Game machine
The gaming machine addresses the lack of engagement in conventional gaming machines by integrating a game board, launching mechanism, sound output system, and performance execution system, which collectively enhance the gaming experience and increase player interest.
Patent Information
- Application Number
- JP2023196528
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-20
- Publication Date
- 2025-05-30
AI Technical Summary
Conventional gaming machines lack features that enhance player engagement and interest in the game.
The gaming machine incorporates a game board, launching mechanism, sound output system, and performance execution system, which outputs specific sounds and executes performances when a game ball is launched, including a first sound and a second sound.
This configuration enhances the enjoyment of the game by providing an immersive experience through sound and performance, thereby increasing player engagement.
Smart Images

Figure 2025082944000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko machine.
Background Art
[0002] In a conventional gaming machine, the use of game balls becomes possible by a ball lending operation. When the firing handle is operated, the game balls that have become available for use are fired toward the game board. When it is determined that the fired game ball wins a prize at the start port, a special game (big win game) is performed based on the result of the determination. As a special game, a round game accompanied by the opening of a big winning port is performed, and a large number of game balls are paid out by winning a game ball at the big winning port. The result of the determination is shown to the player by the stop display after the variable display of the symbols on the symbol display means, depending on the stop mode of the symbols.
[0003] Also, in a gaming machine, various sounds are output from the speaker during the game. In the gaming machine of Patent Document 1 below, an effect firing sound is output separately from the mechanical sound generated when the game ball is fired.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] There is room for improvement regarding the effects. By mounting improved effects, it is possible to expect an improvement in the interest of the game.
[0006] The present invention has been made in view of the above circumstances. That is, the problem to be solved is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] The gaming machine disclosed in this specification includes a game board on which game balls can flow down, a launching means capable of launching game balls toward the game board, a sound output means capable of outputting sounds, and a performance execution means capable of executing a performance using the sound output means. When a game ball is launched by the launching means, the performance execution means can output a specific sound from the sound output means, and the specific sound includes a first sound and a second sound.
Effects of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the enjoyment of the game through the performance.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplifying the description, the name of information, signal, physical quantity, member, etc. corresponding to a symbol or reference numeral may be omitted or abbreviated by writing the symbol or reference numeral for referring to the information, signal, physical quantity, member, etc. Further, if there is any arbitrary flowchart described later, in that flowchart, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where there is no contradiction in the processing content.
[0011] <Basic Embodiment> Subsequently, the first to sixth embodiments of the gaming machine of the present invention will be described. First, the basic embodiment that is the basis of the first to sixth embodiments will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in a front view) for a player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0012] 1. Structure of the Gaming Machine First, the structure of the pachinko gaming machine PY1 will be described with reference to FIG. 1. FIG. 1 is a front view of the pachinko gaming machine PY1.
[0013] The pachinko gaming machine PY1 includes an outer frame 22 attached to the island structure of the pachinko parlor, and a front door 23 attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and the game board 1 can be visually recognized from the front (the player side) through the transparent plate 23t.
[0014] In addition, the front door 23 is provided with an upper tray 34 for storing game balls and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23. When the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0015] In addition, the front door 23 is provided with a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music), sound effects, etc. The frame lamp 53 is installed at the left and right parts of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. In addition, the frame movable body 58k is equipped with a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0016] Further, the front door 23 is provided with a normal button 40 operable by a player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressed surface, a lever having a grip portion, etc. The normal button 40 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and to be capable of vibrating by the vibration motor. On the other hand, the special button 41 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and to be capable of vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured by a cross key, a touch panel, or the like.
[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to FIG. 2. FIG. 2 is a front view of the game board 1.
[0018] The game board 1 includes a game area 6 where a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the flowing direction of the game ball are installed, and a winning device into which the game ball can win (enter or pass through) is installed. The winning device includes a general winning port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is provided with a detection sensor that detects the entry or passage of the game ball.
[0019] The first starting port 11 is installed at the lower part of the game area 6 so that game balls can enter. When a game ball enters the first starting port 11, the pachinko gaming machine PY1 pays out a predetermined number (for example, 3) of game balls as bonus balls onto the upper tray 34. Also, when a game ball enters the first starting port 11, the pachinko gaming machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first starting port 11 is always configured such that the ease of entry of game balls remains unchanged.
[0020] The second starting port 12 is installed below the first starting port 11 at the lower part of the game area 6 so that game balls can enter. When a game ball enters the second starting port 12, the pachinko gaming machine PY1 pays out a predetermined number (for example, 1) of game balls as bonus balls onto the upper tray 34. Also, when a game ball enters the second starting port 12, the pachinko gaming machine PY1 acquires the right to undergo a jackpot determination, similar to when a game ball enters the first starting port 11. Unlike the first starting port 11, the second starting port 12 is provided with an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 can set the second starting port 12 to either a closed state (a state where the port is closed and it is difficult or impossible for game balls to enter) or an open state (a state where the port is open and it is easier for game balls to enter than in the closed state) by opening and closing the opening / closing member 12k using the opening / closing solenoid.
[0021] The gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to undergo a hit determination, which will be described later. Note that even when a game ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out bonus balls onto the upper tray 34.
[0022] The first major winning opening 14 is installed at the lower right part of the game area 6 so that game balls can enter. When a game ball enters the first major winning opening 14 of the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The first major winning opening 14 is provided with an openable and closable first opening / closing door 14k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the first major winning opening 14 be in either a closed state (closed mouth state) where game balls cannot enter or an open state (opened state) where game balls can enter by opening and closing the first opening / closing door 14k using the opening / closing solenoid.
[0023] The second major winning opening 15 is installed at the lower right part of the game area 6, below the first major winning opening 14, so that game balls can enter. When a game ball enters the second major winning opening 15 of the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The second major winning opening 15 is provided with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the second major winning opening 15 be in either a closed state (closed mouth state) where game balls cannot enter or an open state (opened state) where game balls can enter by opening and closing the second opening / closing door 15k using the opening / closing solenoid.
