probability fluctuating state (first special mode)” in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2 and three reserved balls that will result in a missing special pattern 1, and (d) is a timing chart showing the case where, at the time when the “probability fluctuating state (first special mode)” in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2 and four reserved balls that will result in a missing special pattern 1. [Fig. 168] (e) is a timing chart when, at the timing when the “probability fluctuation state (first special mode)” in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2 and one reserved ball that will result in a jackpot for special pattern 1. (f) is a timing chart when, at the timing when the “probability fluctuation state (first special mode)” in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2, one reserved ball that will result in a missing special pattern 1, and a second reserved ball that will result in a jackpot for special pattern 1. [Fig. 169] (g) is a timing chart when, at the timing when the "probability fluctuating state (first special probability mode)" in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2, the first and second reserved balls that will result in a missing special pattern 1, and the third reserved ball that will result in a jackpot for special pattern 1. (h) is a timing chart when, at the timing when the "probability fluctuating state (first special probability mode)" in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2, the first to third reserved balls that will result in a missing special pattern 1, and the fourth reserved ball that will result in a jackpot for special pattern 1. [Fig. 170]This is a timing chart for the eighth embodiment, in which at the time when the "probability fluctuation state (first special variable mode)" begins, there are four reserved balls that will result in a missing special pattern 2 and three reserved balls that will result in a missing special pattern 1, and while the variable display of the first reserved ball of special pattern 1 is being executed, a reserved ball that will result in a jackpot for special pattern 1 also wins. [Fig. 171] This is a timing chart for a case in which, at the timing when the "probability fluctuation state (first special variable mode)" in the eighth embodiment is started, there are four reserved balls that are missing special pattern 2 and three reserved balls that are missing special pattern 1 remaining, and while the fluctuation display of the first reserved ball of special pattern 1 is being executed, a reserved ball that is missing special pattern 2 also wins. [Fig. 172] This is a timing chart for the case where, at the timing when the "probability fluctuation state (first special variable mode)" in the eighth embodiment is started, there are four reserved balls that will result in a missing special pattern 2 and three reserved balls that will result in a missing special pattern 1, and while the variable display of the first reserved ball of special pattern 1 is being executed, a reserved ball that will result in a jackpot for special pattern 2 also wins. [Fig. 173] (m) is a timing chart assuming the same number of reserved balls as in the timing chart of Figure 166(b) in the eighth embodiment, but where the display method of the performance content in the third pattern display device is implemented using a display method different from that in Figure 166(b), and (n) is a timing chart assuming the same number of reserved balls as in the timing chart of Figure 167(c) in the eighth embodiment, but where the display method of the performance content in the third pattern display device is implemented using a display method different from that in Figure 167(c). [Fig. 174] This is a timing chart for a case assuming the same number of reserved balls as in the timing chart of Figure 167(d) in the eighth embodiment, where the display method of the performance content in the third pattern display device is implemented in a different display method from the display method in Figure 167(d). [Fig. 175]A front view of the game board of a pachinko machine in the ninth embodiment. [Fig. 176] A front view of the game board of a pachinko machine in the tenth embodiment. [Fig. 177] This is a list explaining the trigger for transitioning to each game state in the 11th embodiment, the probability of hitting the jackpot with a special symbol, the probability of hitting with a normal symbol, the recommended ball launch mode, the main winning destinations, the change time of the first special symbol, the change time of the second special symbol, and whether or not right-hitting is possible. [Fig. 178] A diagram showing the transition destination of the game state based on the type of jackpot won, etc., in each game state in the 11th embodiment. [Fig. 179] A diagram showing a schematic example of a reservation number table for special drawing 1 in the 11th embodiment. [Fig. 180] A diagram showing a schematic example of a reservation number table for special drawing 2 in the 11th embodiment. [Fig. 181] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left first starting port 64, the right first starting port 64a and the second starting port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize opening opening plate 65a in right-hand play when the "Judge Battle Presentation" in the third pattern display device described below becomes a jackpot in the "time-shortened state" in the 11th embodiment. [Fig. 182] This is a timing chart that shows a schematic relationship between the timing of ball detection at the through gate 67, the left first starting port 64, the right first starting port 64a and the second starting port 71, the execution timing of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the drive timing of the normal electric role 72 and the large prize opening opening plate 65a in right-hand play when the "judge battle effect" in the third pattern display device described later is a miss in the "time-shortened state" in the 11th embodiment. [Fig. 183] 13 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device in the 11th embodiment. [Fig. 184] 13 is a flowchart showing a time-saving A fluctuation pattern setting process executed by an MPU in a main control device in the eleventh embodiment. [Fig. 185] 23 is a flowchart showing a state transition determination process executed by an MPU in a main control device in an eleventh embodiment. [Fig. 186] 16 is a flowchart showing a time-saving counter setting process executed by an MPU in a main control device in the 11th embodiment. [Fig. 187] 11 is a diagram showing the contents of the "reach performance" executed in the "normal game state" in the 11th embodiment, where (a) is a diagram showing the state when the "normal reach" has started, (b) is a diagram showing the state when the "normal reach" develops into a "super reach", (c) is a diagram showing the state when the "super reach" is being executed and two reserved balls of the dynamic display of the first special pattern have been accumulated, and (d) is a diagram showing the state when the "super reach" is being executed and four reserved balls of the dynamic display of the first special pattern have been accumulated. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] First Embodiment Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko game machine (hereinafter simply referred to as a "pachinko machine") 10 will be described with reference to Figs. 1 to 65. Fig. 1 is a front view of the pachinko machine 10 in the first embodiment, Fig. 2 is a rear view of the pachinko machine 10, and Fig. 3 is a front view of a game board 13 of the pachinko machine 10.
[0010] As shown in Fig. 1, a pachinko machine 10 comprises an outer frame 11, the outer shell of which is formed by wooden frames assembled into a substantially rectangular shape, and an inner frame 12, which is formed to have substantially the same external shape as the outer frame 11 and is supported so as to be openable and closable relative to the outer frame 11. Metal hinges 18 are attached to the outer frame 11 at two locations, top and bottom, on the left side as viewed from the front (see Fig. 1), in order to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable toward the front side, with the side where the hinges 18 are provided serving as the axis for opening and closing.
[0011] A game board 13 (see FIG. 3) having a number of nails and winning holes (ball entry holes) 63, 64, 65a, 71, 73, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. The inner frame 12 is equipped with a ball launching unit 112a (see FIG. 5) that launches balls to the front area of the game board 13, a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13, and the like. Details of the game board 13 will be described later with reference to FIG. 3.
[0012] On the front side of the inner frame 12, there is provided a front frame 14 that covers the upper side of the front face, and a lower plate unit 15 that covers the lower side. Metal hinges 19 are attached to two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support the front frame 14 and the lower plate unit 15, and the front frame 14 and the lower plate unit 15 are supported so that they can be opened and closed toward the front side, with the side where the hinges 19 are provided serving as the axis for opening and closing. The locks on the inner frame 12 and the front frame 14 can be released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.
[0013] The front frame 14 is assembled with decorative resin parts, electric parts, etc., and has a window 14c formed in a substantially elliptical shape at its approximate center. A glass unit 16 having two glass sheets is disposed on the rear side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0014] In the front frame 14, an upper tray 17 for storing balls is formed in a generally box-like shape with an open top that protrudes forward, and prize balls and loan balls are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward inclination to the right side when viewed from the front (see FIG. 1), and this inclination guides balls dropped into the upper tray 17 to the ball launching unit 112a (see FIG. 5). In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.
[0015] The frame button 22 is a button that is pressed by the player when changing the stage of the performance displayed on the third symbol display device 81 (see FIG. 3) described later. The frame button 22 is also used as an operation button for allowing the player to select the performance content in the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol may be referred to as "variable performance").
[0016] The variable effect is an effect displayed on the third pattern display device 81 (see Figure 3) described below, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (for example, the first starting hole 64 or the second starting hole 71 (see Figure 3) described below), and after the pattern (the third pattern described below) changes for a predetermined period of time, the result of the lottery held for that winning hole (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed.
[0017] Furthermore, the stage refers to a presentation mode that provides uniformity to various presentations displayed on the third symbol display device 81 (see FIG. 3) described later, and the present pachinko machine 10 has three stages: "town stage," "sky stage," and "island stage." The above-mentioned variable presentations and various presentations such as "reach display" performed during the variable presentations are designed to be performed according to the theme given to each stage.
[0018] In addition, the "reach display" refers to a display just before the "big win display" indicating the occurrence of a big win in the variable performance executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol row Z1 and the right symbol row Z3 (see FIG. 4) described later stop at the same symbol, and the center symbol row Z2 (see FIG. 4) continues to vary without stopping yet.
[0019] In the pachinko machine 10 of this embodiment, the "reach displays" are roughly divided into a single element that constitutes the "normal reach" presentation (hereinafter, a single element that constitutes the presentation is referred to as a "variable element"), a "super reach" variable element that is executed by developing from the variable elements of the "normal reach" and has a higher chance of winning a jackpot than the variable elements of the "normal reach", and a "special reach" variable element that is similarly executed by developing from the variable elements of the "normal reach" and has a higher chance of winning a jackpot than the variable elements of the "super reach".
[0020] The stage is changed when the frame button 22 is pressed by the player during a period when no variation performance is being performed (i.e., during a demo display) or during a "high-speed variation" variation element in which the third symbol is rapidly varying so as not to be visible to the player during the variation performance. Each time the frame button 22 is operated, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" →... Immediately after the power is turned on, the "town stage" is set as the initial stage.
[0021] In addition, when a variable element of a "normal reach" is started in the variable performance performed by the third pattern display device 81 (see Figure 3) described later, and the variable element of the "normal reach" develops into a variable element of a "super reach" or a variable element of a "special reach", a selection screen for the variable element of the "super reach" or the variable element of the "special reach" may be configured to be displayed on the third pattern display device 81 during the variable element of the "normal reach".
[0022] Specifically, the selection screen displays multiple candidates that can be selected as the variable elements of the "Super Reach" or the "Special Reach", and the selected candidate is changed when the frame button 22 is pressed by the player while the selection screen is displayed. Then, the variable elements of the "Super Reach" or the "Special Reach" are determined based on the performance candidate selected when the variable elements of the "Super Reach" or the "Special Reach" develop into the variable elements of the "Super Reach", and the variable elements of the "Special Reach" are executed by the third pattern display device 81 according to the determination.
[0023] In the first embodiment, the frame button 22 is configured as a button to be pressed, but instead of the frame button 22, it may be configured as an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, rightward, or leftward with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the variable element of the "super reach" or the variable element of the "special reach" may be determined.
[0024] In addition, although the frame button 22 is configured to be positioned on the front side of the upper tray 17 when viewed from the side, the position of the frame button 22 may be any position as long as it is a position where the player can press it, and for example, it may be positioned on the top side of the upper tray 17, or it may be positioned near the lower tray 50 (top or side) described later.
[0025] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, at the corners). These light-emitting means change and control their light-emitting modes by turning on or blinking in response to changes in the game state, such as when a jackpot is hit or a specified "reach display" is reached, and serve to enhance the presentation effect during the game. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes, hereafter abbreviated as "LEDs").
[0026] In the pachinko machine 10, these illumination units 29-33 function as performance lamps such as jackpot lamps, and when a jackpot or "reach display" occurs, the built-in LEDs of the illumination units 29-33 light up or flash to notify the player that a jackpot is occurring or that the player is in the "reach display" state just before the jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 as viewed from the front, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being paid out and when an error has occurred.
[0027] A small window 35 is formed by attaching transparent resin to the underside of the right-side illumination section 32 from the back side so that the back side of the front frame 14 can be seen, and the certificate stamps and the like affixed to the attachment space K1 (see FIG. 3) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin is attached to the area around the illumination sections 29-33 to create a more brilliant appearance.
[0028] A ball lending operation unit 40 is disposed below the window portion 14c. The ball lending operation unit 40 is provided with a number display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball lending unit, not shown) arranged on the side of the pachinko machine 10, balls are lent out in response to the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED is lit to display the remaining balance in numbers as the remaining balance information. The ball lending button 42 is operated to obtain loan balls based on information recorded on a card, etc. (recording medium), and loan balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated when requesting the return of a card, etc. inserted into the card unit.
[0029] In addition, in pachinko machines where balls are directly dispensed from a ball dispenser to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to commonize pachinko machines using a card unit and cash machines.
[0030] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50, an operating handle 51 is arranged, which is operated by the player to shoot the ball into the front of the game board 13. Inside the operating handle 51, there are built-in a touch sensor 51a for permitting the operation of the ball launching unit 112a (see FIG. 5), a push-button type shooting stop switch 51b for stopping the shooting of the ball while it is being pressed, and a variable resistor (not shown) for detecting the amount of rotation of the operating handle 51 by a change in electrical resistance.
[0031] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, and the ball is shot with a strength corresponding to the resistance value of the variable resistor which changes in accordance with the amount of rotation of the operating handle 51, thereby shooting the ball into the front of the game board 13 with a flight distance corresponding to the operation of the player. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are turned off.
[0032] A ball removal lever 52 is provided on the lower front part of the lower tray 50 to be operated when discharging the balls stored in the lower tray 50 downward. This ball removal lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are discharged. This ball removal lever 52 is usually operated with a box (commonly called a "dollar box") for receiving the balls discharged from the lower tray 50 placed below the lower tray 50. As described above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.
[0033] Next, as shown in Fig. 2, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), a voice lamp control board (voice lamp control device 113) and a display control board (display control device 114). The control board unit 91 is unitized with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115) and a card unit connection board 116.
[0034] The back pack unit 94 is a unit formed by the back pack 92 forming the protective cover and the payout unit 93. In addition, each control board is equipped with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that controls each unit, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as necessary.
[0035] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each stored in the board boxes 100 to 104. The board boxes 100 to 104 each include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to store the respective control devices and boards.
[0036] In addition, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) are connected (connected by a crimping structure) between the box base and the box cover by a sealing unit (not shown). In addition, a sealing seal (not shown) is affixed to the connection between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcefully open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0037] The payout unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently inclined toward the downstream side, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and performing ball payout by a predetermined electrical configuration of a payout motor 216 (see FIG. 5). The tank 130 is successively replenished with balls supplied from the island equipment of the game hall, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.
[0038] In addition, the payout control device 111 is provided with a state recovery switch 120, the launch control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 503. The state recovery switch 120 is operated to resolve ball jams (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see FIG. 5). The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 503 is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0039] Next, a specific configuration of the game board 13 will be described with reference to Fig. 3. First, as shown in Fig. 3, the game board 13 has a wooden base board 60 machined into a substantially square shape when viewed from the front, a number of nails, windmills, and rails 61, 62 for guiding balls, a general winning hole 63 through which a ball can enter to obtain a predetermined prize ball, a variable winning device 65 that opens when a jackpot of the third symbol occurs, a first starting hole 64 that is a lottery trigger for a first special symbol that is one of the third symbols (so-called special symbols), a lottery trigger for a second special symbol that is one of the third symbols, and a second starting hole 65 that is a lottery trigger for a third special symbol that is one of the third symbols (so-called special symbols). The inner frame 12 is configured by assembling together a second starting hole 71 having a through gate 67 which triggers the drawing of the second pattern (so-called normal pattern), a normal electric role 72 which allows a ball to enter the second starting hole 71 when opened, a small winning hole 73 which is opened when a small win occurs in the dynamic display of the first special pattern or the second special pattern, a variable display device unit 80 having a third pattern display device 81 and a second pattern display device 83, etc., and its peripheral portion is attached to the back side of the inner frame 12.
[0040] The general winning hole 63, the first start hole 64, the variable winning device 65, the through gate 67, the second start hole 71, the normal electric role 72, the small winning hole 73, and the variable display unit 80 are disposed in through holes formed in the base plate 60 by router processing, and are fixed from the front side of the game board 13 with wood screws or the like. Also, the front center part of the game board 13 can be seen from the front side of the inner frame 12 through the window part 14c (see FIG. 1) of the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG. 3.
[0041] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is set up on the front of the game board 13, and an arc-shaped inner rail 61 formed from a strip-shaped metal plate similar to the outer rail 62 is set up on the inside of the outer rail 62. The inner rail 61 and the outer rail 62 surround the front periphery of the game board 13, and the game board 13 and the glass unit 16 (see FIG. 1) surround the front and rear, forming a game area in front of the game board 13 where games are played based on the behavior of the ball. The game area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) defined on the front of the game board 13 by the two rails 61, 62 and the arc member 70.
[0042] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip part (upper left part of FIG. 3) of the inner rail 61, and prevents the ball once guided to the upper part of the game board 13 from returning back into the ball guide passage. A return rubber 69 is attached to the tip part (upper right part of FIG. 3) of the outer rail 62 at a position corresponding to the maximum flight part of the ball, and a ball launched with a predetermined force or more hits the return rubber 69 and bounces back to the center while its force is attenuated (hereinafter, the act of launching a ball with the force of hitting the return rubber 69 and passing the right side of the variable display unit 80 as viewed from the front is referred to as a "right-handed play", while the act of launching a ball and passing the left side of the variable display unit 80 as viewed from the front is referred to as a "left-handed play"). In the first embodiment, in a left-handed game, the ball can enter the first starting hole 64 (or the small winning hole 73), but is configured to be difficult for the ball to enter the variable winning device 65, the through gate 67, and the second starting hole 71. Also, in a right-handed game, the ball can enter the variable winning device 65, the through gate 67, and the second starting hole 71, but is configured to be difficult for the ball to enter the first starting hole 64 (or the small winning hole 73).
[0043] In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc connecting the rails on the inner side is hammered into the base plate 60 and fixed thereto.
[0044] A special symbol display device 37 is provided in the upper right side of the game area when viewed from the front (upper right side of Fig. 3), which is provided with a status LED group 37a and a special LED group 37b, each of which is composed of a plurality of LEDs that are light-emitting means. The special symbol display device 37 performs a variable display of the first special symbol and the second special symbol (hereinafter, the variable display of both special symbols is referred to as "dynamic display") in response to each control performed by the main control device 110 (see Fig. 5) described later, and also displays the game status of the pachinko machine 10.
[0045] The status LED group 37a indicates the number of reserved balls, which is the number of balls (reserved balls) that have not yet been displayed as a variable display among the balls that have entered the first starting hole 64 or the second starting hole 71 described later, by the lighting state. The number of jackpot rounds (hereinafter, the round may be simply referred to as "R") and error display are also indicated by the lighting state of the status LED group 37a corresponding to the state. The status LED group 37a is configured so that each LED has a different light emission color (for example, red, green, blue), and various game states of the pachinko machine 10 can be indicated by the combination of the light emission colors with a small number of LEDs.
[0046] In addition, a "round" in a jackpot refers to the period from when the large prize opening opening / closing plate 65a, which opens and closes the variable prize winning device 65 described later in order to divide the number of winning balls in a jackpot, is opened to when it is closed. In the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have elapsed since the large prize opening opening / closing plate 65a began to open, or when 10 balls win while the large prize opening opening / closing plate 65a is open.