[0024] The general winning openings 10 are installed at the lower left and lower right parts of the game area 6 so that game balls can enter. When a game ball enters the general winning opening 10 of the pachinko gaming machine PY1, a predetermined number (for example, 5) of game balls are paid out as prize balls onto the upper tray 34.
[0025] Also, an out opening 19 is installed at the lowermost part of the game area 6, and game balls that have not won in any of the general winning opening 10, the first starting opening 11, the second starting opening 12, the first major winning opening 14, and the second major winning opening 15 are discharged from the pachinko gaming machine PY1 through the out opening 19.
[0026] In addition, the game board 1 includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined emission color, and a movable body 55k on the board that can operate in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display unit 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is composed of, for example, a plurality of LEDs. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board is equipped with a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.
[0027] In addition, the game board 1 includes displays 8 for notifying the state of the pachinko gaming machine PY1. The displays 8 are installed at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko gaming machine PY1 notifies the player of the game state of the pachinko gaming machine PY1 (variable display and stop display in the special drawing, variable display and stop display in the general drawing, number of holds in the special drawing 1, number of holds in the special drawing 2, number of holds in the general drawing, etc., which will be described later) by combinations of lighting, blinking, and extinguishing of the plurality of LEDs.
[0028] 3. Basic Game Next, the basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 can execute a special drawing game and a general drawing game using the game balls launched by operating the handle 72k.
[0029] 3-1. Special Drawing Game When a winning of the game ball into the first start port 11 or a winning of the game ball into the second start port 12 occurs in the pachinko gaming machine PY1, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special drawing according to the result of the jackpot determination. The mode of the variable display of the special drawing (also referred to as "variable display time") differs depending on the type of variation pattern described later.
[0030] The right to receive a big win determination is, for example, a random number value, and the pachinko machine PY1 makes a big win determination based on the obtained random number value. The big win determination is to determine whether to conduct a big win game. If a big win game is conducted, it is regarded as a big win win; if a small win game is conducted, it is regarded as a small win win; and if neither a big win game nor a small win game is conducted, it is regarded as a loss.
[0031] When the pachinko machine PY1 makes a big win determination by the winning of a game ball into the first start port 11, it performs a variable display of the first special figure. The variable display of the first special figure is, for example, a display in which two LEDs in the upper left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko machine PY1 performs a stop display of the first special figure in a manner indicating the result of the big win determination. As the mode of the stop display of the first special figure, there are a mode indicating a big win win (for example, two LEDs in the upper left part are lit), a mode indicating a small win win (for example, only one LED in the upper left part is lit), and a mode indicating a loss (for example, only the other LED in the upper left part is lit).
[0032] On the other hand, when the pachinko machine PY1 makes a big win determination by the winning of a game ball into the second start port 12, it performs a variable display of the second special figure. The variable display of the second special figure is, for example, a display in which two LEDs in the lower left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko machine PY1 performs a stop display of the second special figure in a manner indicating the result of the big win determination. As the mode of the stop display of the second special figure, there are a mode indicating a big win win (for example, two LEDs in the lower left part are lit), a mode indicating a small win win (for example, only one LED in the lower left part is lit), and a mode indicating a loss (for example, only the other LED in the lower left part is lit).
[0033] Also, when a game ball wins a prize at the first start port 11 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination as described later and stores, as a special figure 1 reservation, the right to receive the jackpot determination obtained. On the other hand, when a game ball wins a prize at the second start port 12 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special figure 2 reservation, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the special figure 1 reservation and the special figure 2 reservation up to a predetermined number (for example, 4 for the special figure 1 reservation and 4 for the special figure 2 reservation). The pachinko gaming machine PY1 performs a jackpot determination for the special figure 1 reservation and the special figure 2 reservation after the stop display in the special figure. In addition, when the special figure 1 reservation and the special figure 2 reservation are stored at the same time, the jackpot determination for the special figure 2 reservation may be preferentially performed, or the jackpot determination for the special figure 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order in which they are stored.
[0034] The pre-reading determination is to determine in advance whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading non-win. In addition, when multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination may be performed to pre-determine the variation pattern to be determined.
[0035] When the pachinko gaming machine PY1 stores the reservation of Special Figure 1 or the reservation of Special Figure 2, it notifies the player of the number. The number of reserved Special Figure 1 is notified, for example, by lighting or blinking of two LEDs in the upper-middle part of the display devices 8. When the number of reserved Special Figure 1 is "1", only one LED lights up; when the number of reserved Special Figure 1 is "2", only two LEDs light up; when the number of reserved Special Figure 1 is "3", only one LED blinks; when the number of reserved Special Figure 1 is "4", only two LEDs blink. On the other hand, the number of reserved Special Figure 2 is notified, for example, by lighting or blinking of two LEDs in the lower-middle part of the display devices 8. When the number of reserved Special Figure 2 is "1", only one LED lights up; when the number of reserved Special Figure 2 is "2", only two LEDs light up; when the number of reserved Special Figure 2 is "3", only one LED blinks; when the number of reserved Special Figure 2 is "4", only two LEDs blink.
[0036] In addition, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a plurality of round games (for example, 10 times) in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened are conducted. Since the jackpot game gives the player an opportunity to win a game ball (an opportunity to get bonus balls) by opening the First Big Winning Opening 14 or the Second Big Winning Opening 15, it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.
[0037] On the other hand, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a minor win, it conducts a minor win game. The minor win game, details of which will be described later, is a game in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened for a predetermined time (for example, 5 seconds). Since the minor win game gives the player an opportunity to win a game ball (an opportunity to get bonus balls) by opening the First Big Winning Opening 14 or the Second Big Winning Opening 15, it is a game advantageous to the player.
[0038] 3-2. General Figure Game When a game ball passes through gate 13 of the pachinko gaming machine PY1, it acquires the right to receive a winning determination and makes a winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the normal pattern according to the result of the winning determination.
[0039] The winning determination determines whether to perform an auxiliary game. If an auxiliary game is performed, it is considered a winning hit, and if no auxiliary game is performed, it is considered a miss.
[0040] When the pachinko gaming machine PY1 makes a winning determination by a game ball winning in gate 13, it performs variable display of the normal pattern. The variable display of the normal pattern is a display in which a plurality of LEDs in the upper right part of the display devices 8 blink. When a predetermined time elapses from the start of the variable display of the normal pattern, the pachinko gaming machine PY1 performs a stop display of the normal pattern in a manner indicating the result of the winning determination. As the mode of the stop display of the normal pattern, there are a mode indicating a winning hit (for example, all LEDs are lit) and a mode indicating a miss (for example, only one LED is lit).
[0041] Also, when a game ball wins in gate 13 during the variable display of the normal pattern, the pachinko gaming machine PY1 stores the acquired right to receive a winning determination as a normal pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of normal pattern holds. The pachinko gaming machine PY1 makes a winning determination for the normal pattern hold after the stop display of the normal pattern.
[0042] When the pachinko gaming machine PY1 stores a normal pattern hold, it notifies the player of the number. The number of normal pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of normal pattern holds is "1", only one LED is lit, and when the number of normal pattern holds is "2", only two LEDs are lit.
[0043] After the normal diagram is stopped and displayed in a manner indicating a winning hit on the pachinko gaming machine PY1, an auxiliary game is played. The auxiliary game, details of which will be described later, is a game in which the second start port 12 is opened for a predetermined time (for example, 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives an opportunity for a game ball to win a prize at the second start port (an opportunity for a prize ball, an opportunity to acquire the right to receive a big win determination), it is a game advantageous to the player.
[0044] 4. Game State Next, the game state of the pachinko gaming machine PY1 will be described with reference to FIG. 3(A). FIG. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in FIG. 3(A), the pachinko gaming machine PY1, except for the big win game state in which a big win game is played, can take one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability change game state").
[0045] The "low probability low base game state" is the game state in the initial state of the pachinko gaming machine PY1. The pachinko gaming machine PY1 can set the game state to the initial state by operating an initialization switch (also referred to as a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0046] The "low probability high base game state" is a game state that may be taken after the big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a big win game is played and the number of variable displays of the special diagram reaches a predetermined number (for example, 200 times).
[0047] In addition, the "low-probability high-base gaming state" may be adopted even when a specific loss occurs in the jackpot determination in the "low-probability low-base gaming state". Specific losses include the loss at a specific number of times (for example, 900 times) when all jackpot determinations result in losses in a predetermined specific number of times, and the loss at a specific ratio (for example, 1 / 200) of the losses in jackpot determinations. The pachinko gaming machine PY1 enters the "low-probability high-base gaming state" after the variable display of the special symbol that has resulted in a specific loss ends (after the stop display of the special symbol). The "low-probability high-base gaming state" in this case also continues until a predetermined short-time end condition is satisfied, similar to the case when it becomes the "low-probability high-base gaming state" after the jackpot gaming state.
[0048] The "high-probability low-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined potential-probability end condition is satisfied. The predetermined potential-probability end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 200 times). During the jackpot game, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base gaming state".
[0049] The "high-probability high-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined probability-variable end condition is satisfied. The predetermined probability-variable end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 100 times). During the jackpot game, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base gaming state".
[0050] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (e.g., 1 / 300), and the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player regarding the jackpot winning probability than the "low probability low base game state" and the "low probability high base game state".
[0051] Also, the "low probability low base game state" and the "high probability low base game state" belong to the non-time-saving state where it is difficult or impossible for the game ball to win in the second start port 12 (e.g., the state where it is difficult or impossible to win in the hit determination or the state where the opening time of the second start port 12 is relatively short), and the "low probability high base game state" and the "high probability high base game state" belong to the time-saving state where it is easy for the game ball to win in the second start port 12 (e.g., the state where it is easy to win in the hit determination or the state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of the game ball winning in the second start port 12), it can be said that the "low probability high base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".
[0052] Note that since the non-time-saving state is a state where it is difficult or impossible for the game ball to win in the second start port 12, it can be said that the "low probability low base game state" and the "high probability low base game state" are game states where it is easier for the game ball to win in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for the game ball to win in the second start port 12, it can be said that the "low probability high base game state" and the "high probability high base game state" are game states where it is easier for the game ball to win in the second start port 12 than in the first start port 11.
[0053] In addition, the pachinko gaming machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1"; when it is in the middle position, it is called "Setting 2"; and when it is in the lower position, it is called "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (e.g., 1 / 300), and the jackpot winning probability in the high probability state is the second probability (e.g., 1 / 30). Also, in "Setting 2", the jackpot winning probability in the normal probability state is the third probability (e.g., 1 / 280), which is higher than the first probability, and the jackpot winning probability in the high probability state is the fourth probability (e.g., 1 / 28), which is higher than the second probability. Further, in "Setting 3", the jackpot winning probability in the normal probability state is the fifth probability (e.g., 1 / 260), which is higher than the third probability, and the jackpot winning probability in the high probability state is the sixth probability (e.g., 1 / 26), which is higher than the fourth probability. Note that the jackpot winning probability can be appropriately changed within the range where it increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot Game Next, the jackpot games performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform any one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0055] "Big Win Game Wα" is a big win game that will subsequently enter the "High Probability High Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in "Big Win Game Wα", depending on α, a round game is conducted for any number of times from 2 to 10 times.
[0056] "Big Win Game Xα" is a big win game that will subsequently enter the "Low Probability High Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in "Big Win Game Xα", depending on α, a round game is conducted for any number of times from 2 to 10 times.
[0057] "Big Win Game Yα" is a big win game that will subsequently enter the "High Probability Low Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in "Big Win Game Yα", depending on α, a round game is conducted for any number of times from 2 to 10 times.
[0058] "Big Win Game Zα" is a big win game that will subsequently enter the "Low Probability Low Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in "Big Win Game Zα", depending on α, a round game is conducted for any number of times from 2 to 10 times.