[0047] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of six LEDs and a lower LED group 37b2 also composed of six LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the result of a first lottery game executed based on the entry of a ball into the first starting hole 64. The lower LED group 37b2 dynamically displays a second special symbol indicating the result of a second lottery game executed based on the entry of a ball into the second starting hole 71.
[0048] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit up one by one in sequence, starting from the top LED in the upper LED group 37b1 and the lower LEDs are repeatedly lit) until a variable time (dynamic display time) determined based on a winning entry into the first starting hole 64 provided in the center of the surface of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0049] In addition, the lower LED group 37b2 displays a dynamic display (in the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence, starting from the uppermost LED in the lower LED group 37b2, and this lighting pattern is repeatedly displayed) until a variable time (dynamic display time) determined based on a winning entry into the second starting hole 71 provided on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0050] In both LED groups 37b1 and 37b2, if the result of the judgment is a miss, only the leftmost LED is lit, and if the result of the judgment is a jackpot, each LED group is lit in a lighting pattern corresponding to the type (category) of the jackpot. Details of the stop patterns of each LED group will be described later.
[0051] In this pachinko machine 10, a hit / miss judgment (a big hit / small hit lottery) is performed on the ball entering the first start hole 64 or the second start hole 71, and if a hit / miss judgment determines that a big hit has occurred, the type of big hit is also determined according to the winning hole 64, 71 into which the ball entered, and the variable winning device 65 and the probability change area solenoid 65d described later are opened and closed according to each big hit type. Also, if a hit / miss judgment in the dynamic display of the first special symbol or the second special symbol determines that a small hit has occurred, the small winning hole 73 is opened and closed.
[0052] In the first embodiment, the types of jackpots that are determined based on winning the first starting hole 64 include "10-round sure-change jackpot (hereinafter, sometimes referred to as "sure-change A")," "10-round time-saving jackpot (hereinafter, sometimes referred to as "time-saving A")," "10-round latent sure-change jackpot (hereinafter, sometimes referred to as "latent sure-change A")," and "10-round normal jackpot (hereinafter, sometimes referred to as "normal A")" (see FIG. 8(a)). Also, based on winning the second starting hole 71, "sure-change A" and "latent sure-change A" are prepared (see FIG. 8(b)).
[0053] Here, the "normal gaming state" refers to a gaming state that is not a "probability changing state", "latent probability changing state" or "time shortening state", and refers to a state in which the jackpot probability of each special symbol and the hit probability of the normal symbol are in a normal state (i.e., a low probability state) and the opening time of the normal electric role 72 is short. In other words, the "normal gaming state" is a state in which the jackpot probability of each special symbol is lower than in the "probability changing state" and the "latent probability changing state", and the hit probability of the normal symbol is lower than in the "probability changing state" and the "time shortening state", and the opening time of the normal electric role 72 is also short.
[0054] Although the details will be described later, in the case of the "normal game state", it is not a game state in which the ball is likely to enter the second starting hole 71 when a so-called right-hand play is performed (hereinafter, the state in which the ball is likely to enter the second starting hole 71 may be referred to as the "winning assistance state"), but is the most disadvantageous game state for the player. In the "normal game state", when a ball is shot by right-hand play (for example, when the ball is detected passing through the through gate 67), a predetermined alarm sound (for example, "Please return to left-hand play") is output to inform the player and hall personnel that a non-recommended game is being played. By configuring in this way, it is possible to suppress the non-recommended right-hand play from being continuously played in the "normal game state", and to realize the game performance according to the game specifications.
[0055] Next, the "time-shortened state" refers to a state in which the probability of winning each special symbol is low, just like the "normal game state," but the probability of winning with normal symbols is increased and the time for the variable display of normal symbols (hereinafter, the variable display of normal symbols is referred to as "variable display") is shortened, which is called a "time-shortened function." In this "time-shortened state," the normal electric role 72 provided on the right side of the second starting hole 71 when viewed from the front is more likely to be opened, and as a result, the winning assistance function is activated, making it easier for the ball to enter the second starting hole 71.
[0056] That is, in the "time-shortened state", the probability of winning a special symbol is the same as in the "normal game state", but a win by a normal symbol is more likely to be derived in a shorter time than in the "normal game state", and the open state of the normal electric role 72 is longer. Therefore, in the "time-shortened state", it is easier to make the ball shot by right-hitting play enter the second starting hole 71, so it is possible to continuously execute the dynamic display of the second special symbol, and it is possible to play while obtaining a prize ball (for example, 1 ball / entry) based on the entry into the second starting hole 71 and suppressing the decrease in the number of balls held.
[0057] In the pachinko machine 10 of the first embodiment, the "time-shortened state" is a state in which the probability of winning a normal symbol is high from the start of the "time-shortened state" until the dynamic display of special symbols is executed a predetermined number of times (100 times in the first embodiment). After the dynamic display of special symbols is executed the specified number of times, the machine is configured to transition from the "time-shortened state" to the "normal game state."
[0058] Next, in the "probability variable state", after the end of the jackpot, the probability of winning each of the subsequent special symbols is increased as an added value, and the winning probability of the normal symbols is increased, and the winning assistance function of the normal electric role 72 is activated.
[0059] That is, the "probability fluctuating state" is a state in which a jackpot result based on a special symbol is easily derived, a winning result based on a normal symbol is easily derived, and furthermore, the open state of the normal electric role 72 is longer. Therefore, in the "probability fluctuating state", since the ball shot by right-hitting play is likely to enter the second starting hole 71, the dynamic display of the second special symbol can be executed continuously, and a game can be played while suppressing the decrease of the balls held by obtaining a prize ball (for example, 1 ball / winning ball) based on the entry into the second starting hole 71, and furthermore, it is possible to play in a state in which a jackpot game (special game state) based on the dynamic display of the second special symbol is likely to occur.
[0060] In the pachinko machine 10 of the first embodiment, the "probability changing state" is a high probability state in which the probability of winning a special symbol is high from the start of the "probability changing state" until the dynamic display of special symbols is executed a predetermined number of times (160 times in the first embodiment) (so-called special time. Hereinafter, the initial letters of Special Time may be abbreviated as "ST"). After the dynamic display of special symbols is executed the specified number of times, the machine is configured to transition from the "probability changing state" to the "normal game state".
[0061] Next, in the "latent probability change state", after the jackpot ends, the jackpot probability of each special symbol increases as an added value, while the hit probability of the normal symbol is in a low probability state like the "normal game state". This "latent probability change state" is different from the "normal game state" in that right-hand play is permitted, and the normal electric role 72 provided on the right side of the second starting hole 71 when viewed from the front is unlikely to be opened, but when a hit is won in the variable display of the normal symbol, the normal electric role 72 is opened, and the ball enters the second starting hole 71, and the dynamic display of the second special symbol can be executed.
[0062] In other words, the “latent probability changing state” is a state in which the probability of a jackpot with a special symbol is high, but a win with a normal symbol is equivalent to the “normal game state”, while right-hand play is permitted, making it possible to enter a jackpot lottery with the dynamic display of the second special symbol while obtaining a certain number of prize balls by making the ball enter the second starting hole 71. Although details will be described later, the pachinko machine 10 of the first embodiment is configured so that the dynamic display of the second special pattern makes it easier for the player to derive a more advantageous jackpot type than the dynamic display of the first special pattern, and in the "latent probability changing state", it is easier to obtain an opportunity to execute the dynamic display of the second special pattern in right-hand play than an opportunity to execute the dynamic display of the first special pattern in left-hand play in the "normal play state", and a certain number of prize balls can be awarded when the opportunity to execute the dynamic display of the second special pattern is obtained, so that in the "latent probability changing state", the player can play while receiving a lottery for the second special pattern in right-hand play rather than receiving a lottery for the first special pattern in left-hand play.
[0063] In the pachinko machine 10 of the first embodiment, the "latent probability changing state" is, like the "probability changing state", a high probability state of the big win probability of the special symbol from the start of the "latent probability changing state" until the dynamic display of the special symbol is executed a predetermined number of times (160 times in the first embodiment). After the dynamic display of the special symbol is executed the specified number of times, the "latent probability changing state" is configured to transition to the "normal game state".
[0064] Therefore, the "probability A" jackpot type is a jackpot with a maximum number of rounds of 10, in which the large prize opening / closing plate 65a of the variable prize device 65 is opened from the first round to the tenth round, and the probability area solenoid 65d (see FIG. 5) described later is driven in the tenth round of the jackpot, making the ball detectable by the probability area switch 65e (see FIG. 5). In the first embodiment, when the time-saving limit number described later has not been reached, the "probability A" jackpot type can be selected in the dynamic display of the first special symbol and the second special symbol, and when the ball is detected by the probability area switch 65e during the "probability A" jackpot, the system is configured to transition to a "probability variable state" described later after the jackpot ends.
[0065] Here, the time-saving limiter will be explained. The pachinko machine 10 of the first embodiment is equipped with a time-saving limit function, and after initialization by clearing the RAM of the pachinko machine 10, whenever the number of consecutive wins of the special symbol jackpot type to which the "time-saving function" is granted reaches a predetermined number (6 times in the first embodiment. Hereinafter, this number may be referred to as the "time-saving limit number"), the game state after the end of the jackpot when the predetermined number is reached is always transitioned to a game state in which the "time-saving function" is not granted (i.e., a "normal game state" or a "latent probability variable state"), and a function (so-called time-saving limit (limiter) function) is installed that prohibits transition to a high probability state of the normal symbol.
[0066] In other words, after the pachinko machine 10 is initialized by clearing the RAM, and after a jackpot that grants the "time-saving function" is won (hereinafter, a jackpot that occurs after initialization by clearing the RAM or after the time-saving limit function is activated and the winning probability of a normal symbol becomes a low probability state may be referred to as the "first jackpot"), the machine does not transition to the "normal game state" even once (so-called "consecutive jackpot state"; hereinafter, consecutive wins of special symbols may be referred to as "consecutive jackpots"), and each time a jackpot type with a special symbol that grants the "time-saving function" is won six times in a row (hereinafter, the time-saving function reaching the time-saving limit number of times in conjunction with a jackpot with a special symbol may be referred to as "when the time-saving limit is reached"), when the special symbol is won for the sixth consecutive time, only a jackpot type that does not grant the "time-saving function", i.e., a jackpot type that causes the "normal game state" or the "latent probability fluctuation state" is selected.
[0067] On the other hand, when the number of consecutive wins of the jackpot type that grants the "time-saving function" has not reached the time-saving limit, i.e., when the number of jackpots that grant the "time-saving function" is between 1 and 5 (hereinafter, the number of jackpots that grant the "time-saving function" between 1 and 5 may be referred to as "before the time-saving limit is reached"), the jackpot type that grants the "time-saving function" can be selected when a jackpot with a special pattern is won.
[0068] By configuring in this way, it is possible to always create a low probability state of normal symbols every time a jackpot that grants the "time-saving function" occurs a predetermined number of times, and it is possible to prevent the occurrence of an excessive state of assisting the player to win by continuing a high probability state of normal symbols. As a result, it is possible to prevent a situation in which a game result far removed from the ratio of the number of balls obtained when a player plays continuously on the pachinko machine 10 (the number of paid-out balls (the number of safe balls, the number of returned balls) divided by the number of out balls, the so-called machine ratio. Hereinafter, it may be referred to as the "ball payout rate") appears, and it is possible to configure so that the game value given to the player does not become too high. Furthermore, in order to make the payout rate of this pachinko machine 10 equivalent to that of a normal pachinko machine that does not have a time-saving limit function, it is possible to compensate for the decrease in the payout rate caused by limiting the number of consecutive occurrences of the "time-saving function" by making it easier to generate jackpots with special symbols, or by increasing the continuation rate of the high probability state of special symbols, thereby realizing a variety of gameplay that is not possible with a normal pachinko machine that does not have a time-saving limit function.
[0069] As mentioned above, "consecutive wins" refers to the occurrence of a state that is clearly advantageous to the player again, and in the first embodiment, refers to the occurrence of a jackpot again in the "probability change state", "time shortening state", or "latent probability change state" in which right-hand play is performed. Therefore, if a jackpot is won during the "probability change state", "time shortening state", or "latent probability change state" in which right-hand play can be performed, it corresponds to a "consecutive wins", but if a jackpot is won during the "normal play state" after the "probability change state", "time shortening state", or "latent probability change state" has ended, that is, during left-hand play, it does not correspond to a so-called "consecutive wins".
[0070] In addition, the time-saving limit number of times can be set arbitrarily in accordance with the game specifications (e.g., the probability of a big win, the selection ratio of the big win type, the number of times the variable winning device 65 is opened, the continuation rate of the "probability variable state", the number of time-saving times, etc.) other than "6 times". For example, the time-saving limit number of times may be set to "10 times" depending on the game specifications, or the time-saving limit number of times may be set to "1 time" depending on the game specifications.
[0071] Next, the "time-saving A" jackpot type is a jackpot with a maximum number of 10 rounds, in which the large prize opening / closing plate 65a of the variable prize-winning device 65 is opened from the first round to the tenth round, while unlike the "probable variable A", the later-described probable variable area solenoid 65d (see FIG. 5) is not driven in any round, and the ball cannot be detected by the probable variable area switch 65e (see FIG. 5). In the first embodiment, when the time-saving limit number of times has not been reached, the "time-saving A" jackpot can be selected in the dynamic display of the first special pattern, and the "time-saving state" is entered after the end of the "time-saving A" jackpot. In the first embodiment, even if the time-saving limit number of times has not been reached, the "time-saving A" jackpot type cannot be selected in the dynamic display of the second special pattern.
[0072] Next, the "latent probability A" jackpot type is a jackpot with a maximum number of rounds of 10, in which the large prize opening plate 65a of the variable prize device 65 is opened from the first round to the tenth round, and in the same manner as "probable probability A", the probability variable area solenoid 65d (see FIG. 5) described later is driven in the tenth round of the jackpot, making the ball detectable by the probability variable area switch 65e (see FIG. 5). In the first embodiment, when the time-saving limit number of times is reached, the "latent probability A" jackpot type can be selected instead of the "probable probability A" in the dynamic display of the first special pattern and the second special pattern, and if a ball is detected by the probability variable area switch 65e during the "latent probability A" jackpot, the "latent probability variable state" is entered after the jackpot ends.
[0073] Next, the "normal A" jackpot type is a jackpot with a maximum number of 10 rounds, in which the large prize opening / closing plate 65a of the variable prize device 65 is opened from the first round to the tenth round, and in which the probability variable area solenoid 65d (see FIG. 5) described later is not driven in any round, as in the "time-saving A", and the ball cannot be detected by the probability variable area switch 65e (see FIG. 5). In the first embodiment, when the time-saving limit number of times is reached, the dynamic display of the first special pattern can select this "normal A" jackpot type instead of the "time-saving A", and the game is configured to transition to the "normal game state" after the "normal A" jackpot ends. In the first embodiment, even if the time-saving limit number of times is not reached, the dynamic display of the second special pattern cannot select the "normal A" jackpot type.
[0074] Here, the display mode of the special LED group 37b for each jackpot type will be described. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, a total of 64 display patterns are provided, including one display pattern corresponding to a miss, 16 display patterns corresponding to the jackpot type "probable A", 16 display patterns corresponding to the jackpot type "time-saving A", 16 display patterns corresponding to the jackpot type "latent A", and 15 display patterns corresponding to the jackpot type "normal A". Each display pattern does not have a specific regularity for each jackpot type, and random display patterns are associated in advance. Therefore, when a player looks at the display pattern of the upper LED group 37b1, he or she can recognize the stop display of a miss, but it is configured to be difficult to distinguish whether the stop display is for the jackpot type "probable A", "time-saving A", "latent A", or "normal A".
[0075] In addition, as the stop display (lighting display) of the lower LED group 37b2 for the second special symbol, there is one display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "probable A", and 31 display patterns corresponding to the jackpot type "latent A", for a total of 64 display patterns. And, like the upper LED group 37b1, each display pattern does not have a specific regularity for each jackpot type, and random display patterns are associated in advance. Therefore, when a player looks at the display pattern of the lower LED group 37b2, he or she can recognize the stop display of a loss, but it is configured to be difficult to distinguish whether the stop display is for the jackpot type "probable A" or "latent A".
[0076] By configuring it in this way, even if each jackpot type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, if the player does not know all the jackpot types corresponding to each stop display, it is difficult for the player to recognize the jackpot type that has been won. Therefore, it is difficult to distinguish whether or not the jackpot type that opens the probability change area switch 65e described later is the jackpot type based only on the display result of the variable performance, and a gameplay that allows the player to guess which game state is being played is created, thereby improving the interest of the game.
[0077] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, from which 3 to 15 balls are paid out as prize balls when a ball wins.
[0078] In addition, a variable display unit 80 is disposed in the center of the game area. The variable display unit 80 includes a third pattern display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable performance of a third pattern while synchronizing with the dynamic display of the first special pattern or the second special pattern in the special pattern display device 37 according to the game state, triggered by a ball entering the first start hole 64 or the second start hole 71 (hereinafter, the ball entering the first start hole 64 or the second start hole 71 may be referred to as a "start winning"), and a second pattern display device 83 composed of an LED that can perform a variable display of a normal pattern with the passage of a ball through the through gate 67 as a trigger (hereinafter, the second pattern display device 83 may be referred to as the "normal pattern display device 83" for convenience of explanation). In addition, a center frame 86 is disposed in the variable display unit 80 so as to surround the outer periphery of the third pattern display device 81.
[0079] The third pattern display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see Figure 5) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 4), left, center and right, are displayed.
[0080] Each symbol row Z1-Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol row Z1-Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common in the first lottery game of the first special symbol and the second lottery game of the second special symbol, and while the display of the game state according to the control of the main control device 110 is performed by the special symbol display device 37, a decorative display according to the display of the special symbol display device 37 is performed using the third symbol of the third symbol display device 81. Note that, instead of a display device, for example, a reel or the like may be used to configure the third symbol display device 81.
[0081] In addition, in the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed simultaneously in parallel (so-called simultaneous change). That is, when the start entry is made in the second start entry 71 during the execution of the dynamic display of the first special symbol based on the start entry in the first start entry 64, the dynamic display of the second special symbol can be executed based on the start entry in the second start entry 71 even during the execution of the dynamic display of the first special symbol. In the pachinko machine 10 of the first embodiment, in the "normal game state" in which left-handed play is encouraged, the change performance corresponding to the dynamic display of the first special symbol is executed using three pattern rows Z1 to Z3 (see FIG. 4), while the change performance corresponding to the dynamic display of the second special symbol is not executed using the three pattern rows Z1 to Z3, but is executed in a special symbol 2 change area 88b (see FIG. 4) described later. In addition, in the pachinko machine 10 of the first embodiment, in the "probability changing state," "time shortening state," or "latent probability changing state" in which right-hand play is encouraged, a changing performance corresponding to the dynamic display of the second special pattern is executed using the three pattern columns Z1 to Z3, while a changing performance corresponding to the dynamic display of the first special pattern is not executed using the three pattern columns Z1 to Z3, but is configured to execute a performance corresponding to the dynamic display of the first special pattern in a special pattern 1 changing area 87b (see Figure 4) described later.