[0059] In addition, in "Big Hit Game Wα", "Big Hit Game Xα", "Big Hit Game Yα", and "Big Hit Game Zα", only the first big winning port 14 may be opened for all round games, or only the second big winning port 15 may be opened for all round games, or the first big winning port 14 may be opened for some round games and the second big winning port 15 may be opened for the remaining round games. Any of the round games in which the first big winning port 14 is opened and the round games in which the second big winning port 15 is opened provide the player with an opportunity to win a game ball (an opportunity to receive bonus balls), so it is a game advantageous to the player.
[0060] "Big Hit Game Wα" and "Big Hit Game Yα" belong to the so-called probability-variable big hit games in which the game state becomes a high-probability state, and "Big Hit Game Xα" and "Big Hit Game Zα" belong to the so-called normal big hit games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Yα" are more advantageous to the player in terms of the subsequent big hit winning probability than "Big Hit Game Xα" and "Big Hit Game Zα", and the big hit game state in which either "Big Hit Game Wα" or "Big Hit Game Yα" is played can be said to be a more advantageous game state to the player than the big hit game state in which either "Big Hit Game Xα" or "Big Hit Game Zα" is played.
[0061] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electrically supported big win games in which the game state becomes a time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called electrically unsupported big win games in which the game state becomes a non-time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player with respect to the subsequent second start port 12 (with respect to the ease of winning of the game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played can be said to be a more advantageous game state for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0062] Here, the flow of the big win game will be described. FIG. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning port 14 is opened is illustrated.
[0063] As shown in FIG. 4(A), after the stop display in the special figure, when the big win game starts, first, a big win opening (also referred to as "big win OP") is set. The big win OP continues until a predetermined time (for example, 10 seconds) elapses. When the big win OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses, or until a predetermined number (for example, 10) of game balls win in the first big winning port 14. When the first-round round game ends, an interval between rounds (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. When the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a big win ending (also referred to as "big win ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) elapses. When the big win ED ends, one big win game ends. Note that either one or both of the big win OP and the big win ED may not be set.
[0064] 6. Small winning game Next, the small winning game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko machine PY1 can perform a small winning game as a game different from the big winning game. The small winning game, unlike the big winning game, is a game in which the game state is not changed thereafter. For example, when the small winning game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small winning game. In the small winning game of the pachinko machine PY1, either the first large winning opening 14 or the second large winning opening 15 is opened.
[0065] FIG. 4(B) is a time chart showing the flow of the small winning game. Here, a small winning game in which only the first large winning opening 14 is opened is illustrated. As shown in FIG. 4(B), after the stop display in the special figure, when the small winning game starts, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses. When the pre-opening IT ends, the first large winning opening 14 is opened. The opening of the first large winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or a predetermined number (for example, 10) of game balls win at the first large winning opening 14. When the opening of the first large winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses. The end of the post-opening IT ends one small winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko machine PY1, the small winning game may not be performed.
[0066] 7. Auxiliary game Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor jackpot game. The auxiliary game is a game in which the second start port 12 is opened, which is different from the jackpot game and the minor jackpot game. The opening time of the second start port 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time shortening state, the second start port 12 is opened for a first opening time (for example, 0.1 second), while when the auxiliary game is performed in the time shortening state, the second start port 12 is opened for a second opening time (for example, 3.5 seconds) longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), after the stop display in the normal figure, when the auxiliary game starts, the second start port 12 is opened. The opening of the second start port 12 continues until a predetermined time (the first opening time in the non-time shortening state or the second opening time in the time shortening state) elapses, or until a predetermined number (for example, 4) of game balls win the second start port 12. When the opening of the second start port 12 ends, an interval after opening (also referred to as "IT after opening") is set. The IT after opening continues until a predetermined time (for example, 2 seconds) elapses, and the end of the IT after opening ends one auxiliary game.
[0068] 8. Effects Next, the effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko gaming machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko gaming machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, movable body 55k on the board, movable body 58k on the frame, etc.) provided in the pachinko gaming machine PY1.
[0069] 8-1. Effect Mode First, the presentation mode will be described with reference to FIG. 5. The presentation mode is a classification of presentations (or a higher-level attribute). The pachinko machine PY1 can be set to a waiting customer presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a big win presentation mode as presentation modes.
[0070] The waiting customer presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", "high-probability low-base game state", and "high-probability high-base game state". In the waiting customer presentation mode, the player is suggested to be in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting customer presentation during the setting of the waiting customer presentation mode. The waiting customer presentation is a presentation in which the waiting customer demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a as shown in FIG. 5(A-1). Also, when, for example, the normal button 40 is operated during the display of the waiting customer demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables setting of the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include volume setting of the sound output from the speaker 52, brightness setting of the display unit 50a (also referred to as "light quantity setting"), frequency setting of the executed presentation (also referred to as "presentation setting"), etc.
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low-probability low-base game state" or the "high-probability low-base game state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. In the normal performance mode, the pachinko machine PY1 displays, as shown in FIG. 5(B-1), for example, the normal background image G102 representing a mountain scenery on the display unit 50a. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability-variable performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "high-probability high-base game state". In the probability-variable performance mode, it is suggested to the player that it is a high-probability state and a time-saving state. In the probability-variable performance mode, the pachinko machine PY1 displays, as shown in FIG. 5(B-2), for example, the probability-variable background image G103 representing the universe on the display unit 50a. Note that the background displayed in the probability-variable performance mode is not limited to only the probability-variable background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low-probability high-base game state". In the time-saving performance mode, it is suggested to the player that it is a normal-probability state and a time-saving state. In the time-saving performance mode, the pachinko machine PY1 displays, as shown in FIG. 5(B-3), for example, the time-saving background image G104 representing the sky on the display unit 50a. Note that the background displayed in the time-saving performance mode is not limited to only the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.
[0074] The big win effect mode is an effect mode set in the big win gaming state. In the big win effect mode, it is suggested to the player that the big win game is in progress. In the pachinko machine PY1, in the big win effect mode, at the start of the big win game, as shown in FIG. 5(C-1), an opening image G107 indicating the start of the big win game, a right hitting image G108 prompting "right hitting", etc. are displayed on the display unit 50a. Note that the display of these images is referred to as "opening effect".
[0075] Also, in the pachinko machine PY1, in the big win effect mode, during the round game, as shown in FIG. 5(C-2), a round image G109 indicating the number of rounds, etc. are displayed on the display unit 50a, and if it enters the high probability state thereafter, a promotion image G110 indicating the entry into the high probability state is displayed on the display unit 50a. Note that the display of these images is referred to as "round effect".
[0076] Also, in the pachinko machine PY1, in the big win effect mode, at the end of the big win game, as shown in FIG. 5(C-3), an ending image G111 indicating the effect mode set after the big win effect mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. are displayed on the display unit 50a. Note that the display of these images is referred to as "ending effect".
[0077] In the basic embodiment, five types of effect modes, namely the customer waiting effect mode, the normal effect mode, the probability change effect mode, the time shortening effect mode, and the big win effect mode, are set. However, the types of effect modes can be appropriately changed or added.
[0078] 8-2. Special Drawing Variation Effect Next, the special figure variation effect (also referred to as the "variation effect") will be described with reference to FIGS. 6 to 8. The special figure variation effect is an effect for suggesting the result of the jackpot determination. When the variable display of the special figure is started on the pachinko gaming machine PY1, a special figure variation effect using the effect symbols is executed in parallel with the variable display of the special figure. As shown in FIG. 6(A), the effect symbols are composed of a left effect symbol EZ1, a middle effect symbol EZ2, and a right effect symbol EZ3.
[0079] In the special figure variation effect of the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-limit background image G104). Note that "↓" in the figure indicates that the effect symbols are being variably displayed. The effect symbols EZ1, EZ2, and EZ3 are each composed of, for example, numeric symbols from "1" to "9". In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the jackpot determination is suggested by the stop display mode of the effect symbols EZ1, EZ2, and EZ3.
[0080] 8-2-1. Normal Variation In the special figure variation effect of the pachinko gaming machine PY1, it is first possible to perform a normal variation. The normal variation is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed, and functions as an effect for suggesting that the variable display of the special figure has started.
[0081] In normal variation, the pachinko gaming machine PY1 starts the variable display of the effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). Then, when the pachinko gaming machine PY1 results in a loss without causing a reach after normal variation, as shown in FIG. 6(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped in different manners, and then, as shown in FIG. 6(D), the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a loss (so-called scattered pattern). The manner suggesting a loss is a pattern in which the left and right effect symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 causes a reach after normal variation, as shown in FIG. 6(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed in the same manner (so-called reach pattern) to establish a reach. Note that the stop order of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach After the establishment of a reach, the pachinko gaming machine PY1 can perform an N reach. The N reach is, for example, a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decreases, and functions as an effect suggesting that a jackpot game may be played.
[0083] In the N reach, the pachinko gaming machine PY1 gradually decreases the variation speed of the middle effect symbol EZ2 as shown in FIG. 7(A). Then, when the pachinko gaming machine PY1 results in a loss in the N reach, as shown in FIG. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach loss (so-called reach loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.
[0084] 8-2-3.SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a battle between the protagonist character and the enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0085] In the SP reach of the pachinko gaming machine PY1, as shown in FIG. 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, also a character image such as "Defeat Enemy A!". Thereafter, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 is to result in a big win in the SP reach, as shown in FIG. 8(C-1), it displays a state where the protagonist character is victorious and happy in the battle so as to suggest a big win, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode (so-called double zero) suggesting a big win. Also, if the pachinko gaming machine PY1 is to result in a loss in the SP reach, as shown in FIG. 8(C-2), it displays a state where the enemy character is victorious and happy in the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the content of the SP reach effect can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach effect in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0087] In the SPSP reach of the pachinko gaming machine PY1, as shown in Fig. 9(A), the SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in Fig. 9(B), the pachinko gaming machine PY1 displays on the display unit 50a the protagonist character image G200 representing the protagonist character and the powerful enemy character image G202 representing the powerful enemy character, and displays on the display unit 50a a video in which the protagonist character and the powerful enemy character battle. When approaching the final stage of the battle, if the pachinko gaming machine PY1 hits the jackpot in the SPSP reach, as shown in Fig. 9(C-1), it displays the protagonist character being happy for winning the battle so as to suggest the jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting the jackpot (so-called double zeros). On the other hand, if the pachinko gaming machine PY1 misses in the SPSP reach, as shown in Fig. 9(C-2), it displays the powerful enemy character being happy for winning the battle so as to suggest the miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting the reach miss. Note that the effect content of the SPSP reach can be changed as appropriate.
[0088] Here, the possibility that the effect symbols EZ1, EZ2, EZ3 stop in a mode indicating the jackpot (also referred to as "jackpot expectation level") will be described. The jackpot expectation level is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a miss, and set to 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and setting it to 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation level for the SP reach can be made higher than the jackpot expectation level for the N reach.
[0089] Also, for example, when the execution probability of SP reach is set to 4% when the jackpot determination result is a miss, and set to 100% when the jackpot determination result is a jackpot win, if the execution probability of SPSP reach is set to 2% when the jackpot determination result is a miss and set to 100% when the jackpot determination result is a jackpot win, the jackpot expectancy for SPSP reach can be made higher than the jackpot expectancy for SP reach. In this way, for an executable effect, by presetting the execution probability according to the result of the jackpot determination, the jackpot expectancy for that effect can be determined.
[0090] 8-3. Reserved Icon and the Said Icon During the storage of Special Figure 1 Reserve or Special Figure 2 Reserve, the pachinko machine PY1 can display a reserved icon HA on the display unit 50a. The reserved icon HA is, for example, an icon image of "〇". Also, during the variable display of the special figure, the pachinko machine PY1 can display the said icon TA on the display unit 50a. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.