[0082] In the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol can be simultaneously executed in parallel, which makes it possible to take measures against the player's strategy or harassment. Specifically, for example, if the special symbols are configured to be preferentially changed or changed in the order of winning, in the "probability change state", "time shortening state", or "latency probability change state", the dynamic display of the first special symbol may be executed even though the player wishes to execute the dynamic display of the second special symbol, which is likely to select a jackpot type advantageous to the player. For this reason, the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed simultaneously in parallel, the length of each change time is set according to the game state, and the result of the dynamic display of the special symbol to be executed as the game specification is easily derived, which makes it possible to prevent the player from selecting a jackpot type disadvantageous to the player.
[0083] Furthermore, even if a player plays with the right hand during a "normal game state" in which the execution of the dynamic display of the second special pattern is not encouraged as a game specification, and the dynamic display of the second special pattern is executed, the derivation of the result of the dynamic display of the second special pattern can be suppressed by a small win or big win of the first special pattern, making it possible to suppress the awarding of game value based on fraudulent play by the player.
[0084] Furthermore, when the game state changes from right-hand play to left-hand play, it is necessary to lengthen the execution time of the dynamic display of the non-recommended second special symbol acquired during right-hand play. However, if the dynamic display of the second special symbol is set to change preferentially (so-called special symbol 2 priority change) or to change in the order of winning (so-called winning order change), the dynamic display of the non-recommended second special symbol will be executed for a long period of time in the "normal game state", and the dynamic display of the encouraged first special symbol will not be executed for a while. Therefore, even if the dynamic display of the non-recommended special symbol is executed, by configuring the dynamic display of the encouraged special symbol to be executable and result derivable, it is possible to prevent problems from occurring when the game state changes.
[0085] In addition, in a pachinko machine 10 set to the winning order variation or special symbol 2 priority variation, in the "normal game state" in which left-handed play is encouraged, if a player who is thinking of quitting the game maliciously plays right-handed to make the ball enter the second starting hole 71, and then quits the game and leaves the seat, the next player who plays will not be able to wait for the end of the dynamic display of the second special symbol, which is executed for a long period of time, before the lottery is executed by the dynamic display of the first special symbol. Therefore, even if the dynamic display of the non-encouraged special symbol is being executed, the dynamic display of the encouraged special symbol can be executed, and the lottery result can be derived, thereby eliminating the influence of the malicious player's harassing behavior and allowing the player to play comfortably.
[0086] Here, the display contents of the third symbol display device 81 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram showing the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram showing an example of the actual display screen.
[0087] The third design is composed of 10 main designs numbered "0" to "9". Each main design is composed of a wooden box with a number from "0" to "9" added on top of the rear design. The main designs with odd numbers ("1", "3", "5", "7", "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0", "2", "4", "6", "8") have additional designs imitating characters such as planes, furoshiki, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green on the lower right side of the additional designs so that they are displayed in front of the additional designs.
[0088] In the pachinko machine 10 of the first embodiment, when the result of the lottery for any special symbol by the main control device 110 (see FIG. 5) described later is a jackpot, a variable performance in which the same main symbols are aligned is performed, and a jackpot occurs after the variable performance is completed. For example, when the jackpot type of "Probable A" is won, a variable performance in which the main symbols with the number "7" are aligned is mainly performed. When the jackpot type of "Potential A" is won, a variable performance in which the odd number symbols other than "7", that is, the main symbols with the numbers "1", "3", "5" or "9" are aligned is mainly performed. On the other hand, when the jackpot type of "Time-saving A" or "Normal A" is won, a variable performance in which the even number symbols, that is, the main symbols with the numbers "2", "4", "6" or "8" are aligned is mainly performed.
[0089] In the pachinko machine 10 of the first embodiment, all main symbols are configured to appear when the "probable A" or "latent A" jackpot types are won. Specifically, for example, even when the "probable A" or "latent A" jackpot is won, a variation effect may be performed in which the same main symbols with the numbers "2" or "8" are aligned. By configuring in this way, for example, the content of the game value that can be awarded cannot be determined at the time when the variation effect stops, and by performing a promotion effect during the jackpot, the game can be varied and the interest of the game can be increased.
[0090] As shown in Figure 4(a), the display screen of the third pattern display device 81 is roughly divided into three parts vertically, with the lower 2 / 3 consisting of a main display area Dm which displays the varying third pattern and a cockpit display area Db which displays the number of reserved balls, etc., and the remaining upper 1 / 3 consisting of a secondary display area Ds which displays preview effects, characters, etc.
[0091] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left pattern row Z1 is displayed in the display area Dm1, the center pattern row Z2 is displayed in the display area Dm2, and the right pattern row Z3 is displayed in the display area Dm3.
[0092] In each of the symbol rows Z1 to Z3, the above-mentioned third symbols are displayed in a specified order. That is, in each of the symbol rows Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and the variable performance is performed by scrolling from top to bottom with periodicity for each of the symbol rows Z1 to Z3. Note that the arrangement of the numbers may be different in each of the symbol rows Z1 to Z3. For example, the numbers of the main symbols may be arranged in descending order in the left symbol row Z1, while the numbers of the main symbols may be arranged in ascending order in the center symbol row Z2 and the right symbol row Z3.
[0093] In addition, in the main display area Dm, the third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and the third symbols are stopped and displayed on the active line L1 in the order of the left symbol column Z1 → right symbol column Z3 → center symbol column Z2, during the variable presentation corresponding to the special symbols set for each game state. If the third symbols are stopped and lined up on the active line L1 in a combination of jackpot symbols (a combination of the same main symbols), a jackpot video is displayed as a jackpot of the special symbols set for each game state.
[0094] The sub-display area Ds is provided horizontally above the main display area Dm, and is further divided into three equal small areas Ds1 to Ds3 in the left-right direction. Each of the small areas Ds1 to Ds3 is an area for displaying characters and preview performance images. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a big win will result from the variable display in the main display area Dm.
[0095] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the first starting hole 64 or the second starting hole 71 corresponding to the special pattern set for each game state and for which the variable display (variable performance) has not yet been executed.
[0096] The small area Ds3 to the right of the sub-display area Ds is configured to display a fourth pattern display area 87 for special pattern 1 which can change in synchronization with the dynamic display of the first special pattern and the number of reserved balls, and a fourth pattern display area 88 for special pattern 2 which can change in synchronization with the dynamic display of the second special pattern and the number of reserved balls.
[0097] The fourth pattern display area 87 for special pattern 1 is composed of a reserved number display 87a for special pattern 1 that displays the reserved number of the dynamic display of the first special pattern in numbers, and a variable area 87b for special pattern 1 that can change in synchronization with the execution of the dynamic display (variable performance) of the first special pattern.
[0098] The reserved number display 87a for special drawing 1 is configured to be able to display the reserved number of the dynamic display of the first special pattern in the range of "0" to "4" by a number pattern. Specifically, when the reserved number display 87a for special drawing 1 displays "0", it indicates that the reserved number of the dynamic display of the first special pattern is 0, when the reserved number display 87a for special drawing 1 displays "1", it indicates that the reserved number of the dynamic display of the first special pattern is 1, when the reserved number display 87a for special drawing 1 displays "2", it indicates that the reserved number of the dynamic display of the first special pattern is 2, when the reserved number display 87a for special drawing 1 displays "3", it indicates that the reserved number of the dynamic display of the first special pattern is 3, and when the reserved number display 87a for special drawing 1 displays "4", it indicates that the reserved number of the dynamic display of the first special pattern is 4.
[0099] In other words, the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 is displayed to match the reserved ball number of the dynamic display of the first special pattern in the status LED group 37a of the special pattern display device 37 described above, and in the "normal game state" in which the dynamic display of the first special pattern is displayed in the main display area Dm, it is displayed to match the reserved ball number of the reserved pattern display area Db1 described later.
[0100] The special pattern 1 variable area 87b is a display area for showing the execution and result of the dynamic display of the first special pattern, and is configured to be able to change the display color of the square pattern. Specifically, when the dynamic display of the first special pattern is being executed, the display color of the square pattern in the special pattern 1 variable area 87b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the first special pattern is being executed. Then, when the dynamic display of the first special pattern stops, the square pattern in the special pattern 1 variable area 87b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0101] More specifically, when the square pattern in the special pattern 1 variable area 87b stops in white, it indicates that the dynamic display of the first special pattern was a miss, when the square pattern in the special pattern 1 variable area 87b stops in red, it indicates that the dynamic display of the first special pattern was a big win, and when the square pattern in the special pattern 1 variable area 87b stops in blue, it indicates that the dynamic display of the first special pattern was a small win. That is, the square pattern in the special pattern 1 variable area 87b is displayed so as to correspond to the display contents of the upper LED group 37b1 of the above-mentioned special pattern display device 37, and is configured to be synchronized with the display contents of the main display area Dm in the "normal game state" in which the dynamic display of the first special pattern is displayed in the main display area Dm.
[0102] The fourth pattern display area 88 for special pattern 2 is composed of a reserved number display 88a for special pattern 2 that displays the reserved number of the dynamic display of the second special pattern in numbers, and a variable area 88b for special pattern 2 that can change in synchronization with the execution of the dynamic display (variable performance) of the second special pattern.
[0103] The reserved number display 88a for special drawing 2 is configured to be able to display the number of reserved dynamic displays of the second special pattern in the range of "0" to "4". Specifically, when the reserved number display 88a for special drawing 2 displays "0", it indicates that the reserved number of dynamic displays of the second special pattern is 0, when the reserved number display 88a for special drawing 2 displays "1", it indicates that the reserved number of dynamic displays of the second special pattern is 1, when the reserved number display 88a for special drawing 2 displays "2", it indicates that the reserved number of dynamic displays of the second special pattern is 2, when the reserved number display 88a for special drawing 2 displays "3", it indicates that the reserved number of dynamic displays of the second special pattern is 3, and when the reserved number display 88a for special drawing 2 displays "4", it indicates that the reserved number of dynamic displays of the second special pattern is 4.
[0104] In other words, the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2 is displayed to match the reserved ball number of the dynamic display of the second special pattern in the status LED group 37a of the special pattern display device 37 described above, and is also displayed to match the reserved ball number of the reserved pattern display area Db1 described later in the "frequent small win probability changing state" in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0105] The special pattern 2 variable area 88b is a display area for showing the execution and result of the dynamic display of the second special pattern, and is configured to be able to change the display color of the square pattern, similar to the special pattern 1 variable area 87b. Specifically, when the dynamic display of the second special pattern is being executed, the display color of the square pattern in the special pattern 2 variable area 88b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the second special pattern is being executed. Then, when the dynamic display of the second special pattern stops, the square pattern in the special pattern 2 variable area 88b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0106] More specifically, when the square pattern in the special pattern 2 variable area 88b stops in white, it indicates that the dynamic display of the second special pattern was a miss, when the square pattern in the special pattern 2 variable area 88b stops in red, it indicates that the dynamic display of the second special pattern was a big win, and when the square pattern in the special pattern 2 variable area 88b stops in blue, it indicates that the dynamic display of the second special pattern was a small win. That is, the square pattern in the special pattern 2 variable area 88b is displayed so as to correspond to the display contents of the lower LED group 37b2 of the above-mentioned special pattern display device 37, and is configured to be synchronized with the display contents of the main display area Dm in the "probability change state", "time reduction state" or "latent probability change state" in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0107] On the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in the "normal game state", a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a moving image is displayed in the left small area Ds1 and the right small area Ds3, and a display indicating that the state is easier to transition to a big win than usual and a launch mode that is encouraged according to the game state are suggested to the player. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes performs a special action other than the predetermined action, the color of the boy's hair, which is usually black, or the color of the headband, which is usually white, changes, or another character appears, and a preview performance is performed.
[0108] In the pachinko machine 10 of the first embodiment, if a ball enters the first starting hole 64 while the third pattern display device 81 (special pattern display device 37) is displaying a third pattern change performance (dynamic display) corresponding to the first special pattern, or if a ball enters the second starting hole 71 while the third pattern display device 81 (special pattern display device 37) is displaying a third pattern change performance (dynamic display) corresponding to the second special pattern, the number of times the ball has entered (number of reserved balls) is reserved up to a maximum of four times for each case. The number of reserved balls is shown by the special pattern display device 37, and is also displayed in the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1, or the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2, and further, the changing presentation of the corresponding special patterns according to the game status is also shown in the first to fourth reserved pattern display areas Db1a to Db1d of the reserved pattern display area Db1 of the cockpit display area Db.
[0109] The first to fourth reserved pattern display areas Db1a to Db1d each display one reserved pattern (in the normal display mode, a "○" pattern (white circle pattern)) for one reserved ball (one reserved ball count) of the first special pattern or the second special pattern that is set to be displayed according to the game status, and the number of reserved balls for the variable performance of the first special pattern or the second special pattern that is set to be displayed (priority display) according to the game status is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d.
[0110] That is, in the first to fourth reserved symbol display areas Db1a to Db1d, when one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls of the first special symbol or the second special symbol set to be displayed according to the game state is one, and when a total of two reserved symbols, one each in the first and second reserved symbol display areas Db1a and Db1b, are displayed, it indicates that the number of reserved balls of the first special symbol or the second special symbol set to be displayed according to the game state is two. When a total of three reserved patterns are displayed in the first to third reserved pattern display areas Db1a to Db1c, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is three, and when a total of four reserved patterns are displayed in the first to fourth reserved pattern display areas Db1a to Db1d, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is four. Also, when no reserved pattern is displayed in the first to fourth reserved pattern display areas Db1a to Db1d, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is zero and there is no reserved variable performance.
[0111] In the pachinko machine 10 of the first embodiment, the first lottery game of the first special symbol and the second lottery game of the second special symbol are configured to be executed simultaneously, but only one of the lottery games may be executed. When only one of the lottery games is executed, if the reserved ball of the first special symbol and the reserved ball of the second special symbol are stored when one of the lottery games being executed ends, the second lottery game of the second special symbol may be executed preferentially over the first lottery game of the first special symbol (so-called special symbol 2 priority change), or the lottery game of the special symbol may be executed according to the order of winning (so-called winning order change). Furthermore, the variable performance of the first special symbol and the variable performance of the second special symbol may be configured to be displayed simultaneously on the third symbol display device 81.
[0112] In the center of the cockpit display area Db, an execution symbol display area Db0 is provided in which an execution symbol indicating that a variable performance is being performed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the center of the cockpit display area Db, that is, on the right side of the first reserved symbol display area Db1a, and is configured to display an execution symbol larger than each reserved symbol displayed in the reserved symbol display areas Db1a to Db1d. In addition, in this execution symbol display area Db0, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as the execution symbol.
[0113] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable performance executed in the main display area Dm ends, and the displayed reserved symbol is moved and displayed as the reserved symbol on the lower side with the erasure of the execution symbol. Specifically, for example, in a situation where there are four reserved symbols of the first special symbol in the "normal game state", if the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable performance of the first special symbol, the reserved symbol displayed in the first reserved symbol display area Db1a is moved (shifted) and displayed as the execution symbol in the execution symbol display area Db0. In addition, the reserved symbol displayed in the second reserved symbol display area Db1b is moved (shifted) and displayed as the reserved symbol in the first reserved symbol display area Db1a. Furthermore, the reserved symbol displayed in the third reserved symbol display area Db1c is moved (shifted) and displayed as the reserved symbol in the second reserved symbol display area Db1b. In addition, the reserved symbol that was displayed in the fourth reserved symbol display area Db1d is moved (shifted) and displayed as a reserved symbol in the third reserved symbol display area Db1c.
[0114] In the first embodiment, the number of reserved balls for the variable performance based on the ball entering the first starting hole 64 or the second starting hole 71 is configured to be reserved up to four times, but the maximum number of reserved balls is not limited to four times, and may be set to three times or less, or five times or more (e.g., eight times). Also, instead of displaying the reserved patterns in the cockpit display area Db, the number of reserved balls may be displayed in a part of the third pattern display device 81 as numbers, or the area divided into four may be displayed in a different manner (e.g., color or lighting pattern) according to the number of reserved balls. Also, since the number of reserved balls is indicated by the special pattern display device 37, it is not necessary to display the number of reserved balls on the third pattern display device 81. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each of which corresponds to the maximum number of reserved first special patterns and second special patterns, and the number of reserved balls may be displayed according to the number of reserved lamps in the lit state.
[0115] Returning to Fig. 3, the explanation will be continued. A through gate 67 is provided on the right side of the variable display unit 80 as viewed from the front. This through gate 67 has a through hole (not shown) provided in the vertical direction for the ball to pass through. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole turns on, and when this is turned on, a lottery for a winning normal symbol is performed by the main control device 110. Note that this through gate 67 is only a lottery trigger for the variable display of the normal symbol, and is configured not to pay out prize balls or the like even if a ball passes through it.
[0116] A normal electric power supply 72 is disposed on the right side as viewed from the front of the variable display unit 80. The normal electric power supply 72 is mainly composed of a projecting plate 72a and a normal electric power solenoid (not shown) that drives the projecting plate 72a to project and retract.
[0117] The main control device 110 (see FIG. 5) of the first embodiment normally maintains the appearance and disappearance plate 72a of the normal electric role 72 in a protruding state, covering the upper side of the second start hole 71 as viewed from the front, thereby preventing the inflow of balls into the second start hole 71. When a winning is won with the variable display of the normal pattern, the above-mentioned normal electric role solenoid (not shown) is driven for a predetermined time, and the appearance and disappearance plate 72a of the normal electric role 72 is driven from a protruding state to a immersed state in which the appearance and disappearance plate 72a is immersed in the game board 13 for a predetermined time, allowing the inflow of balls into the second start hole 71, so that the balls that are played with a right hand and flow down the right side as viewed from the front of the variable display unit 80 are easily able to enter the second start hole 71, that is, the winning assistance state is established.
[0118] In addition, the pachinko machine 10 of the first embodiment is configured so that the probability of winning in the variable display of the normal symbol changes depending on the game state. Specifically, in the "normal game state" and the "latency probability variable state", the winning probability of the normal symbol is set to a low probability state (for example, 1 / 2), and it is more difficult to win in the variable display of the normal symbol than in the "probability variable state" and the "time shortening state", so that it is more difficult to make the appearance board 72a of the normal electric role 72 enter the immersion state (open state), and it is more difficult to enter the second starting hole 71 than in the "probability variable state" and the "time shortening state". On the other hand, in the "probability changing state" or "time shortening state", the probability of winning the normal symbol is set to a high probability state (e.g., 9 / 10), and it is easier to win in the variable display of the normal symbol than in the "normal game state" and "latent probability changing state", making it easier to put the appearance board 72a of the normal electric role 72 into the immersed state (open state), and making it easier to win at the second starting hole 71.