[0091] A reserved icon display area 50d is installed at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the number of Special Figure 1 Reserves or the number of Special Figure 2 Reserves. For example, when the number of Special Figure 1 Reserves is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of Special Figure 1 Reserves is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the number of Special Figure 1 Reserves and the number of Special Figure 2 Reserves may be displayed in the reserved icon display area 50d, or only one of the number of Special Figure 1 Reserves and the number of Special Figure 2 Reserves may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.
[0092] Also, in the lower part of the display unit 50a and in the vicinity of the held icon display area 50d, the icon display area 50e is provided. As shown in Fig. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko gaming machine PY1 starts the variable display of the special figure, the icon TA, which is the same as or different from the held icon HA, is displayed in the icon display area 50e. In consideration of the gaming performance of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1. Held Performance The pachinko gaming machine PY1 can perform a held performance in response to a game ball winning the first start port 11 or the second start port 12. The held performance is, for example, a performance in which the held icon HA is displayed in the held icon display area 50d, and functions as a performance for notifying the player of the number of holds in special figure 1 or special figure 2.
[0094] When a game ball wins the first start port 11 while the pachinko gaming machine PY1 is not performing the variable display of the special figure and the number of holds in special figure 1 is "0", as shown in Fig. 10(B), the icon TA is displayed in the icon display area 50e. Also, for example, when two game balls win the first start port 11 during the variable display of the special figure in the pachinko gaming machine PY1, as shown in Fig. 10(C), the held icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, notifying the player that the number of holds in special figure 1 is "2". Further, when the pachinko gaming machine PY1 starts a new variable display of the special figure while the held icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, as shown in Fig. 10(D), the held icon HA in the first display area 50d1 of the held icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the held icon HA in the second display area 50d2 of the held icon display area 50d is moved to and displayed in the first display area 50d1, notifying the player that the number of holds in special figure 1 is "1".
[0095] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.
[0096] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.
[0097] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from an N reach to an SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. In the movable body performance, the pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to its normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing into an SP SP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.
[0098] 8-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation effect at an arbitrary timing (e.g., during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. The pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is effective (referred to as the "button operation effective period") in the operation effect, and along with the generation of this button operation effective period, as shown in FIG. 12(A), it performs an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect"). In the button operation promotion effect, a button operation promotion image G3 is displayed. The button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 representing the operation mode of the normal button 40 (i.e., the pressing operation) (here, the character image of "pressable"), and an operation effective period remaining time image G33 representing the remaining time of the button operation effective period. The pachinko gaming machine PY1, in response to the normal button 40 being pressed during the button operation effective period, or after the button operation effective period has elapsed without the normal button 40 being operated during the button operation effective period, as shown in FIG. 12(B), ends the button operation promotion effect and performs an operation result effect. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Anticipatory effect The pachinko gaming machine PY1 can perform an anticipatory effect based on an anticipatory determination as a notice effect. The anticipatory effect is, for example, an effect in which the hold icon HA changes, and functions as an effect for suggesting the result of the jackpot determination in advance.
[0101] The pachinko gaming machine PY1 performs a pre-reading effect according to memorizing Hold of Special Figure 1 or Hold of Special Figure 2. Here, the pre-reading effect for Hold of Special Figure 1 is exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 memorizes Hold of Special Figure 1, based on the result of the pre-reading determination for Hold of Special Figure 1, as shown in Fig. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold icon HA, an icon image of "☆" is displayed. Note that the content of the pre-reading effect can be changed as appropriate.
[0102] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the part related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 includes a main control unit 100 that controls the game and an effect control unit 120 that executes effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 is configured to include, for example, a CPU (Central Processing Unit), and mainly controls various games (special drawing games, general drawing games, game states, prize ball payouts, etc.). Further, the game control microcomputer 101 includes a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, and the like. The game output unit 101b outputs production data and production commands generated according to the control of the game to the outside of the production control unit 120 and the pachinko game machine PY1. The game storage unit 101c is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores a table for selecting game contents, game data (special drawing 1 hold, special drawing 2 hold, general drawing hold, etc.) generated according to the control of the game, and the like.
[0104] Various games are mainly controlled based on the winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using the tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table When controlling the game, the game control microcomputer 101 can make various selections. When making a selection, the table stored in the game storage unit 101c is referred to. The following tables are stored in the game storage unit 101c.
[0106] 9-2-1. Variation Pattern Judgment Table The game memory unit 101c stores a variation pattern determination table 103a1 shown in FIG. 14. The variation pattern determination table 103a1 is a table referred to when selecting the type of variation pattern. When performing variable display of the first special figure or the second special figure based on the result of jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of jackpot determination, the result of reach determination, the number of special figure reservations, and the like. The reach determination is to determine whether to perform the above-described reach effect (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. Note that the type of variation pattern can be changed as appropriate.
[0108] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with an effect flow composed of only "normal variation" with a variable display time of the special figure of 13,000 ms or 2,000 ms. In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.
[0109] "THP001" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss. Since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss. Since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Note that the selection ratio of the variation pattern can be set as appropriate in consideration of the game characteristics of the pachinko machine PY1.
[0110] 9-2-2. Prediction Judgment Table In the game memory unit 101c, the prediction judgment table 103b1 shown in FIG. 15 is stored. The prediction judgment table 103b1 is a table referred to when selecting the type of prediction pattern. When the game control microcomputer 101 acquires the right to receive the jackpot determination, it refers to the prediction judgment table 103b1 and selects the type of prediction pattern. The figure shown in FIG. 15 is the prediction judgment table 103b1.
[0111] As shown in FIG. 15, the game control microcomputer 101 selects the type of the anticipation pattern based on the game state, the type of the start port, the result of the anticipation determination, and the like. The game control microcomputer 101 can select any one of three types of anticipation patterns, namely, "SHP001" to "SHP003", as the anticipation pattern. Note that the type of the anticipation pattern can be changed as appropriate.
[0112] Since "SHP001" is selected when the result of the anticipation determination is a winning anticipation, "SHP001" is referred to as the "big win anticipation pattern". Also, since "SHP002" is selected when the result of the anticipation determination is a non-winning anticipation and the result of the variable pattern pre-determination is a variable pattern with a reach ("THP011" to "THP013"), "SHP002" is referred to as the "reach loss anticipation pattern". Further, since "SHP003" is selected when the result of the anticipation determination is a non-winning anticipation and the result of the variable pattern pre-determination is a variable pattern without a reach ("THP021" to "THP022"), "SHP003" is referred to as the "normal loss anticipation pattern".
[0113] 9-2-3. Symbol Determination Table The game storage unit 101c stores a symbol determination table 103c1 shown in FIG. 16. The symbol determination table 103c1 is a table that is referred to when selecting the types of the stop symbols of the first special figure and the second special figure. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of the stop symbols of the first special figure and the second special figure. The figure shown in FIG. 16 is the symbol determination table 103c1.
[0114] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols for the first special figure and the second special figure based on the type of start opening, the result of jackpot determination, etc. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "small win symbol", "losing A symbol", and "losing B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display for the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.
[0115] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state is entered, and a loss occurs without performing anything. There are four types of jackpot games ("jackpot game Wα", "jackpot game Xα", "jackpot game Yα", "jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. For example, as shown in FIG. 16, the "jackpot Wα symbol" is associated with the "jackpot game Wα", the "jackpot Xα symbol" is associated with the "jackpot game Xα", the "jackpot Yα symbol" is associated with the "jackpot game Yα", the "jackpot Zα symbol" is associated with the "jackpot game Zα", the "small win symbol" is associated with the small win game, the "losing A symbol" is associated with a simple loss where nothing is done, and the "losing B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and losses (whether to enter the time-saving state) to be executed are made different.
[0116] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game with a high probability state is to be played later, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability-variable symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game with a normal probability state is to be played later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Further, since the "Lose A Symbol" is determined in the case of a mere loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as the "normal lose symbol". Also, since the "Lose B Symbol" is determined in the case of a specific loss where the time is shortened later, the "Lose B Symbol" is sometimes referred to as the "lose time-shortening symbol". Regarding the selection ratio of the stop symbols, it is possible to set them appropriately in consideration of the playability of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the production commands generated according to the control of the game to the production control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Commands The winning commands are generated in relation to the winning of the game balls in various winning devices (the first start port 11, the second start port 12, the gate 13, the first big winning port 14, the second big winning port 15, the general winning port 10, etc.). As the winning commands, there are the first start port command generated when the game ball wins at the first start port 11, the second start port command generated when the game ball wins at the second start port 12, the gate command generated when the game ball passes through the gate 13, the first big winning port command generated when the game ball wins at the first big winning port 14, the first big winning port command generated when the game ball wins at the second big winning port 15, the general winning port command generated when the game ball wins at the general winning port 10, etc.
[0119] 9-3-2. Special Figure Commands Special figure commands are generated in relation to the operations of the first special figure and the second special figure. Examples of special figure commands include the special figure variation pattern command generated by determining the variation pattern of the special figure, the special figure stop symbol command generated by determining the stop symbol of the special figure, the special figure start command generated by the start of variable display of the special figure, the special figure confirmation command generated by the stop display of the special figure, and so on.
[0120] 9-3-3. General figure commands General figure commands are generated in relation to the operations of the general figure. Examples of general figure commands include the general figure start command generated by the start of variable display of the general figure, the general figure confirmation command generated by the stop display of the general figure, and so on.
[0121] 9-3-4. Hold commands Hold commands are generated in relation to the increase or decrease in the number of holds for special figure 1 hold, special figure 2 hold, and general figure hold. Examples of hold commands include the special figure 1 hold increase command generated by the increase in the number of special figure 1 holds, the special figure 1 hold decrease command generated by the decrease in the number of special figure 1 holds, the special figure 2 hold increase command generated by the increase in the number of special figure 2 holds, the special figure 2 hold decrease command generated by the decrease in the number of special figure 2 holds, the general figure hold increase command generated by the increase in the number of general figure holds, the general figure hold decrease command generated by the decrease in the number of general figure holds, and so on.
[0122] 9-3-5. Jackpot game commands Jackpot game commands are generated in relation to the operations of the jackpot game. Examples of jackpot game commands include the OP command generated by the start of OP, the round command generated by the start of each round game, the ED command generated by the start of ED, and so on.
[0123] 9-3-6. Minor win game commands Minor win game commands are generated in relation to the operations of the minor win game. Examples of minor win game commands include the pre-opening IT command generated by the start of pre-opening IT, the post-opening IT command generated by the start of post-opening IT, and so on.
[0124] 9-3-7. Auxiliary game command The auxiliary game command is generated in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command generated by the start of the auxiliary game.
[0125] 9-3-8. Game state command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time-limited command generated when the game state is the non-time-limited state, a time-limited command generated when the game state is the time-limited state, a jackpot command generated when the game state is the jackpot game state, etc.
[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs a presentation command output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores a processing program for processing performed by the CPU in various presentations, a table for selecting a preview presentation, etc., presentation data generated according to the execution of the presentation, etc.
[0127] Various presentations are mainly executed based on the presentation command and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing program, table, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <First Embodiment> Hereinafter, the first embodiment will be described with reference to FIGS. 17 to 30. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.
[0129] First, the front door 23 will be specifically described. FIG. 17 is a perspective view of the lower part of the front door 23. As shown in FIG. 17, on the front surface of the front door 23, in addition to the normal button 40 operable by the player, there are a handle 72k operable by the player, a ball lending button KB operable by the player, a counting button SB operable by the player, a held ball display 8a capable of displaying a number representing the number of held balls, and a speaker 52d capable of outputting a predetermined sound. In the first embodiment, different from the basic embodiment, the upper tray 34 for storing the game balls for playing the game is not provided at the lower part of the front door 23, and the circulating balls circulating inside the pachinko gaming machine PY1 are used as the game balls.
[0130] The handle 72k is a handle for firing the circulating balls toward the game board 1, and is equipped with a touch sensor SE0 for detecting that the player is holding the handle 72k. When the handle 72k rotates to the right in a state where the touch sensor SE0 is detected, the circulating balls are fired.