[0119] In the pachinko machine 10 of the first embodiment, in a high probability state for normal symbols, the variable display leads to a winning result with a high probability (i.e., 90%), so in the "probability changing state" and "time shortening state" in which normal symbols are in a high probability state, the ball fired by right-hand play is configured to almost always enter the second starting hole 71. On the other hand, even in a low probability state for normal symbols, the variable display can lead to a winning result with a certain degree of probability (i.e., 50%), so right-hand play is permitted, and even in the "latent probability changing state" in which normal symbols are in a low probability state, the ball fired by right-hand play is configured to have a certain degree of probability (for example, one ball out of three balls) of entering the second starting hole 71. As a result, even in the "latent probability changing state", it is possible to play a lottery game for the second special pattern, although not to the same extent as in the "probability changing state" and "time shortening state", and by paying out prize balls based on winning into the second starting port 71, the player can play while suppressing the decrease in his or her own balls compared to the "normal game state".
[0120] Instead of changing the probability of winning the normal symbol from the "normal game state" and the "latent probability changing state" as in the "probability changing state" or the "time shortening state", the time for which the appearance plate 72a of the normal electric role 72 sinks (opens) or the number of times the appearance plate 72a of the normal electric role 72 sinks (opens) in one hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "probability changing state" or the "time shortening state", the time for which the appearance plate 72a of the normal electric role 72 sinks may be made longer than in the "normal game state" and the "latent probability changing state", or the number of times the appearance plate 72a of the normal electric role 72 sinks in one hit may be made greater than in the "normal game state" and the "latent probability changing state". In addition, in the "probability changing state" or "time shortening state", at least two of the following may be simultaneously performed: increasing the probability of winning a normal symbol, lengthening the immersion time of the appearance board 72a of the normal electric role 72, and increasing the number of times the appearance board 72a of the normal electric role 72 is immersed.
[0121] The normal symbol display device 83 performs a variable display by alternately lighting a symbol "○" and a symbol "X" as a display symbol (normal symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display in the normal symbol display device 83 stops at a predetermined symbol (a symbol "○" in the first embodiment), the normal electric role 72 provided above the second starting hole 71 as viewed from the front is activated for a predetermined time, and when it stops at a symbol other than the predetermined symbol (a symbol "X" in the first embodiment), the normal electric role 72 is deactivated (the closed state is maintained).
[0122] The number of reserved balls in the through gate 67 can be reserved up to four times, and the number of reserved balls is also displayed by lighting the second symbol reservation lamp 84 (hereinafter, for the sake of convenience, the second symbol reservation lamp 84 may be referred to as the "normal symbol reservation lamp 84"). There are four normal symbol reservation lamps 84, the maximum number of reserved balls, and they are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0123] In addition, the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the normal symbol reserved lamp 84 may be lit by a part of the third symbol display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, and may be set to three times or less, or five times or more (for example, eight times). In addition, since the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserved lamp 84 may not be lit.
[0124] A first starting hole 64 into which a ball can enter is provided below the variable display unit 80. Game nails and the like are planted around the first starting hole 64 so that about six balls (so-called S1=6) shot in a left-handed game enter the first starting hole 64 per minute. When a ball enters the first starting hole 64, a first starting hole switch (not shown) provided on the back side of the game board 13 is turned on, and the main control device 110 (see FIG. 5) draws a lottery for a jackpot of a first special symbol due to the first starting hole switch being turned on. Then, a dynamic display according to the lottery result is displayed by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable performance based on the first special symbol is executed by the third symbol display device 81 according to the game state. The first starting hole 64 is also one of the winning holes from which five balls are paid out as prize balls when a ball enters the first starting hole 64.
[0125] A second starting hole 71 is provided on the right side of the variable display unit 80 when viewed from the front, into which a ball can enter only when the normal electric role 72 is in an open state. When the normal electric role 72 is in an open state, game nails are planted around the second starting hole 71 so that about 30 to 40 balls shot in a right-hand hit game enter the hole per minute. When a ball enters the second starting hole 71, a second starting hole switch (not shown) provided on the back side of the game board 13 is turned on, and the main control device 110 (see FIG. 5) draws a lottery for a jackpot of the second special symbol due to the second starting hole switch being turned on. Then, a display according to the lottery result is displayed on the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variable performance based on the second special symbol is executed on the third symbol display device 81 according to the game state. In addition, the second starting hole 71 also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the second starting hole 71.
[0126] A horizontally long rectangular large prize opening is provided in the approximate center of the variable prize winning device 65 on the lower right side of the game board 13 when viewed from the front. In the pachinko machine 10 of the first embodiment, when the lottery of the first special symbol or the second special symbol on the main control device 110 (see FIG. 5) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is turned on to display a stop symbol corresponding to the jackpot (for example, three of the same symbol (such as "777")), thereby indicating the occurrence of a jackpot game. After that, the large prize opening opening plate 65a provided on the variable prize winning device 65 is opened according to the type of jackpot, and the game state transitions to a special game state (jackpot game) in which the ball is likely to enter the large prize opening. In this special game state, the special prize opening plate 65a, which is normally closed, is opened until a predetermined condition is met (for example, until "30 seconds" have elapsed or until 10 balls have won).
[0127] When the large prize opening opening plate 65a is opened, it closes when a predetermined time has elapsed since it was opened or when a predetermined number of winnings are detected, and after it is closed, the large prize opening opening plate 65a is opened again. The opening and closing operation of the large prize opening opening plate 65a can be repeated up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is being performed is one form of a special game state (big win state) that is advantageous to the player, and by making a ball win in the variable winning device 65, the player is paid out a larger number of prize balls than usual as a grant of game value (game value).
[0128] In addition, inside the variable winning device 65, there is provided a probability change area solenoid 65d (see FIG. 5) that is driven only when the "probability change A" or "latent probability A" jackpot type is won. A probability change area switch 65e (see FIG. 5) is provided downstream of this probability change area solenoid 65d, and the probability change area switch 65e is configured to detect a ball only when the probability change area solenoid 65d is open. As described above, the opening and closing operation of this probability change area solenoid 65d is driven to open only in the 10th round during the jackpot when the "probability change A" or "latent probability A" jackpot type is won, and is configured to be openable only once at most. By having a ball enter this probability change area switch 65e, a high probability state of a special pattern can be generated after the jackpot ends. The driving mode of the probability change area solenoid 65d and the timing of ball detection of the probability change area switch 65e will be described later in FIG. 9.
[0129] A small prize winning hole 73 is disposed below the first starting hole 64 as viewed from the front, and is opened when a small prize result is derived for each special symbol. In the pachinko machine 10 of the first embodiment, when a small prize is won for the first special symbol, a small prize winning hole opening / closing plate 73a provided in the small prize winning hole 73 is opened for a predetermined time (e.g., 0.1 seconds), and the opening / closing operation is performed only once. In addition, when a small prize is won for the second special symbol, a small prize winning hole opening / closing plate 73a provided in the small prize winning hole 73 is opened for a predetermined time (e.g., 0.1 seconds), and the opening / closing operation is repeated three times.
[0130] In the pachinko machine 10 of the first embodiment, the small winning hole 73 is disposed directly below the first starting hole 64 when viewed from the front, and even if the small winning hole opening / closing plate 73a is opened to allow balls to enter the small winning hole 73, the outer shape of the first starting hole 64 makes it difficult for balls shot in left-handed play and balls shot in right-handed play to flow into the small winning hole 73. As a result, even if a small winning game, which occurs relatively more frequently than a big winning game, is won in the first special pattern, the awarding of prize balls based on the winning of the small winning hole 73 can be suppressed, and a situation in which game value is excessively paid out to the player can be suppressed.
[0131] At the left and right corners of the lower side of the game board 13, attachment spaces K1 and K2 are provided for attaching stamps, identification labels, etc., and the stamps, etc. affixed to the attachment space K1 can be viewed through a small window 35 in the front frame 14 (see Figure 1).
[0132] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning holes (ball entry holes) 63, 64, 65, 71, 73 are guided through the outlet 66 to a ball discharge path (not shown). A large number of nails are planted on the game board 13 to appropriately distribute and adjust the falling direction of the balls, and various components (gimmicks) such as windmills are also arranged. Note that balls that enter each winning hole 63, 64, 65, 71, 73 are also guided to the ball discharge path and discharged outside the pachinko machine 10, just like balls that pass through the outlet 66.
[0133] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0134] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer that is an arithmetic device. The MPU 201 has built-in read only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, random access memory (hereinafter abbreviated as "RAM") 203 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 202, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0135] In addition, in order to instruct sub-control devices such as the dispensing control device 111 and the voice lamp control device 113 to operate, various commands are sent from the main control device 110 to the sub-control devices via a data transmission / reception circuit, but such commands are sent only in one direction, from the main control device 110 to the sub-control devices.
[0136] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the setting of the dynamic display and variable performance of each special symbol on the special symbol display device 37 and the third symbol display device 81, and the lottery for the display result of the variable display of the normal symbol on the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.
[0137] In addition, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a reserved number table 202c, a stop pattern table 202d, a fluctuation pattern table 202e, a jackpot release table 202f, a small jackpot release table 202g, a normal jackpot random number table 202h, a normal fluctuation table 202i, and a normal electric role release table 202j. The main control device 110 executes the above main control by various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0138] Here, the counters and the like provided in the RAM 203 of the main control device 110 will be described with reference to Fig. 6. These counters and the like are used by the MPU 201 of the main control device 110 to perform the lottery for the big win, the setting of the dynamic display of the special symbol display device 37, the setting of the variable performance of the third symbol display device 81, the lottery for the display result of the variable display on the normal symbol display device 83, and the like. In addition, in the explanation of the various counters, the various tables stored in the ROM 202 of the main control device 110, the various control timings, the transition of the game state, and the like will also be described with reference to Figs. 7 to 30.
[0139] For the setting of the jackpot lottery, the dynamic display of the special pattern display device 37, and the variable presentation of the third pattern display device 81, a jackpot random number counter C1 used for the jackpot lottery, a jackpot type counter C2 used for selecting the stop type of the jackpot pattern, a stop pattern selection counter C3 used for selecting the presentation mode of the variable presentation, a first initial value random number counter CINI1 used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS1 used for selecting the variable pattern are used.
[0140] In addition, a normal symbol winning counter C4 is used for the lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the normal symbol winning counter C4.
[0141] Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after it reaches its maximum value.
[0142] Each counter is updated at intervals of, for example, "4 milliseconds", which is the execution interval of the timer interrupt process (see FIG. 36), and some counters are updated irregularly during the main process (see FIG. 35), and the updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Details will be described later, but the RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special pattern, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special pattern, and each of these areas stores the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 in accordance with the timing of the ball entering the first start hole 64 or the second start hole 71.
[0143] Each counter will be explained in detail. The jackpot random number counter C1 is configured to be incremented by 1 within a predetermined range (for example, "0 to 9999") and to return to "0" after reaching a maximum value (for example, "9999" for a counter that can take values of "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of update, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.
[0144] The first initial value random number counter CINI1 is configured as a loop counter that is updated in the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take a value of "0 to 9999", the first initial value random number counter CINI1 is also a loop counter that can take a value of "0 to 9999". This first initial value random number counter CINI1 is updated once every execution of the timer interrupt process (see FIG. 36), and is repeatedly updated within the remaining time of the main process (see FIG. 35).
[0145] The value of the jackpot random number counter C1 is updated periodically (once for each timer interrupt process (see FIG. 36) in the first embodiment). Then, when the ball wins (start winning) in the first start hole 64, it is stored in the jackpot random number counter storage area 203d1 of the first reserved area of any one of the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start hole 64 (first special symbol). Also, when the ball wins (start winning) in the second start hole 71, it is stored in the jackpot random number counter storage area 203e1 of the second reserved area of any one of the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start hole 71 (second special symbol).
[0146] The random number value of the jackpot random number counter C1 for a jackpot or a small jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. That is, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the reserved area of the first reserved ball storage area 203d matches the random number value for a jackpot set by the jackpot random number table 202a1 corresponding to the first special symbol, it is determined to be a jackpot, and when it matches the random number value for a small jackpot, it is determined to be a small jackpot. Also, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserved area of the second reserved ball storage area 203e matches the random number value for a jackpot set by the jackpot random number table 202a2 corresponding to the second special symbol, it is determined to be a jackpot, and when it matches the random number value for a small jackpot, it is determined to be a small jackpot.
[0147] Here, the details of the jackpot random number table 202a corresponding to each special symbol will be described with reference to Fig. 7. Fig. 7(a) is a schematic diagram showing an example of the jackpot random number table 202a1 (hereinafter referred to as the "special symbol 1 jackpot random number table 202a1") corresponding to the first special symbol stored in the ROM 202, and Fig. 7(b) is a schematic diagram showing an example of the jackpot random number table 202a2 (hereinafter referred to as the "special symbol 2 jackpot random number table 202a2") corresponding to the second special symbol stored in the ROM 202.
[0148] In the first embodiment, the special chart 1 jackpot random number table 202a1 and the special chart 2 jackpot random number table 202a2 are each divided into two types for each setting value: one for a low probability state used when the game state is a low probability state of a special pattern, and one for a high probability state used when the game state is a high probability state of a special pattern which has a higher probability of becoming a jackpot than a low probability state of a special pattern.
[0149] For each set value, the number of jackpot random numbers included in the low probability state and the high probability state are set differently. Also, the increase in the number of jackpot random numbers required to transition from the low probability state to the high probability state is compensated for by the number of miss random numbers corresponding to misses. That is, when the number of jackpot random numbers is increased to transition from the low probability state to the high probability state, the number of miss random numbers is reduced, and the reduced amount is assigned as the number of jackpot random numbers. In this way, by making the number of jackpot random numbers different depending on the game state, the probability of a jackpot is changed between the low probability state and the high probability state.
[0150] On the other hand, in each special symbol, the number of small prize random numbers included in each setting value and for the low probability state and the high probability state are set to be the same. That is, the number of small prize random numbers in the first special symbol is configured to be the same for each setting value and the same for the low probability state and the high probability state. Similarly, the number of small prize random numbers in the second special symbol is configured to be the same for each setting value and the same for the low probability state and the high probability state. In this way, by making the number of small prize random numbers the same for each special symbol, for each setting value, and for the low probability state and the high probability state, the grant rate of the game value considering only the small prize game in all the setting values and game states in each special symbol becomes equal.
[0151] In this way, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers from the low probability state to the high probability state of the first special symbol and the second special symbol is made up from the number of miss random numbers at all setting values. Also, the number of small win random numbers of the first special symbol or the second special symbol is made not to change for each setting value. That is, the increase in the number of jackpot random numbers due to the setting change and the increase in the number of jackpot random numbers due to the change from the low probability state to the high probability state for each setting are made up by reducing the number of miss random numbers and allocating the decrease to the jackpot random number value, and the number of small win random numbers of the first special symbol and the second special symbol is made the same for each first special symbol or second special symbol setting. By configuring in this way, it is possible to calculate the payout rate for each setting value by considering only the increase in the number of jackpot random numbers, and it is possible to suppress the increase in the number of man-hours when designing the game specifications.
[0152] In addition, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers due to the setting change is compensated for by the most frequent random number other than the jackpot random number that can be obtained when the player is most likely to stay in the jackpot random number counter C1 (i.e., the losing random number). By configuring in this way, for example, in the first special symbol that is encouraged to be executed in the "normal game state" with a high staying rate, it is possible to make it difficult to determine the setting from the number of appearances of the losing role, which is the most frequent role in the variable performance of the first special symbol. Therefore, the setting determination element by the player is limited to the appearance rate of the jackpot, which has a lower appearance probability than the losing role, making it difficult to detect the setting value of the pachinko machine 10. As a result, even if the setting is low (i.e., setting value 1, etc.), the player can continue playing without discovering the setting, and the operation of the pachinko machine 10 can be promoted.
[0153] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random number values resulting from a setting change is configured to be compensated for by the number of losing random number values in the jackpot random number counter C1 that correspond to losing roles that do not award game value to the player.
[0154] Unlike the big win and small win roles, the losing role is a role that does not impart a game value, and is therefore provided for each pachinko machine 10, and is not clearly (largely) displayed on a data lamp (not shown) that displays the game results of the pachinko machine 10. If the number of big win random numbers corresponding to a big win game, which is likely to be clearly (largely) displayed on the data lamp, and the number of small win random numbers corresponding to a small win game are both changed for each setting, the setting of the pachinko machine 10 can be easily guessed by a player glancing at (checking) the data lamp to see the occurrence rates of the two elements of the big win game and the small win game. As a result, for example, if a player sees through the setting of the pachinko machine 10 set to a low setting (for example, a setting value of "1"), the player may not play the pachinko machine 10, and the operation of the pachinko machine 10 may decrease.
[0155] Therefore, by configuring the increase in the number of jackpot random numbers resulting from the change in the setting of the probability setting value to be compensated for by the number of losing random numbers corresponding to losing combinations that do not give the player a game value and are not clearly (largely) displayed on the data lamp in the jackpot random number counter C1, the setting discrimination factor for the player is the appearance rate of the jackpot, making it difficult to detect the setting value of the pachinko machine 10 from the appearance rate of the small win. Therefore, by limiting the discrimination factor of the probability setting value to the appearance rate of a combination based on one random number value, for example, even if the setting is low with a low ball payout rate (i.e., the setting value "1" etc.), the player can continue playing without being able to detect the setting, and the operation of the pachinko machine 10 can be promoted.
[0156] In addition, in the pachinko machine 10 of the first embodiment, in the high probability state of the special symbol, the lower the setting value, the harder it is to win a jackpot, and the higher the setting value, the easier it is to win a jackpot. Therefore, in the "latent probability variable state", the lower the setting value, the longer the duration of the "latent rate variable state". As a result, the lower the setting value, the more likely it is that the number of times a small jackpot will be won in the "latent probability variable state" will be, and the more game value will be awarded in the "latent probability variable state". Therefore, even if the setting value is low, by entering the "latent probability variable state", it is possible to increase the game value that can be awarded to the player compared to when the setting value is high. Therefore, by providing the "latent probability variable state", the advantage and disadvantage in the setting difference can be reversed, and the game can be made more varied and the interest in the game can be improved.
[0157] As shown in Fig. 7(a), in the special 1 jackpot random number table 202a1 of the first embodiment, when the set value is "1", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 1 jackpot random number table 202a1 is 33, and the values "0 to 32" are specified (set) in the special 1 jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "1" is set to be 33 / 10000=0.33 / 100 (i.e., 0.33%).
[0158] On the other hand, when the set value is "1", the number of random numbers (jackpot random numbers) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 100, and the values "0 to 99" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "probability variable state" or "latent probability variable state") of the first special symbol with the set value "1" is 100 / 10000=1 / 100 (i.e., 1%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0159] In addition, when the set value is "1", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, and the value "33 to 132" in the low probability state or the value "100 to 199" in the high probability state is specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the set value "1" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0160] Therefore, when the set value is "1", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9867 values other than the jackpot random number value and the small jackpot random number value, and the value "133 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9800 values other than the jackpot random number value and the small jackpot random number value, and the value "200 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with the setting value "1" (i.e., "normal play state" or "time-shortened state") is set to 9867 / 10000 = 98.67 / 100 (i.e., 98.67%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 9800 / 10000 = 98 / 100 (i.e., 98%).
[0161] That is, at the setting value "1", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase in the number of jackpot random numbers from the low probability state to the high probability state is configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9867 or less).
[0162] Next, when the set value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special jackpot random number table 202a1 is 35, and the values "0 to 34" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "2" is set to be 35 / 10000=0.35 / 100 (i.e., 0.35%).
[0163] On the other hand, when the setting value is "2", the number of random number values (jackpot random number values) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 105, and the values "0 to 104" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the first special symbol with the setting value "2" is 105 / 10000=1.05 / 100 (i.e., 1.05%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0164] In addition, when the setting value is "2", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, as in the case of the setting value "1", and the value "35 to 134" in the low probability state or the value "105 to 204" in the high probability state is specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "2" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the probability of winning a small win is equal in the low probability state and the high probability state of the special pattern.
[0165] Therefore, when the set value is "2", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9865 values other than the jackpot random number value and the small jackpot random number value, and the value "135 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9795 values other than the jackpot random number value and the small jackpot random number value, and the value "205 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with the setting value "2" (i.e., "normal play state" or "time-shortened state") is set to 9865 / 10000 = 98.65 / 100 (i.e., 98.65%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 9795 / 10000 = 97.95 / 100 (i.e., 97.95%).
[0166] In other words, at the setting value "2", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9,865 or less).
[0167] Therefore, the setting value "2" in the Special Chart 1 Jackpot Random Number Table 202a1 has the same probability of small win as the setting value "1" (both 1%), but the probability of jackpot is slightly improved (low probability state: 0.33% → 0.35%, high probability state: 1% → 1.05%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0168] Next, when the set value is "3", the number of values (jackpot random value) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special jackpot random number table 202a1 is 37, and the values "0 to 36" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "3" is set to be 37 / 10000=0.37 / 100 (i.e., 0.37%).
[0169] On the other hand, when the setting value is "3", the number of random number values (jackpot random number values) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 110, and the values "0 to 109" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the first special symbol with the setting value "3" is 110 / 10000=1.1 / 100 (i.e., 1.1%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0170] In addition, when the setting value is "3", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, as in the case of the setting value "1" and the setting value "2", and the value "37 to 136" in the low probability state or the value "110 to 209" in the high probability state is specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "3" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0171] Therefore, when the set value is "3", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9863 values other than the jackpot random number value and the small jackpot random number value, and the value "137 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9790 values other than the jackpot random number value and the small jackpot random number value, and the value "210 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with the setting value "3" (i.e., "normal play state" or "time-shortened state") is set to 9863 / 10000 = 98.63 / 100 (i.e., 98.63%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 9790 / 10000 = 97.9 / 100 (i.e., 97.9%).
[0172] In other words, at the setting value "3", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9863 or less).
[0173] Therefore, the setting value "3" in the Special Chart 1 Jackpot Random Number Table 202a1 has the same probability of small win as the setting value "2" (both 1%), but the probability of jackpot is slightly improved (low probability state: 0.35% → 0.37%, high probability state: 1.05% → 1.1%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "2".
[0174] Next, when the set value is "4", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special jackpot random number table 202a1 is 39, and the values "0 to 38" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "4" is set to be 39 / 10000=0.39 / 100 (i.e., 0.39%).
[0175] On the other hand, when the setting value is "4", the number of random number values (jackpot random number values) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 115, and the values "0 to 114" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the first special symbol with the setting value "4" is 115 / 10000=1.15 / 100 (i.e., 1.15%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0176] In addition, when the setting value is "4", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, as in the case of the setting values "1" to "3", and the values "39 to 138" in the low probability state and the values "115 to 214" in the high probability state are specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "4" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0177] Therefore, when the set value is "4", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9861 values other than the jackpot random number value and the small jackpot random number value, and the value "139 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9785 values other than the jackpot random number value and the small jackpot random number value, and the value "215 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with the setting value "4" (i.e., "normal play state" or "time-shortened state") is set to 9861 / 10000 = 98.61 / 100 (i.e., 98.61%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 9785 / 10000 = 97.85 / 100 (i.e., 97.85%).
[0178] In other words, at the setting value "4", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9861 or less).
[0179] Therefore, the setting value "4" in the Special Chart 1 Jackpot Random Number Table 202a1 has the same probability of small win as the setting value "3" (both 1%), but the probability of jackpot is slightly improved (low probability state: 0.37% → 0.39%, high probability state: 1.1% → 1.15%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "3".
[0180] Next, when the set value is "5", the number of values (jackpot random value) of the jackpot random number counter C1 that will be a jackpot in the low probability state in the special jackpot random number table 202a1 is 41, and the values "0 to 40" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "5" is set to be 41 / 10000=0.41 / 100 (i.e., 0.41%).
[0181] On the other hand, when the setting value is "5", the number of random number values (jackpot random number values) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 120, and the values "0 to 119" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the first special symbol with the setting value "5" is 120 / 10000=1.2 / 100 (i.e., 1.2%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0182] In addition, when the setting value is "5", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, as in the case of the setting values "1" to "4", and the value "41 to 140" in the low probability state or the value "120 to 219" in the high probability state is specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "5" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0183] Therefore, when the set value is "5", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9859 values other than the jackpot random number value and the small jackpot random number value, and the value "141 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9780 values other than the jackpot random number value and the small jackpot random number value, and the value "220 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with a setting value of "5" (i.e., the "normal game state" or the "time-shortened state") is set to 9859 / 10000 = 98.59 / 100 (i.e., 98.59%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., the "latent probability fluctuating state" or the "probability fluctuating state") is set to 9780 / 10000 = 97.8 / 100 (i.e., 97.8%).
[0184] In other words, at the setting value of "5", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9,859 or less).
[0185] Therefore, the setting value "5" in the Special Chart 1 Jackpot Random Number Table 202a1 has the same probability of small win as the setting value "4" (both 1%), but the probability of jackpot is slightly improved (low probability state: 0.39% → 0.41%, high probability state: 1.15% → 1.2%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "4".
[0186] Next, when the set value is "6", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special jackpot random number table 202a1 is 43, and the values "0 to 42" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the first special symbol with the set value "6" is set to be 43 / 10000=0.43 / 100 (i.e., 0.43%).
[0187] On the other hand, when the set value is "6", the number of random numbers (jackpot random numbers) that will result in a jackpot in the high probability state in the special jackpot random number table 202a1 is 125, and the values "0 to 124" are specified (set) in the special jackpot random number table 202a1. In other words, the jackpot probability of the first special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the first special symbol with the set value "6" is 125 / 10000=1.25 / 100 (i.e., 1.25%), and the high probability state of the special symbol is set to be about three times easier to hit than the low probability state.
[0188] In addition, when the setting value is "6", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 1 big win random number table 202a1 is 100, as in the case of the setting values "1" to "5", and the values "43 to 142" in the low probability state and the values "125 to 224" in the high probability state are specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "6" is 100 / 10000=1 / 100 (i.e., 1%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0189] Therefore, when the set value is "6", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 1 jackpot random number table 202a1 is the remaining 9857 values other than the jackpot random number value and the small jackpot random number value, and the value "143 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 9775 values other than the jackpot random number value and the small jackpot random number value, and the value "225 to 9999" is specified (set) in the special chart 1 jackpot random number table 202a1. In other words, the probability of a miss of the first special pattern in the low probability state of the first special pattern with a setting value of "6" (i.e., "normal play state" or "time-shortened state") is set to 9857 / 10000 = 98.57 / 100 (i.e., 98.57%), and the probability of a miss of the first special pattern in the high probability state of the first special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 9775 / 10000 = 97.75 / 100 (i.e., 97.75%).
[0190] In other words, at the setting value of "6", the increase in the number of jackpot random numbers in the high probability state of Special Chart 1 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9857 or less).
[0191] Therefore, the setting value "6" in the Special Chart 1 Jackpot Random Number Table 202a1 has the same probability of small win as the setting value "5" (both 1%), but the probability of jackpot is slightly improved (low probability state: 0.41% → 0.43%, high probability state: 1.2% → 1.25%), so it can be said that this setting makes it easier for a jackpot to occur than the setting value "5".
[0192] Next, as shown in Fig. 7(b), in the special 2 jackpot random number table 202a2 of the first embodiment, when the set value is "1", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 33, similar to the special 1 jackpot random number table 202a1, and the values "0 to 32" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "1" is set to be 33 / 10000=0.33 / 100 (i.e., 0.33%), similar to the first special symbol.
[0193] On the other hand, when the setting value is "1", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 100, as in the special 1 jackpot random number table 202a1, and the values "0 to 99" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the second special symbol with the setting value "1" is 100 / 10000=1 / 100 (i.e., 1%), as in the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0194] Here, when the set value is "1", the number of random numbers (small win random numbers) that will be small wins in the low probability state and the high probability state in the special chart 2 big win random number table 202a2 is both 9875, and the value "33 to 9907" in the low probability state or the value "100 to 9974" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the set value "1" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0195] Therefore, when the set value is "1", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 92 values other than the jackpot random number value and the small jackpot random number value, and the value "9908 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 25 values other than the jackpot random number value and the small jackpot random number value, and the value "9975 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in the low probability state of the second special pattern with the setting value "1" (i.e., "normal game state" or "time-shortened state") is set to 92 / 10000 = 0.92 / 100 (i.e., 0.92%), and the probability of a miss of the second special pattern in the high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 25 / 10000 = 0.25 / 100 (i.e., 0.25%).
[0196] That is, at the setting value "1", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase in the number of jackpot random numbers from the low probability state to the high probability state is configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 92 or less).
[0197] In this way, the probability of a small win for the second special symbol is significantly higher than that of the first special symbol (1% to 98.75%), and is set to a number that is much easier to select than the random number value of a losing combination for the second special symbol. In other words, in a lottery game with the second special symbol, it is set to be easier to win a small win than a big win or a losing combination.
[0198] Next, when the set value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 35, the same as in the special 1 jackpot random number table 202a1, and the values "0 to 34" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "2" is set to be 35 / 10000=0.35 / 100 (i.e., 0.35%), the same as in the first special symbol.
[0199] In addition, when the setting value is "2", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 105, the same as the special 1 jackpot random number table 202a1, and the values "0 to 104" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the second special symbol with the setting value "2" is 105 / 10000=1.05 / 100 (i.e., 1.05%), the same as the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0200] Here, when the setting value is "2", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 2 big win random number table 202a2 is 9875, as in the case of the setting value "1", and the value "35 to 9909" in the low probability state or the value "105 to 9979" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "2" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) in any game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0201] Therefore, when the set value is "2", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 90 values other than the jackpot random number value and the small jackpot random number value, and the value "9910 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 20 values other than the jackpot random number value and the small jackpot random number value, and the value "9980 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in the low probability state of the second special pattern with the setting value "2" (i.e., "normal play state" or "time-shortened state") is set to 90 / 10000 = 0.9 / 100 (i.e., 0.9%), and the probability of a miss of the second special pattern in the high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 20 / 10000 = 0.2 / 100 (i.e., 0.2%).
[0202] In other words, at the setting value of "2", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 90 or less).
[0203] Therefore, the setting value "2" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "1" (both 98.75%), but the probability of jackpot is slightly improved (low probability state: 0.35% → 0.37%, high probability state: 1% → 1.05%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0204] Next, when the set value is "3", the number of values (jackpot random value) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 37, the same as in the special 1 jackpot random number table 202a1, and the value "0 to 36" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "3" is set to be 37 / 10000=0.37 / 100 (i.e., 0.37%), the same as in the first special symbol.
[0205] On the other hand, when the setting value is "3", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 110, the same as the special 1 jackpot random number table 202a1, and the values "0 to 109" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the second special symbol with the setting value "3" is 110 / 10000=1.1 / 100 (i.e., 1.1%), the same as the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0206] Here, when the setting value is "3", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 2 big win random number table 202a2 is 9875, as in the case of the setting values "1" and "2", and the value "37 to 9911" in the low probability state or the value "110 to 9984" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "3" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) regardless of the game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0207] Therefore, when the set value is "3", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 88 values other than the jackpot random number value and the small jackpot random number value, and the value "9912 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 15 values other than the jackpot random number value and the small jackpot random number value, and the value "9985 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in the low probability state of the second special pattern with the setting value "3" (i.e., "normal game state" or "time-shortened state") is set to 88 / 10000 = 0.88 / 100 (i.e., 0.88%), and the probability of a miss of the second special pattern in the high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 15 / 10000 = 0.15 / 100 (i.e., 0.15%).
[0208] In other words, at the setting value "3", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 88 or less).
[0209] Therefore, the setting value "3" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "2" (both 98.75%), but the probability of jackpot is slightly improved (low probability state: 0.35% → 0.37%, high probability state: 1.05% → 1.1%), and it can be said that this setting makes it easier for jackpot games to occur than the setting value "2".
[0210] Next, when the set value is "4", the number of values (jackpot random value) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 39, the same as in the special 1 jackpot random number table 202a1, and the value "0 to 38" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "4" is set to be 39 / 10000=0.39 / 100 (i.e., 0.39%), the same as in the first special symbol.
[0211] On the other hand, when the set value is "4", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 115, the same as the special 1 jackpot random number table 202a1, and the values "0 to 114" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the set value "4" is 115 / 10000 = 1.15 / 100 (i.e., 1.15%), the same as the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0212] Here, when the setting value is "4", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 2 big win random number table 202a2 is 9875, as in the case of the setting values "1" to "3", and the value "39 to 9913" in the low probability state or the value "115 to 9989" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "4" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) regardless of the game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0213] Therefore, when the set value is "4", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 86 values other than the jackpot random number value and the small jackpot random number value, and the value "9914 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 10 values other than the jackpot random number value and the small jackpot random number value, and the value "9990 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in the low probability state of the second special pattern with the setting value "4" (i.e., "normal game state" or "time-shortened state") is set to 86 / 10000 = 0.86 / 100 (i.e., 0.86%), and the probability of a miss of the second special pattern in the high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 10 / 10000 = 0.1 / 100 (i.e., 0.1%).
[0214] In other words, at the setting value "4", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 86 or less).
[0215] Therefore, the setting value "4" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "3" (both 98.75%), but the probability of jackpot is slightly improved (low probability state: 0.37% → 0.39%, high probability state: 1.1% → 1.15%), and it can be said that this setting makes it easier for jackpot games to occur than the setting value "3".
[0216] Next, when the set value is "5", the number of values (jackpot random value) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 41, the same as the special 1 jackpot random number table 202a1, and the value "0 to 40" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "5" is set to be 41 / 10000=0.41 / 100 (i.e., 0.41%), the same as the first special symbol.
[0217] On the other hand, when the set value is "5", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 120, the same as the special 1 jackpot random number table 202a1, and the values "0 to 119" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the set value "5" is 120 / 10000=1.2 / 100 (i.e., 1.2%), the same as the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0218] Here, when the setting value is "5", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 2 big win random number table 202a2 is 9875, as in the case of the setting values "1" to "4", and the value "41 to 9915" in the low probability state or the value "120 to 9994" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "5" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) regardless of the game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0219] Therefore, when the set value is "5", the number of random number values (missing random number values) that will be misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 84 values other than the jackpot random number value and the small jackpot random number value, and the value "9916 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that will be misses in the high probability state is the remaining 5 values other than the jackpot random number value and the small jackpot random number value, and the value "9995 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in a low probability state of the second special pattern with a setting value of "5" (i.e., "normal game state" or "time-shortened state") is set to 84 / 10000 = 0.84 / 100 (i.e., 0.84%), and the probability of a miss of the second special pattern in a high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 5 / 10000 = 0.05 / 100 (i.e., 0.05%).
[0220] In other words, at the setting value of "5", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 84 or less).
[0221] Therefore, the setting value "5" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "4" (both 98.75%), but the probability of jackpot is slightly improved (low probability state: 0.39% → 0.41%, high probability state: 1.15% → 1.2%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "4".
[0222] Next, when the set value is "6", the number of values (jackpot random value) of the jackpot random number counter C1 that will result in a jackpot in the low probability state in the special 2 jackpot random number table 202a2 is 43, the same as in the special 1 jackpot random number table 202a1, and the value "0 to 42" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the low probability state (i.e., "normal game state" or "time-shortened state") of the second special symbol with the set value "6" is set to be 43 / 10000=0.43 / 100 (i.e., 0.43%), the same as in the first special symbol.
[0223] On the other hand, when the set value is "6", the number of random numbers (jackpot random numbers) that will be jackpots in the high probability state in the special 2 jackpot random number table 202a2 is 125, the same as the special 1 jackpot random number table 202a1, and the values "0 to 124" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the high probability state (i.e., "latent probability variable state" or "probability variable state") of the set value "6" is 125 / 10000=1.25 / 100 (i.e., 1.25%), the same as the first special symbol, and the high probability state of the special symbol is set to be about three times easier to jackpot than the low probability state.
[0224] Here, when the setting value is "6", the number of random numbers (small win random numbers) that will be small wins in the low probability state and high probability state in the special chart 2 big win random number table 202a2 is 9875, as in the case of the setting values "1" to "5", and the value "43 to 9917" in the low probability state or the value "125 to 9999" in the high probability state is specified (set) in the special chart 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "6" is 9875 / 10000=98.75 / 100 (i.e., 98.75%) regardless of the game state, and it is set so that the winning probability of a small win is equal in the low probability state and the high probability state of the special pattern.
[0225] Therefore, when the set value is "6", the number of random number values (missing random number values) that are misses in the low probability state in the special chart 2 jackpot random number table 202a2 is the remaining 82 values other than the jackpot random number value and the small jackpot random number value, and the value "9918 to 9999" is specified (set) in the special chart 2 jackpot random number table 202a2. Also, the number of random number values (missing random number values) that are misses in the high probability state is the remaining 0 values other than the jackpot random number value and the small jackpot random number value, and no value corresponding to the miss random number value is stored in the special chart 2 jackpot random number table 202a2. In other words, the probability of a miss of the second special pattern in the low probability state of the second special pattern with a setting value of "6" (i.e., "normal play state" or "time-shortened state") is set to 82 / 10000 = 0.82 / 100 (i.e., 0.82%), and the probability of a miss of the second special pattern in the high probability state of the second special pattern (i.e., "latent probability fluctuating state" or "probability fluctuating state") is set to 0 / 10000 = 0 / 100 (i.e., 0%), so that a miss role will not appear.
[0226] In other words, at the setting value of "6", the increase in the number of jackpot random numbers in the high probability state of Special Chart 2 is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest retention rate during play, while the increase from the low probability state to the high probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 82 or less).
[0227] Therefore, the setting value "6" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "5" (both 98.75%), but the probability of jackpot is slightly improved (low probability state: 0.41% → 0.43%, high probability state: 1.2% → 1.25%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "5".
[0228] As described above, in the special chart 1 jackpot random number table 202a1 and the special chart 2 jackpot random number table 202a2, the increase in the number of jackpot random numbers in the "probability change state" or the "latent probability change state" is made up from the number of miss random numbers in the "normal game state" or the "time shortening state", while being configured to be within the range of the number of miss random numbers in the "normal game state" or the "time shortening state". In addition, the number of small win random numbers is configured not to change between the "normal game state" or the "time shortening state" and the "probability change state" or the "latent probability change state". By configuring in this way, it is possible to calculate the ball payout rate for each setting value by considering only the increase in the jackpot random number value, and the increase in the number of man-hours during the design of the game specifications can be suppressed.
[0229] Returning to Fig. 6, the explanation will be continued. The big win type counter C2 determines the big win type when a big win occurs, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and return to "0" after reaching a maximum value (for example, "99" in the case of a counter that can take a value of "0 to 99"). The value of the big win type counter C2 is updated periodically (once for each timer interrupt process (see Fig. 36) in the first embodiment), for example.
[0230] Then, at the timing when the ball enters the first start hole 64, it is stored in the jackpot type counter storage area 203d2 of the first reserved area, which is the same as the first reserved area where the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first start hole 64. Also, at the timing when the ball enters the second start hole 71, it is stored in the jackpot type counter storage area 203e2 of the second reserved area, which is the same as the second reserved area where the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start hole 71.
[0231] Here, for example, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value), that is, if it is a random number that results in a miss (miss random number value), the variation pattern in the variation performance and the type of the stop pattern (hereinafter referred to as the "stop type") will be those at the time of a miss. On the other hand, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern and stop type in the variation performance will be those at the time of a jackpot. In this case, the variation pattern and stop type at the time of the jackpot are determined in accordance with the jackpot type indicated by the value of the jackpot type counter C2 stored in the same reserved area.
[0232] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202. This jackpot type table 202b is provided with a special symbol 1 jackpot type table 202b1 referred to in the first lottery game of the first special symbol, and a special symbol 2 jackpot type table 202b2 referred to in the second lottery game of the second special symbol.
[0233] Here, the special chart 1 big win type table 202b1 and the special chart 2 big win type table 202b2 will be described with reference to Fig. 8. Fig. 8(a) is a diagram showing an example of the special chart 1 big win type table 202b1 corresponding to the first special symbol stored in the ROM 202, and Fig. 8(b) is a diagram showing an example of the special chart 2 big win type table 202b2 corresponding to the second special symbol stored in the ROM 202.
[0234] In the pachinko machine 10 of the first embodiment, after initialization by clearing the RAM of the pachinko machine 10, each time the number of times that the "time-saving function" has been granted in conjunction with a jackpot with a special pattern (the above-mentioned time-saving limit number of times) reaches a predetermined number (five times in the first embodiment; that is, when selecting the next jackpot type after winning five times a jackpot type that grants the "time-saving function"), the game state after the end of the jackpot after the time-saving limit number of times has been reached is equipped with a time-saving limit function that always transitions to a low-probability state of a normal pattern in which the "time-saving function" is not granted, and prohibits transition to a high-probability state of a normal pattern. In other words, after initialization by clearing the RAM of the pachinko machine 10, each time the time-saving limit is reached, the type of jackpot that results in a high probability state for normal symbols is not selected when selecting the next jackpot (hereinafter, the event in which a jackpot type that results in a high probability state for normal symbols is not selected at the end of a jackpot may be referred to as "the time-saving limiter being activated"), and only the type of jackpot that results in a low probability state for normal symbols after the end of a jackpot can be selected.
[0235] On the other hand, when the time-saving limit has not been reached, i.e., when the number of jackpots for which the "time-saving function" is granted is between 1 and 5 (hereinafter, the number of jackpots with special symbols between 1 (first time) and 5 may be referred to as "before the time-saving limit is reached"), the system is configured so that a jackpot type that results in a high probability state for normal symbols after the jackpot ends can be selected.
[0236] By configuring in this way, it is possible to always make the normal pattern low probability state every time a jackpot to which the "time-saving function" is given occurs a predetermined number of times, and it is possible to suppress the occurrence of excessive granting of game value in a short period of time during the "consecutive games" in which the high probability state of the normal pattern continues. As a result, it is possible to suppress a situation in which a game result far removed from the ratio of the number of balls obtained when the player plays the pachinko machine 10 continuously, and it is possible to configure so that the game value per time given to the player does not become too high (large). In addition, in order to make the ball output rate in this pachinko machine 10 equivalent to the ball output rate of a normal pachinko machine that does not have a time-saving limiter function, it is possible to compensate for the decrease in the ball output rate due to the limit on the number of "consecutive games" by making it easier to generate a jackpot of a special pattern, or to make the continuation rate of the high probability state of the special pattern high before the time-saving limit is reached, and it is possible to realize various playability that cannot be achieved with a normal pachinko machine that does not have a time-saving limiter function.
[0237] As shown in Fig. 8(a) and Fig. 8(b), the jackpot type table 202b is divided into a first special symbol and a second special symbol, which are further divided into whether the number of jackpots reaches the time-saving limit or not, and further divided into the first special symbol type (i.e., the first special symbol or the second special symbol), the jackpot type according to the type of the special symbol, and the value of the jackpot type counter C2. It is also possible to configure the jackpot type that can be selected depending on the game state in which the player is playing.
[0238] In the pachinko machine 10 of the first embodiment, there are two types of jackpots: a "probability variable state (so-called ST state)" in which the jackpot probability of the special symbol and the winning probability of the normal symbol are both in a high probability state after a jackpot with a maximum number of 10 rounds until the special symbol is displayed a predetermined number of times (160 times in the first embodiment); and a "probability variable state A" in which the jackpot probability of the special symbol and the winning probability of the normal symbol are both in a high probability state after a jackpot with a maximum number of 10 rounds, but the winning probability of the normal symbol is in a low probability state until the dynamic display of the special symbol is executed 100 times. There are three types of states: "Time-saving A," which corresponds to a "time-saving state" in which the probability becomes high when the special symbol appears a certain number of times after a jackpot with the maximum number of rounds is reached; "Latent A," which corresponds to a "latent probability fluctuating state" in which the jackpot probability of the special symbol becomes high while the hit probability of the normal symbol becomes low until the special symbol appears a specified number of times (160 times in the first embodiment, the same as "High-Probability A") after a jackpot with the maximum number of rounds is reached, "Normal A," in which the jackpot probability of the special symbol and the hit probability of the normal symbol become low after a jackpot with the maximum number of rounds is reached, "High-Probability A," which corresponds to a "latent probability fluctuating state" in which the jackpot probability of the special symbol becomes high while the hit probability of the normal symbol becomes low until the special symbol appears a specified number of times (160 times in the first embodiment, the same as "High-Probability A") after a jackpot with the maximum number of rounds is reached, "High-Probability A,"
[0239] In the special chart 1 jackpot type table 202b1 and the special chart 2 jackpot type table 202b2, different jackpot types can be selected based on whether or not the time-saving limit has been reached at the time the jackpot occurs, and each jackpot type is associated with a possible value of the jackpot type counter C2 that determines the jackpot type.
[0240] In the example of the special jackpot type table 202b1 shown in FIG. 8(a), when a jackpot of the first special symbol occurs before and after the time-saving limit is reached (i.e., the first to fifth jackpots after the time-saving limit count is reset) and in the "normal game state", "probability change state", "time-saving state", or "latent probability change state", the value "0 to 49" of the jackpot type counter C2 is associated with "probability change A", and the value "50 to 99" of the jackpot type counter C2 is associated with "time-saving A". Also, when a jackpot of the first special symbol occurs when the time-saving limit is reached (i.e., the sixth jackpot count after the time-saving limit count is reset) and in the "normal game state", "probability change state", "time-saving state", or "latent probability change state", the value "0 to 49" of the jackpot type counter C2 is associated with "latent probability A", and the value "50 to 99" of the jackpot type counter C2 is associated with "normal A".
[0241] In other words, in the lottery for determining whether the first special symbol will win or lose in all game states before the time-saving limit is reached (after the time-saving limit is reached), if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first reserved areas of the first reserved ball storage area 203d is a value that results in a jackpot, the jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first reserved area is determined from the special symbol 1 jackpot type table 202b1, and for example, if the value of the jackpot type counter C2 is "7", "probable variable A" is determined as the jackpot type, and if the value of the jackpot type counter C2 is "95", "time-saving A" is determined as the jackpot type.
[0242] Therefore, if you win a jackpot with the dynamic display of the first special symbol before the time-saving limit is reached (after the time-saving limit is reached), you will win the jackpot type "Probable A" 50% of the time and the jackpot type "Time-saving A" 50% of the time. Also, if you win a jackpot with the dynamic display of the first special symbol when the time-saving limit is reached, you will win the jackpot type "Potential A" 50% of the time instead of "Probable A" and the jackpot type "Normal A" 50% of the time instead of "Time-saving A".
[0243] Therefore, in the dynamic display of the first special pattern, before the time-saving limit is reached (after the time-saving limit is reached), the selection rates of the jackpot types "Probable A" and "Time-saving A" are equal (both 50%), and when the time-saving limit is reached, the selection rates of the jackpot types "Potential A" and "Normal A" are equal (both 50%).
[0244] In the pachinko machine 10 of the first embodiment, in a left-hand play, the first special symbol may be dynamically displayed by winning the first starting hole 64, but the second special symbol is difficult to be dynamically displayed because the second starting hole 71 is difficult to win. In a right-hand play, the second special symbol may be dynamically displayed by winning the second starting hole 71, but the first special symbol is difficult to be dynamically displayed because the first starting hole 64 is difficult to win. When the time-saving limiter operates, the "time-saving function" is operating, that is, the "consecutive win" state is in progress, and in this embodiment, right-hand play is encouraged during the "consecutive win" state, so the second special symbol may be dynamically displayed, but the first special symbol is difficult to be dynamically displayed. Therefore, when the time-saving limiter operates in the dynamic display of the first special symbol, it is when the player dares to play left to make the ball enter the first starting hole 64 and execute the dynamic display of the first special symbol, even though right-hand play is encouraged and the dynamic display of the second special symbol can be executed. In addition, the game state in which right-hand play is encouraged (i.e., the "probability variable state", the "time-saving state" and the "latent probability variable state") are configured so that the time until the result of the dynamic display of the first special symbol is derived is longer than the time until the result of the dynamic display of the second special symbol is derived (see Figures 14 to 23 described later), so that "latent A" and "normal A" that can be selected when the time-saving limiter operates in the dynamic display of the first special symbol are set to be substantially difficult to derive (not derived).
[0245] Next, in the example of the special jackpot type table 202b2 shown in FIG. 8(b), when a jackpot of the second special symbol occurs before and after the time-saving limit is reached (i.e., the first to fifth jackpots after the time-saving limit count is reset) and in the "normal game state", "probability change state", "time-saving state", or "latent probability change state", the value "0 to 99" of the jackpot type counter C2 is associated with "probability change A". Also, when a jackpot of the second special symbol occurs when the time-saving limit is reached (i.e., the sixth jackpot count after the time-saving limit count is reset) and in the "normal game state", "probability change state", "time-saving state", or "latent probability change state", the value "0 to 99" of the jackpot type counter C2 is associated with "latent probability A".
[0246] That is, in the lottery for determining whether the second special symbol will win or lose in all game states before the time-saving limit is reached (after the time-saving limit is reached), if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the first holding areas of the second holding ball storage area 203e is a value that results in a jackpot, the jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same first holding area is determined from the special symbol 2 jackpot type table 202b2, and in the first embodiment, the values of all the jackpot type counters C2 are determined to be "Probable variable A" as the jackpot type.
[0247] Therefore, if you win a jackpot with the dynamic display of the second special symbol before the time-saving limit is reached (after the time-saving limit is reached), the jackpot type of "Probable A" will be won 100% of the time. Also, if you win a jackpot with the dynamic display of the second special symbol when the time-saving limit is reached, the jackpot type of "Potential A" will be won 100% of the time instead of "Probable A".
[0248] Therefore, in the dynamic display of the second special symbol, before the time-saving limit is reached (after the time-saving limit is reached), the jackpot type "probable A" is always selected, and when the time-saving limit is reached, the jackpot type "latent A" is always selected. As a result, when the "consecutive" state continues without ever transitioning to the "normal game state" after the first jackpot is won, the "latent probability variable state" can always be generated after the sixth jackpot, every time a jackpot with a special symbol that is granted the "time-saving function" occurs six times. As a result, it is possible to always create a low probability state of normal symbols every time a jackpot with the "time-saving function" is granted occurs a predetermined number of times, and it is possible to suppress the occurrence of excessive granting of game value in a short period of time during the "consecutive" state due to the continued high probability state of normal symbols. As a result, it is possible to suppress a situation in which a game result far removed from the ratio of the number of balls obtained when the player plays the pachinko machine 10 continuously, and it is possible to configure so that the game value per hour granted to the player does not become too high (high). Furthermore, in order to make the payout rate of this pachinko machine 10 equivalent to that of a normal pachinko machine that does not have a time-saving limiter function, it is possible to compensate for the decrease in payout rate due to the limit on the number of "consecutive wins" by making it easier to generate jackpots with special symbols, or by increasing the continuation rate of the high probability state of special symbols before the time-saving limit is reached, thereby realizing a wide range of gameplay that is not possible with a normal pachinko machine that does not have a time-saving limiter function.
[0249] In the pachinko machine 10 of the first embodiment, right-hand play is not encouraged (prohibited) in the "normal game state", and the time until the result of the dynamic display of the second special pattern is derived in the "normal game state" is configured to be longer than the time until the result of the dynamic display of the first special pattern is derived (see Figures 14 to 23 described below), so that the lottery result based on the dynamic display of the second special pattern is substantially difficult to derive in the "normal game state".
[0250] Here, referring to Figures 9 and 10, the opening and closing state of the variable winning device 65 in each big win type, the detection state of the ball in the special probability area switch 65e, and the setting state of the special probability transition flag 203k (see Figure 5) based on the detection of the ball in the special probability area switch 65e will be described. Figure 9 is a timing chart that shows the relationship between the operation timing of the special prize opening solenoid 65b or the special probability area solenoid 65d in each round when the special prize opening switch 65c or the special probability area switch 65e detects the ball, the period during which the special prize opening opening plate 65a is closed (hereinafter referred to as the "interval"), and the setting timing of the special probability transition flag 203k in each round when the special prize opening type "special probability A" and "latent probability A" are won. In addition, Figure 10 is a timing chart that shows a schematic relationship between the activation timing of the large prize opening solenoid 65b or the special probability area solenoid 65d in each round when the "Time-saving A" or "Normal A" jackpot type is won, the ball detection timing at the large prize opening switch 65c or the special probability area switch 65e, the interval, and the setting timing of the special probability transition flag 203k.
[0251] As shown in Fig. 9, in the case of the jackpot type "probable A" or "potential A", a total of 10 rounds of jackpot games are played, and at the start of each round, the jackpot opening solenoid 65b is turned on and the jackpot opening plate 65a is opened. Then, in each round, when a predetermined condition (in the first embodiment, either one of the events that a maximum of "30 seconds" has elapsed since opening or that 10 balls have been detected by the jackpot opening switch 65c) is met, the jackpot opening solenoid 65b is turned off and the jackpot opening plate 65a is closed, and one round ends. Then, the opening and closing operations in the 10 rounds are repeated in one jackpot game, and one jackpot game ends.
[0252] In addition, in the case of the jackpot type "probable A" or "latent A", the probable-variable area solenoid 65d is turned on in the 10th round of the jackpot game, and the ball becomes detectable by the probable-variable area switch 65e provided downstream of the solenoid 65d. Then, when the ball that flows into the variable winning device 65 in the 10th round is detected by the probable-variable area switch 65e while the probable-variable area solenoid 65d is turned on, the probable-variable transition flag 203k (see FIG. 5) is turned on. In the pachinko machine 10 of the first embodiment, after the end of the jackpot type "probable A" or "latent A", the probable-variable transition flag 203k is set to on, so that a high probability state of a special pattern occurs.
[0253] Next, as shown in FIG. 10, in the case of the jackpot type “Time-saving A” or “Normal A”, a total of 10 rounds of jackpot play are executed, as in the case of the jackpot type “Probable A” or “Potential A”, and one jackpot play ends.
[0254] Here, in the case of the jackpot type "time-saving A" or "normal A", unlike the jackpot types "probability A" and "latent probability A", the probability-changing area solenoid 65d is not turned on in the 10th round of the jackpot game, so the ball cannot be detected by the probability-changing area switch 65e provided downstream of it. Therefore, in the case of the jackpot type "time-saving A" or "normal A", there is no opportunity for the probability-changing transition flag 203k (see FIG. 5) to be set on, so after the jackpot type "time-saving A" or "normal A" ends, the probability-changing transition flag 203k is set to off, so that the high probability state of the special pattern does not occur and the low probability state remains.
[0255] In this way, by determining whether or not the probability change area solenoid 65d is driven depending on the type of big win, it is possible to determine whether or not the game state after the big win game is a high probability state of a special pattern.
[0256] Here, referring to FIG. 11, the probability of the "probability fluctuating state" being a ST state in the pachinko machine 10 of the first embodiment will be described with respect to the probability of the "probability fluctuating state" being "continuous" and the probability of the "probability fluctuating state" being terminated when the state enters the ST state. FIG. 11 is a list showing the number of "consecutive" times (0 to 10 times) according to the continuation probability when the state enters the ST state, and the probability of reaching and terminating the number of "consecutive" times. As described above, in the pachinko machine 10 of the first embodiment, in the high probability state of the special symbol, the probability of the special symbol being a jackpot after the end of the jackpot is configured to be 1 / 100 at the setting value "1", 1.05 / 100 at the setting value "2", 1.1 / 100 at the setting value "3", 1.15 / 100 at the setting value "4", 1.2 / 100 at the setting value "5", and 1.25 / 100 at the setting value "6". And, in any setting value, the ST state after the end of the jackpot is configured to continue 160 times. For the sake of convenience, the ST continuation probability and end probability at the setting value "1" will be explained here, and explanations of other setting values will be omitted. In addition, in the pachinko machine 10 of the first embodiment, when the time-saving function is granted six times in a row in the "consecutive win" state due to the time-saving limiter function, the game specification is set so that the time-saving function is not granted after the next big win, but here, the probability that the high probability state of the special pattern will continue is shown without considering the time-saving limiter function.
[0257] In the pachinko machine 10 of the first embodiment, when the "probability variable A" jackpot type is won in the dynamic display of the first special symbol in the left-hand play, the state transitions to a "probability variable state" after the end of the jackpot play. Then, until the dynamic display of the second special symbol in the right-hand play is performed 160 times, a game is played to see whether or not the jackpot will be won again in the dynamic display of the special symbol, which is performed with a probability of 1 / 100.
[0258] As shown in FIG. 11, the probability of a jackpot occurring with a probability of 1 / 100 during the 160 dynamic displays of special symbols is 79.97% (hereinafter, for convenience, this will be described as "80.0%." Also, when expressing percentages, "approximately" will be omitted). When the "probability fluctuating state" is entered upon the first jackpot, the average number of "consecutive wins" before returning to the "normal game state" will be 4.99 times (approximately 5 times).
[0259] Here, in the "probability fluctuating state" when the "probability variable A" is won on the first jackpot, the probability that the jackpot will not be won and the dynamic display of the special pattern will be executed 160 times, ending the "consecutive wins" is 20.0%.
[0260] In addition, in the "probability fluctuation state" when the "probability change A" is won on the first jackpot, the probability of achieving one "consecutive jackpot" is 80.0%, as mentioned above, and the probability of the "consecutive jackpot" state ending after achieving one "consecutive jackpot" is 36.0%.
[0261] Furthermore, in the "probability fluctuation state" when the first jackpot is hit with "Probability Variation A", the probability of hitting two jackpots in a row is 64.0%, and the probability of the "row" state ending after hitting two jackpots in a row is 48.8%.
[0262] In addition, in the "probability fluctuation state" when the first jackpot is hit with "Probability Variation A", the probability of hitting three jackpots in a row is 51.2%, and the probability of the "row" state ending after hitting three jackpots in a row is 59.0%.
[0263] Furthermore, in the "probability fluctuation state" when the first jackpot is hit with "Probability Variation A", the probability of hitting four jackpots in a row is 41.0%, and the probability of the "row" state ending after hitting four jackpots in a row is 67.2%.
[0264] In addition, in the "probability fluctuation state" when the "probability change A" is won on the first jackpot, the probability of getting a "consecutive" jackpot five times is 32.8%, and the probability of the "consecutive" state ending after getting a "consecutive" jackpot five times is 73.8%.
[0265] Furthermore, in the "probability fluctuation state" when the first jackpot is hit with "Probability Variation A", the probability of hitting a "consecutive" jackpot six times is 26.3%, and the probability of the "consecutive" state ending after hitting a "consecutive" jackpot six times is 79.0%.
[0266] In addition, in the "probability fluctuation state" when the "probability change A" is won on the first jackpot, the probability of getting a "consecutive" jackpot seven times is 21.0%, and the probability of the "consecutive" state ending after getting a "consecutive" jackpot seven times is 83.2%.
[0267] Furthermore, in the "probability fluctuation state" when the first jackpot is hit with "Probability Variation A", the probability of hitting eight jackpots in a row is 16.8%, and the probability of the "row" state ending after hitting eight jackpots in a row is 86.6%.
[0268] In addition, in the "probability fluctuation state" when the "probability change A" is won on the first jackpot, the probability of nine consecutive jackpots is 13.4%, and the probability of the "consecutive jackpot" state ending after nine consecutive jackpots is 89.3%.
[0269] Furthermore, in the "probability fluctuation state" when the "probability change A" is won on the first jackpot, the probability of a "consecutive" jackpot of 10 times is 10.7%, and the probability of the "consecutive" state ending after a "consecutive" jackpot of 10 times is 91.4%.
[0270] That is, when the first jackpot is hit and the player enters the "probability change state", for example, the probability of six consecutive jackpots occurring is about 1 in 4 when the first jackpot is hit, and the probability of 10 consecutive jackpots occurring is about 1 in 10 when the first jackpot is hit. Therefore, for example, when playing pachinko machine 10 in one day, even if the player wins the first jackpot 10 times, the phenomenon of 10 consecutive jackpots occurring is determined to occur once or twice in one day of play.
[0271] Here, referring to Fig. 12 and Fig. 13, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be described. Fig. 12 is a list explaining the transition trigger to the game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the recommended launch mode of the ball, the main winning destination, the variation time of the first special symbol, the variation time of the second special symbol, the special symbol that is likely to be stopped first, and the possibility of right-hitting. Fig. 13 is a diagram showing the launch mode in each game state and the transition destination of the game state based on the type of jackpot won, etc. In Fig. 13, the transition of the game state when playing in a non-recommended launch mode is also shown, but for convenience of explanation, the explanation is omitted here.
[0272] As shown in Figure 12, the trigger for transition to the "normal game state" is the initial state at the time of factory shipment, the RAM clear state, winning the jackpot type "normal A" (see Figure 13), when the dynamic display of special symbols in the "probability changing state" has been executed 160 times (see Figure 13), or when the dynamic display of special symbols in the "time shortening state" has been executed 100 times (the so-called end of electric support, see Figure 13).
[0273] In the "normal game state", as described above, the probability of winning the jackpot of the special symbol is low, and the probability of winning the normal symbol is also low. Furthermore, in the "normal game state", left-handed play is encouraged, and the ball shot in the left-handed play mainly enters the first starting hole 64. The time for the dynamic display of the first special symbol 1 is changed in the range of "5 seconds to 190 seconds", while the time for the dynamic display of the second special symbol 1 is fixed at "600 seconds" (see Figures 14 to 23 described later). As a result, even if the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed simultaneously, the dynamic display of the first special symbol stops first, making it easier to derive the result. In addition, in this "normal game state," when a right-hand hit game is performed, the firing mode is detected by the through gate 67 or the like, and based on the detection, a right-hand hit prohibition notification is executed by the audio output device 226 (see Figure 5) or the like in order to suppress firing during right-hand hit game.
[0274] Next, the trigger for transition to the "probability fluctuating state" is only the winning of the jackpot type "probability variable A" (see Figure 13).
[0275] In the "probability change state", as described above, the probability of winning the jackpot of the special symbol is high, and the probability of winning the normal symbol is also high. Furthermore, in the "probability change state", right-hand play is encouraged, and the ball shot in the right-hand play wins the second starting hole 71 in which the winning assistance function is activated. The time for the dynamic display of the second special symbol 1 is changed in the range of "1 second to 60 seconds", while the time for the dynamic display of the first special symbol 1 is fixed at "600 seconds" (see Figures 14 to 23 described later). As a result, even if the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed simultaneously, the dynamic display of the second special symbol stops first, so that the result is easily derived. In the "probability change state", right-hand play is encouraged, and the right-hand hit prohibition notification is not executed.
[0276] Next, the only trigger for transition to the "time-shortened state" is winning the jackpot type "time-shortened A" (see Figure 13).
[0277] In the "time-shortened state", as described above, the probability of winning a special symbol is low, while the probability of winning a normal symbol is high. In the "time-shortened state", right-hand play is encouraged, as in the "probability-varying state", and the ball shot in the right-hand play wins the second starting hole 71 where the winning assistance function is activated. The time for the dynamic display of the second special symbol 1 is changed in the range of "1 second to 60 seconds", while the time for the dynamic display of the first special symbol 1 is fixed at "600 seconds" (see Figures 14 to 23 described later). As a result, even if the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed simultaneously, the dynamic display of the second special symbol stops first, so that the result can be easily derived. In the "time-shortened state", right-hand play is encouraged, and the right-hand hit prohibition notification is not executed.
[0278] Next, the trigger for transition to the "latent probability changing state" is only the winning of the jackpot type "latent probability A" (see Figure 13).
[0279] In the "latent probability change state", as described above, the probability of winning the jackpot of the special symbol is high, while the probability of winning the normal symbol is low. In the "latent probability change state", right-hand play is encouraged, as in the "probability change state" and the "time-shortened state", and the ball shot in the right-hand play does not have a winning assistance function, but when the normal electric role 72 is opened, it wins the second starting hole 71. The time for the dynamic display of the second special symbol 1 is in the range of "5 seconds to 130 seconds", which is longer than in the "probability change state", while the time for the dynamic display of the first special symbol 1 is fixed at "600 seconds" (see Figures 14 to 23 described later). As a result, even if the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed simultaneously, the dynamic display of the second special symbol stops first, making it easier to derive the result. In addition, in this "latent probability changing state," right-hitting play is encouraged, so the right-hitting prohibition notification is not executed.
[0280] Returning to Fig. 6, the various counters will be described further. The stop pattern selection counter C3 is configured to increment by "1" in sequence within the range of "0 to 99", for example, and return to "0" after reaching a maximum value (i.e., "99").
[0281] In the first embodiment, the general presentation mode of the variable presentation at the time of a big win and a miss displayed on the third symbol display device 81 is selected by the number of reserved variable presentations and the value of the stop pattern selection counter C3. In addition, in the pachinko machine 10 of the first embodiment, a long pattern (hereinafter, sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter, sometimes referred to as "middle") in which a shorter variable time than the long pattern is likely to be selected, and a short pattern (hereinafter, sometimes referred to as "short") in which a shorter variable time than the middle pattern is likely to be selected are prepared.
[0282] Specifically, five presentation modes are selected: a "non-reach (long)" presentation mode in which no "reach display" occurs, a "non-reach (middle)" or a "non-reach (short)" presentation mode, a "normal reach (long)" presentation mode in which only the variable elements of a "normal reach" are executed as a "reach display", a "normal reach (middle)" presentation mode or a "normal reach (short)" presentation mode, a "super reach (long)" presentation mode in which the variable elements of a "super reach" are executed by developing from the variable elements of the "normal reach", a "super reach (middle)" presentation mode or a "super reach (short)" presentation mode, and a "special reach (long)" presentation mode in which the variable elements of a "special reach" are executed by developing from the variable elements of a "normal reach", a "special reach (middle)" presentation mode or a "special reach (short)" presentation mode.
[0283] Here, each performance mode will be explained in detail. Among the performance modes, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode (hereinafter, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode may be collectively referred to as "non-reach" performance modes) are performance modes in which the same third symbol does not stop in the two symbol sequences Z1 and Z3 that stop first, and a "reach display" does not occur after a "high-speed change" variable element that shuffles each of the symbol sequences Z1 to Z3 at high speed is performed in the third symbol display device 81 in which the three symbol sequences Z1 to Z3 change as a special symbol change performance.
[0284] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 4) are scrolled vertically downward on the display screen at high speed in the third symbol variation performance performed on the third symbol display device 81. In this "high-speed variation", the third symbol is varied so that the player cannot clearly recognize the display contents of the third symbol, and a performance is executed in which the stop results of the previously stopped and displayed variation performance are randomly mixed (shuffled).
[0285] In the pachinko machine 10 of the first embodiment, after the "high-speed fluctuation" variable element is performed, the "low-speed fluctuation" variable element is performed except for a specific presentation mode (the "non-reach (short)" presentation mode).
[0286] The "slow-speed fluctuation" variable element refers to a variable element that scrolls the third symbol at a speed that is visible to the player after the "high-speed fluctuation" variable element in the third symbol fluctuation performance performed by the third symbol display device 81. In this "slow-speed fluctuation" variable element, each symbol row Z1 to Z3 is stopped and displayed in order while the player is made to recognize the display contents of the third symbol. If the same third symbol stops in the two symbol rows that are stopped and displayed first (for example, the left symbol row Z1 and the right symbol row Z3 (see FIG. 4)), it is considered that a "reach display" has occurred and the variable element develops into a "normal reach" variable element, while if different third symbols stop in the two symbol rows that are stopped and displayed first, the remaining symbol row Z2 is stopped and the variable performance is terminated. Details of the "high-speed fluctuation" variable element and each variable element including the "slow-speed fluctuation" variable element will be described later.
[0287] Therefore, in the "non-reach (long)" and "non-reach (middle)" presentation modes, the "high-speed fluctuation" variable element is performed, followed by the "low-speed fluctuation" variable element, and each of the symbol rows Z1 to Z3 stops in order, and different third symbols stop in the two symbol rows Z1 and Z3 that stop first, and the remaining one symbol row Z2 stops, and the variable presentation of 1 ends. On the other hand, in the "non-reach (short)" presentation mode, the "high-speed fluctuation" variable element is not performed after the "high-speed fluctuation" variable element is performed, and after the "high-speed fluctuation" variable element ends, each of the symbol rows Z1 to Z3 stops simultaneously, and different third symbols stop in the two symbol rows Z1 and Z3 (for example, the two symbol rows that stop first in the "non-reach (long)" presentation mode), and the other symbol rows Z2 also stop, and the variable presentation of 1 ends.
[0288] Among the presentation modes, the "normal reach (long)" presentation mode, the "normal reach (middle)" presentation mode and the "normal reach (short)" presentation mode (hereinafter, the "normal reach (long)" presentation mode, the "normal reach (middle)" presentation mode and the "normal reach (short)" presentation mode may be collectively referred to as "normal reach" presentation modes) are one of the presentation modes of a "reach display" in which, in the presentation of the third pattern variation in the third pattern display device 81, immediately after the same third pattern stops in the two pattern rows Z1, Z3 that are stopped and displayed first, the variable elements of the "normal reach" are executed and the "reach display" does not develop into other "reach displays", i.e., the variable elements of the "super reach" or the variable elements of the "special reach".
[0289] Among the presentation modes, the ``Super Reach (Long)'' presentation mode, ``Super Reach (Middle)'' presentation mode and ``Super Reach (Short)'' presentation mode (hereinafter, the ``Super Reach (Long)'' presentation mode, ``Super Reach (Middle)'' presentation mode and ``Super Reach (Short)'' presentation mode may be collectively referred to as ``Super Reach'' presentation modes) are one of the presentation modes of ``reach display'' in which the variable elements of ``normal reach'' are developed and the variable elements of ``super reach'' are executed.
[0290] Among the presentation modes, the "Special Reach (Long)" presentation mode, the "Special Reach (Middle)" presentation mode and the "Special Reach (Short)" presentation mode (hereinafter, the "Special Reach (Long)" presentation mode, the "Special Reach (Middle)" presentation mode and the "Special Reach (Short)" presentation mode may be collectively referred to as "Special Reach" presentation modes) are one of the presentation modes of the "reach display" in which the variable elements of the "normal reach" are developed and the variable elements of the "special reach" are executed.
[0291] The value of the stop pattern selection counter C3 is updated periodically (once for each timer interrupt process (see FIG. 36) in the first embodiment), for example. Then, when the ball enters the first start hole 64, it is stored in the stop pattern selection counter storage area 203d3 of the first reserved area in which the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start hole 64. Also, when the ball enters the second start hole 71, it is stored in the stop pattern selection counter storage area 203e3 of the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start hole 71.
[0292] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to be different depending on whether the variable performance is a hit or miss, the current game state, and the number of variable performances (number of reserved balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202d are provided, and are configured to be selected depending on the number of variable performances (number of reserved balls) of both special symbols on hold, etc.
[0293] In the first embodiment, when determining the detailed variation pattern of the variation performance, first, based on the reserved number table 202c provided in the ROM 202, one of the stop pattern tables 202d corresponding to the winning or losing of the variation performance, the current game state, and the current number of the variation performance (reserved ball number) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, a performance mode that is a rough mode of the variation performance is selected. After that, based on the selected performance mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation performance is determined.
[0294] The multiple stop pattern tables 202d are set so that the range of the random number value of the stop pattern selection counter C3 from which the presentation mode is selected is different for each stop pattern table 202d. The reason why multiple stop pattern tables 202d are prepared is to change the selection ratio of the presentation mode of the variable presentation depending on whether the variable presentation is a hit or miss, the game state, and the number of reserved balls. That is, the selection ratio of the presentation mode is changed depending on (1) whether a jackpot occurs in the variable presentation of the acquired third pattern, (2) whether the current game state of the pachinko machine 10 is the "probability variable state", "latent probability variable state", "time shortening state", or "normal game state", and (3) how many reserved balls there are for the reserved variable presentation.
[0295] The first reason is to change the expectation of a jackpot for each presentation mode. That is, by configuring the ratio of selection of the stop patterns, i.e., the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between when the jackpot lottery is won and when it is lost, the expectation of a jackpot is changed for each presentation mode. Specifically, for example, when the jackpot lottery is won, the "super reach" presentation mode or the "special reach" presentation mode is easily selected, and when the jackpot lottery is not won, the "non-reach" presentation mode or the "normal reach" presentation mode is easily selected.
[0296] By configuring it in this way, the "super reach" presentation mode and the "special reach" presentation mode can be made to be presentations that are easy to hit, and the "normal reach" presentation mode and the "non-reach" presentation mode can be made to be presentations that are difficult to hit or that do not result in a hit, and the expectation of a hit can be differentiated for each presentation mode. Therefore, when a presentation that is easy to hit appears in the variable presentation, it is suggested to the player that there is a high possibility of a hit occurring while that presentation that is easy to hit is being performed, thereby increasing the interest of the game.
[0297] Specifically, in the pachinko machine 10 of the first embodiment, when the obtained lottery result is a jackpot, the performance mode (stop pattern) which is the general content of the variable performance is selected based on the stop pattern table 202d which makes it easy to select a performance that is likely to result in a jackpot and makes it difficult to select a performance that is unlikely to result in a jackpot. On the other hand, when the obtained lottery result is a miss, the performance mode (stop pattern) of the variable performance is selected based on the stop pattern table 202d which makes it difficult to select a performance that is likely to result in a jackpot and makes it easy to select a performance that is unlikely to result in a jackpot. As a result, when the lottery result of the third symbol is notified to the player in the variable performance, if a performance that is likely to result in a jackpot is being executed, the variable performance makes it easy to generate a jackpot, and if a performance that is unlikely to result in a jackpot is being executed, the variable performance makes it difficult to generate a jackpot, and by providing a difference in the jackpot expected value for each performance mode (stop pattern), the interest in the game can be increased during the execution of the variable performance.
[0298] The second reason is to minimize the number of wasted balls (so-called overflow winnings resulting in no special pattern being drawn) that result from a ball entering the first starting hole 64 when the number of waiting times for the first special pattern changing performance has reached its upper limit, or a ball entering the second starting hole 71 when the number of waiting times for the second special pattern changing performance has reached its upper limit.
[0299] Specifically, the number of waiting times for the first special symbol and the second special symbol variation performance is set to a maximum of four times, and the variation performance is executed for at least a certain time, so that in the game states in which the ball is likely to enter the second start hole 71 in the "probability variation state", "latency probability variation state" and "time shortening state", the maximum number of reserved balls for the second special symbol is likely to be reached. In these game states, if a variation performance with a long variation time is selected, the ball frequently enters the second start hole 71 when the maximum number of reserved balls for the second special symbol is reached, and even if the ball enters the second start hole 71, the lottery opportunity for the second special symbol cannot be obtained. Also, in the "normal game state", if a variation performance with a long variation time is selected when the maximum number of reserved balls for the first special symbol is reached, the reserved number of balls for the first special symbol is not consumed during the execution of the variation performance, so that even if a ball enters the first start hole 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In such a state, the player will judge that he will not get any game value by putting the ball into the first starting hole 64, and will stop shooting balls and suspend the game until the variable performance is exhausted and he can get the reserved balls again. If the game is suspended, the operating rate of the pachinko machine 10 will decrease, which will affect the business of the game center.
[0300] Therefore, in the pachinko machine 10 of the first embodiment, in a game state where the maximum number of reserved balls of the third pattern (first special pattern or second special pattern) is easily reached, or in a number of reserved balls close to (or equal to) the maximum number of reserved balls, the presentation mode of the variable presentation is selected based on the stop pattern table 202d in which a short variable time is likely to be selected. This makes it possible to suppress balls from entering the first start hole 64 or the second start hole 71 in a state where the maximum number of reserved balls of the third pattern (first special pattern or second special pattern) has been reached.
[0301] Furthermore, the third reason is to set the execution time long and delay the end of the variable performance to maintain the state in which the variable performance is being executed for a long time. To be more specific, when the number of reserved balls for the variable performance is small (none), the next variable performance cannot be started unless a ball is newly inserted into either the first start hole 64 or the second start hole 71 within the variable time of the variable performance being executed, and a demo screen or the like must be displayed on the third pattern display device 81. If the third pattern display device 81 does not perform a variable performance even though the player is playing by firing a ball, the player cannot get the interest related to the lottery for the big win that the player is looking for, and loses interest in the game. Also, because the third pattern display device 81 does not perform a variable performance, the player may recognize that the pachinko machine 10 is one in which it is difficult to insert a ball into the first start hole 64 or the second start hole 71, and may judge that it is a machine in which it is difficult to obtain game value, and may stop playing with the pachinko machine 10.
[0302] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variable performance is small, the performance mode of the variable performance is selected based on the stop pattern table 202d in which a long variable time is likely to be selected. This makes it difficult for a situation to occur in which the variable performance is not being performed in the third pattern display device 81, and the execution state of the variable performance in the third pattern display device 81 can be maintained for a long time.
[0303] Furthermore, as a fourth reason, the pachinko machine 10 of the first embodiment is a so-called simultaneous variable machine that can execute the dynamic display of the first special pattern and the dynamic display of the second special pattern simultaneously in parallel, but the special patterns that are desired to be executed (encouraged) for each game state are set (defined) in advance as game specifications, and in order to actively draw the special patterns that are desired to be executed for each game state, the machine is configured to impose a predetermined penalty if an opportunity to draw a special pattern that is not desired to be executed (not encouraged) is obtained in a specified game state.
[0304] Specifically, for example, in the "normal game state", left-hand play is encouraged in advance as a game specification, and the left-hand play is performed to win a jackpot game in the dynamic display of the first special symbol, and the game value is obtained from the jackpot game, while the gameplay is realized in which of the "latent probability changing state", "probability changing state", or "time shortening state" associated with the jackpot type will be. Also, in the "time shortening state", right-hand play is encouraged in advance as a game specification, and the right-hand play is performed to realize the gameplay of whether or not to win a jackpot game in the dynamic display of the second special game while the winning assistance state is active. Furthermore, in the "probability changing state", right-hand play is encouraged in advance as a game specification, and the right-hand play is performed to realize the gameplay of whether or not the next jackpot type will be, while maintaining the winning assistance state. In the "latent probability fluctuating state", right-hand play is encouraged as a game specification, and when right-hand play is performed, although there is no winning assistance state, the ball is allowed to enter the second starting port 71 at an appropriate rate, and based on the winning, a small prize is won, and the ball is allowed to enter the variable winning device 65 which can be won through right-hand play, thereby increasing the number of balls held. The game specifications are set in advance to realize the gameplay of how to extend the period of the "latent probability fluctuating state" without winning a big prize based on a winning in the second starting port 71.
[0305] Therefore, in the "normal game state", the dynamic display of the first special symbol based on left-handed play is encouraged, while in the "latent probability variable state", "probability variable state" or "time-shortened state", the dynamic display of the second special symbol based on right-handed play is encouraged. If the game is not played according to the game specifications described above, particularly if the dynamic display of the first special symbol is also played while the dynamic display of the second special symbol is played in the "normal game state", a game result different from the payout rate based on the game specifications that were initially set may be derived, which may cause an unexpected disadvantage to the game hall.
[0306] Therefore, in the pachinko machine 10 of the first embodiment, when multiple dynamic displays of the second special symbols are reserved (for example, four) in the "normal game state", the newly started dynamic display of the second special symbol is performed for a long time (for example, 600 seconds), and the execution efficiency of the dynamic display of the second special symbol is reduced. Also, when multiple dynamic displays of the first special symbol are reserved (for example, four) in the "probability variable state", "time shortening state" and "latency probability variable state", the newly started dynamic display of the first special symbol is performed for a long time (for example, 600 seconds), and the execution efficiency of the dynamic display of the first special symbol is reduced. By configuring in this way, when a ball enters the first start hole 64 or the second start hole 71, which causes the dynamic display of a special symbol that is not recommended as a game specification, the execution efficiency of the dynamic display of the first special symbol or the second special symbol is reduced, and the granting efficiency of the game value can be reduced. As a result, it is possible to make the player hesitate to execute the dynamic display of special symbols for which dynamic display is not encouraged, which prevents the player from playing games that differ from the expected game specifications, thereby reducing the disadvantage to the hall.
[0307] In the "latent probability changing state", "probability changing state" or "time shortening state", left-handed play is not encouraged as a game specification, but even if the player plays the non-recommended game (i.e., left-handed play), the game value that the player can obtain is set lower than if the player plays the encouraged game (i.e., right-handed play). Therefore, since this is not a game mode that is disadvantageous to the game hall, no special penalty is set.
[0308] Here, the details of the reserved number table 202c will be described with reference to Figures 14 and 15. Figure 14 is a diagram that shows a reserved number table 202c1 for special symbol 1 corresponding to the first special symbol, and Figure 15 is a reserved number table 202c2 for special symbol 2 corresponding to the second special symbol.
[0309] As described above, in the pachinko machine 10 of the first embodiment, when performing a first special symbol variation performance based on the ball entering the first starting hole 64, the special symbol 1 reserved number table 202c1 is referred to based on the success or failure of the variation performance, the game state at that time, and the total reserved number of the first special symbol variation performance at that time, and one of the stop pattern tables 202d1 to 202d10 is selected. Also, when performing a second special symbol variation performance based on the ball entering the second starting hole 71, the special symbol 2 reserved number table 202c2 is referred to based on the success or failure of the variation performance, the game state at that time, and the total reserved number of the second special symbol variation performance at that time, and one of the stop pattern tables 202d1 to 202d10 is selected. Then, the rough performance mode of the variation performance is determined based on one of the selected stop pattern tables 202d1 to 202d10 and the value of the stop pattern selection counter C3.
[0310] Specifically, as shown in the reserved number table 202c1 for special chart 1 in FIG. 14, when a miss or a small win is extracted in the "normal game state" and the total number of reserved balls is "1 to 3", the A table 202d1 (see FIG. 16(a)) of the stop pattern table 202d is selected. Also, when a miss or a small win is extracted in the "normal game state" and the total number of reserved balls is "4", the B table 202d2 (see FIG. 16(b)) of the stop pattern table 202d is selected. On the other hand, when a big win is extracted in the "normal game state", the C table 202d3 (see FIG. 17(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0311] In addition, for the "probability changing state," "time shortening state," and "latent probability changing state," the D table 202d4 (see FIG. 17(b)) of the stop pattern table 202d is selected regardless of the lottery result and the number of reserved balls.
[0312] That is, in the "normal game state", if the dynamic display of the first special symbol does not result in a big win (i.e., a miss or a small win), the A table 202d1 or the B table 202d2 of the stop pattern table 202d is selected based on the number of reserved balls of the first special symbol at that time. On the other hand, in the "normal game state", if the dynamic display of the first special symbol results in a big win, the C table 202d3 of the stop pattern table 202d is selected regardless of the number of reserved balls or the game state at that time.
[0313] In addition, in the "probability changing state," "time shortening state," or "latent probability changing state," the D table 202d4 of the stop pattern table 202d is configured to be selected regardless of the number of reserved balls for the dynamic display of the first special pattern or whether it is a win or not.
[0314] In addition, when a jackpot is won in the "normal game state", or in the "probability variable state", "time shortening state", or "latency probability variable state", the stop pattern table 202d may be configured to be different depending on the number of reserved balls or whether or not the jackpot is won. For example, when a jackpot is won and the number of reserved balls is large, the stop pattern table 202d in which a relatively short variation pattern is likely to be selected may be configured to be selected.
[0315] In this case, for example, in each performance mode in which the "reach display" is executed, a performance mode in which only the time of the variable element of the "high-speed fluctuation" is changed from 10 seconds to only 5 seconds is selected. By configuring in this way, for example, when the variable performance is started in a state in which the maximum reserved ball number of the first special pattern is 4 times, even if the variable element of the "high-speed fluctuation" is executed for 5 seconds, at the time when the variable element of the "high-speed fluctuation" for the 5 seconds ends (the time when the variable element of the "high-speed fluctuation" for the 5 seconds is recognized), the "reach display" may occur in the variable performance. Therefore, even if the variable element of the "high-speed fluctuation" for 5 seconds is executed, by configuring so that a performance mode in which the "reach display" is executed other than the "non-reach (short)" performance mode is executed, it is possible to make it unclear whether the variable element of the "high-speed fluctuation" for 5 seconds is a big hit or a miss at the time of execution of the variable element of the "high-speed fluctuation" for 5 seconds.
[0316] Next, as shown in the reserved number table 202c2 for special chart 2 in Figure 15, in the "normal game state", regardless of the lottery result and the number of reserved balls, table D 202d4 (see Figure 17(b)) of the stop pattern table 202d is selected.
[0317] In addition, in the "probability changing state" or "time shortening state", when a miss or a small win is extracted and the total number of reserved balls is "1", the E table 202d5 (see FIG. 18(a)) of the stop pattern table 202d is selected. In addition, when a miss or a small win is extracted in the "probability changing state" or "time shortening state" and the total number of reserved balls is "2 to 4", the F table 202d6 (see FIG. 18(b)) of the stop pattern table 202d is selected. On the other hand, when a big win is extracted in the "probability changing state" or "time shortening state", the G table 202d7 (see FIG. 19(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0318] Furthermore, in the "latent probability fluctuating state", when a miss or a small win is extracted and the total number of reserved balls is "1", the H table 202d8 (see FIG. 19(b)) of the stop pattern table 202d is selected. Also, when a miss or a small win is extracted in the "latent probability fluctuating state" and the total number of reserved balls is "2 to 4", the I table 202d9 (see FIG. 20(a)) of the stop pattern table 202d is selected. On the other hand, when a big win is extracted in the "latent probability fluctuating state", the J table 202d10 (see FIG. 20(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0319] Next, each stop pattern table 202d will be described with reference to FIG. 16 to FIG. 20. FIG. 16(a) is a diagram showing an example of the A table 202d1 of the stop pattern table 202d, and FIG. 16(b) is a diagram showing an example of the B table 202d2 of the stop pattern table 202d. FIG. 17(a) is a diagram showing an example of the C table 202d3 of the stop pattern table 202d, and FIG. 17(b) is a diagram showing an example of the D table 202d4 of the stop pattern table 202d. Furthermore, FIG. 18(a) is a diagram showing an example of the E table 202d5 of the stop pattern table 202d, and FIG. 18(b) is a diagram showing an example of the F table 202d6 of the stop pattern table 202d.
[0320] As shown in Figure 16 (a), in table A 202d1 of stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach (long)" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach (long)" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach (long)" presentation mode is set to "98", "99".
[0321] In addition, in the A table 202d1, the "non-reach (middle)" presentation aspect, the "non-reach (short)" presentation aspect, the "normal reach (middle)" presentation aspect, the "normal reach (short)" presentation aspect, the "super reach (middle)" presentation aspect, the "super reach (short)" presentation aspect, the "special reach (middle)" presentation aspect, and the "special reach (short)" presentation aspect (hereinafter, the "non-reach (middle)" presentation aspect, the "normal reach (middle)" presentation aspect, the "super reach (middle)" presentation aspect, the "special reach (short)" presentation aspect) The "reach (short)" presentation mode, the "normal reach (short)" presentation mode, the "super reach (short)" presentation mode and the "special reach (short)" presentation mode are sometimes collectively referred to as "short presentation modes." No value is assigned to the stop pattern selection counter C3 for the "non-reach (short)" presentation mode, the "normal reach (short)" presentation mode, the "super reach (short)" presentation mode and the "special reach (short)" presentation mode, and it is set so that none of the middle presentation modes, short presentation modes and the "super long variation" presentation modes are selected.
[0322] Next, as shown in FIG. 16(b), in table B 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach (long)" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach (long)" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach (long)" presentation mode is set to "98, 99".
[0323] In addition, in table B 202d2, values of the stop pattern selection counter C3 are not assigned to the ``non-reach (long)'' presentation mode, ``normal reach (middle)'' presentation mode, ``super reach (middle)'' presentation mode, ``special reach (middle)'' presentation mode, ``short presentation mode'', and ``ultra long fluctuation'' presentation mode, and it is set so that none of the ``non-reach (long)'' presentation modes, ``normal reach (middle)'' presentation mode, ``super reach (middle)'' presentation mode, ``special reach (middle)'' presentation mode, ``short presentation mode'', and ``ultra long fluctuation'' presentation modes are selected.
[0324] That is, in the A table 202d1, the selection ratios are set as follows: "non-reach (long)" presentation mode 75%, "normal reach (long)" presentation mode 20%, "super reach (long)" presentation mode 3%, and "special reach (long)" presentation mode 2%. Also, in the B table 202d2, the selection ratios are set as follows: "non-reach (middle)" presentation mode 75%, "normal reach (long)" presentation mode 20%, "super reach (long)" presentation mode 3%, and "special reach (long)" presentation mode 2%.
[0325] That is, in the A table 202d1, the "non-reach (long)" presentation mode is selected, and in the B table 202d2, the "non-reach (middle)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in the A table 202d1 and the B table 202d2, for each "reach display", the long presentation mode of each "reach display" is selected.
[0326] Therefore, since the A table 202d1 and the B table 202d2 are selected so that the long presentation mode or the middle presentation mode is different only in the "non-reach" presentation mode, it can be said that the A table 202d1 is likely to have a relatively long variable presentation time compared to the B table 202d2. In other words, it can be said that the B table 202d2 is likely to have a short variable presentation time compared to the A table 202d1.
[0327] In this way, when a losing lottery result is extracted in the "normal game state" where left-handed play is encouraged, the system is configured to select the presentation mode of the variable presentation based on the number of reserved balls of the reserved variable presentation. For example, when the number of reserved balls of the variable presentation is large, the "non-reach (middle)" presentation mode, which has a relatively short variable presentation time, is selected. This makes it possible to increase the execution efficiency of the variable presentation by shortening the execution time of the variable presentation and increasing the number of executions of the variable presentation when the number of reserved balls of the variable presentation is large.
[0328] Also, for example, when the number of reserved balls for the variable performance is small, a "non-reach (long)" performance mode with a longer variable performance time than the "non-reach (middle)" performance mode is selected in order to secure the time for the ball to enter the first start port 64 or the second start port 71. This makes it possible to perform the "non-reach (long)" performance mode with a longer variable performance time than when the "non-reach (middle)" performance mode is selected, making it easier to secure the time for the ball to enter the first start port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variable performance in the third pattern display device 81, the situation in which the variable performance is being executed can be maintained.
[0329] In the first embodiment, when selecting the presentation mode in a missing variable presentation, the stop pattern table 202d selected based on the number of reserved balls in the variable presentation is configured to be different, but the presentation mode is configured to be substantially the same when determining the variable presentation based on the ball entering the first starting hole 64 or the second starting hole 71 and when determining the variable presentation based on the start of the variable presentation based on the ball entering the hole.
[0330] Specifically, for example, in the case of a missing variable presentation, either table A 202d1 or table B 202d2 is selected based on the number of reserved balls for the variable presentation, but the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" presentation mode or the "non-reach (middle)" presentation mode, the "normal reach (long)" presentation mode, the "super reach (long)" presentation mode, or the "special reach (long)" presentation mode are set to be the same on table A 202d1 and table B 202d2.
[0331] That is, the only difference is whether a long or middle presentation mode in the non-reach presentation mode is selected based on the number of reserved balls in the variable presentation, and the only difference is the time of the variable element of "high-speed fluctuation," but substantially the same presentation mode is selected. Therefore, the presentation mode selected at the start of winning and the presentation mode selected at the start of fluctuation are substantially the same (same type) presentation modes, even if the game state transitions (for example, the number of reserved balls increases). As a result, even if a pre-reading notice such as a "reserved change notice" is made based on the presentation mode selected at the start of winning, the contents of the variable presentation to be executed are substantially the same (same type), and in the variable presentation that is the subject of the pre-reading notice, a presentation can be executed that does not cause any discrepancy with the contents of the pre-reading notice.
[0332] Next, as shown in FIG. 17(a), in C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the “Normal Reach (Long)” presentation mode is set to “0” to “4”, the range of the stop pattern selection counter C3 corresponding to the “Super Reach (Long)” presentation mode is set to “5” to “39”, and the range of the stop pattern selection counter C3 corresponding to the “Special Reach (Long)” presentation mode is set to “40” to “99”.
[0333] The C table 202d3 is the stop pattern table 202d selected at the time of a big win, and since the "reach display" always occurs, the "non-reach" presentation mode is not selected. In addition, in the C table 202d3, the stop pattern selection counter C3 value is not assigned to each middle presentation mode and each short presentation mode, and it is set so that none of the middle presentation modes and short presentation modes are selected. Furthermore, in the C table 202d3, the stop pattern selection counter C3 value is not assigned to the "ultra-long fluctuation" presentation mode, and it is set so that the "ultra-long fluctuation" presentation mode is not selected either.
[0334] Next, as shown in Fig. 17(b), in the D table 202d4 of the stop ...
Claims
[Claim 1] A launching means capable of launching a game ball; A predetermined display means capable of displaying predetermined identification information; A predetermined ball entry means into which the game ball launched by the launching means can enter; A predetermined information acquisition means capable of acquiring predetermined information based on the game ball entering the predetermined ball entry means; a predetermined storage means capable of storing the predetermined information acquired by the predetermined information acquisition means; a predetermined determination means capable of determining the predetermined information stored in the predetermined storage means; a predetermined dynamic display execution means for executing a predetermined dynamic display of the predetermined identification information on the predetermined display means by using a result of the judgment by the predetermined judgment means; a predetermined advantageous state generating means for generating a predetermined advantageous state capable of awarding a predetermined first game value to a player when a predetermined derivation result is derived in the predetermined dynamic display by the predetermined dynamic display executing means; A specific display means capable of displaying specific identification information; A specific ball entry means that allows the game ball launched by the launching means to enter the ball; A specific information acquisition means capable of acquiring specific information based on the entry of a game ball into the specific ball entry means; a specific storage means capable of storing the specific information acquired by the specific information acquisition means; A determination means for determining the specific information stored in the determination storage means; a specific dynamic display execution means for executing a specific dynamic display of the specific identification information on the specific display means by using a result of the determination by the specific determination means; a specific advantageous state means for generating a specific advantageous state capable of awarding a predetermined second game value to a player when a specific derivation result is derived in the specific execution display by the specific dynamic display execution means, a ball entry suppression means capable of suppressing a ball entry into the predetermined ball entry means during the period of the specific advantageous state; The period of the particular advantageous state is: a period during which all of the predetermined dynamic displays based on the predetermined information stored in the predetermined storage means before the occurrence of the specific advantageous state can be executed A gaming machine characterized by:
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