[0131] The ball lending button KB is a button that becomes effective when a card is inserted into a card unit (not shown) connected to the pachinko gaming machine PY1, and is equipped with a ball lending sensor SE3 for detecting an operation of the ball lending button KB. When the operation of the ball lending button KB is detected by the ball lending sensor SE3 in a state where a card is inserted, a number (for example, 125) as the held balls is displayed on the held ball display 8a in exchange for the remaining balance written on the card. In the first embodiment, the ball lending button KB is provided on the pachinko gaming machine PY1, but it may be provided on the card unit.
[0132] When "1" or more balls in hand are displayed on the ball-holding indicator 8a, the player can launch a circulating ball by operating the handle 72k. When the launched circulating ball wins a prize by entering a winning hole, the number corresponding to the prize balls from that win is cumulatively added to the number of balls in hand, and the display on the ball-holding indicator 8a is updated.
[0133] The counting button SB is a button that becomes effective when a card is inserted into the card unit. It is equipped with a counting sensor SE5 that detects the operation of the counting button SB. When the operation of the counting button SB is detected by the counting sensor SE5 while a card is inserted, the number of balls in hand displayed on the ball-holding indicator 8a is written to the card.
[0134] The speaker 52d is configured to be able to output the same or different sound as the sound output from the speakers 52, 52 (see FIG. 1) provided at the upper part of the front door 23.
[0135] Next, the inside of the front door 23 will be specifically described. FIG. 18 is a front view of the pachinko gaming machine PY1 showing a state where the front frame 23m is open with respect to the game board mounting frame 2A. As shown in FIG. 18, a ball feeder TS, a launching device HS, and a launching rail HR are provided on the front surface of the game board mounting frame 2A. On the other hand, as shown in FIG. 18, a far ball passage FT, a recovery passage KT, and a storage passage CT are provided on the back surface of the front frame 23m. In the first embodiment, 45 circulating balls are stored inside the pachinko gaming machine PY1, but the number of circulating balls can be appropriately changed.
[0136] The ball feeding device TS is a device for feeding circulating balls to the firing position provided on the firing rail HR, and includes a screw-type transfer member TS1, a solenoid TS2 for operating the transfer member TS1, and a delivery sensor SE6 for detecting the circulating ball at the tip of the transfer member TS1. The solenoid TS2 is configured to operate when the handle 72k is operated while a ball holding of "1" or more is displayed on the ball holding indicator 8a. When the transfer member TS1 operates, the circulating balls stored in the storage passage CT are lifted one by one, and the circulating ball at the tip of the transfer member TS1 is sent out to the firing position.
[0137] The firing device HS is a device for firing the circulating ball sent to the firing position, and includes a firing hammer HS1 for bouncing the circulating ball and a solenoid HS2 for operating the firing hammer HS1. The solenoid HS2 is configured to operate in synchronization with the operation of the transfer member TS1. When the firing hammer HS1 operates, the circulating ball at the firing position is launched toward the game board 1.
[0138] The firing rail HR is a rail device for stably reaching the game board 1 with the circulating ball (also referred to as "firing ball") launched by the firing hammer HS1, and includes a rail member HR1 for guiding the firing ball to the game board 1.
[0139] The far ball passage FT is a passage for recovering the circulating ball (also referred to as "far ball") when the circulating ball launched by the firing device HS does not reach the game area 6 of the game board 1, and includes a far ball guiding member FT1 for guiding the far ball to the storage passage CT and a far ball sensor SE2 for detecting the far ball.
[0140] The recovery passage KT is a passage for recovering circulating balls (also referred to as "safe balls") that have won in the winning openings provided in the game board 1 and circulating balls that have not won (also referred to as "out balls"), and includes a safe ball and out ball guiding member KT1 that guides the safe balls and out balls to the storage passage CT, a ball removal member KT2 for discharging the safe balls and out balls to the outside, and a ball removal sensor SE4 that detects the circulating balls (also referred to as "discharged balls") discharged from the ball removal member KT2. The ball removal member KT2 is configured to be slidable in the left-right direction, and can be switched manually by the operator between an open position where the circulating balls recovered by the safe ball and out ball guiding member KT1 are made into discharged balls and a closed position where they are guided to the storage passage CT.
[0141] The storage passage CT is a passage for storing the circulating balls recovered by the foul ball passage FT and the recovery passage KT, and includes a storage member CT1 capable of storing all 45 circulating balls.
[0142] In this way, the launched balls launched by the launching device HS will always return to the storage passage CT regardless of whether they are foul balls, safe balls or out balls, and by the player operating the handle 72k, 45 circulating balls are repeatedly launched.
[0143] Also, when performing maintenance on the circulating balls, if the handle 72k is operated with the ball removal member KT2 of the recovery passage KT switched to the open position, the circulating balls that have returned to the recovery passage KT as foul balls, safe balls or out balls can be discharged to the outside. The circulating balls that have passed through the ball removal member KT2 are discharged to the outside through a discharge hole KT3 provided on the front surface of the game board mounting frame 2A.
[0144] Next, the launching operation of the circulating ball will be specifically described. FIG. 19 is a time chart showing the flow until the circulating ball is launched. As shown in FIG. 19, when a holding of "1" or more is displayed on the ball-holding indicator 8a and the touch sensor SE0 is detected, if the handle 72k is rotated to the right, at the timing of t1, the solenoid TS2 of the ball feeder TS is turned on and the transfer member TS1 operates. When the circulating ball at the tip of the transfer member TS1 is sent out to the launch position by the operation of the transfer member TS1, at the timing of t2, the delivery sensor SE6 is turned off, the number as a held ball is decreased by "1", and the display of the ball-holding indicator 8a is updated.
[0145] Then, when the next circulating ball moves to the tip of the transfer member TS1, at the timing of t3, the delivery sensor SE6 is turned on again, and the preparation for the next launching operation is completed. After that, when a predetermined adjustment time (for example, 14 ms) has elapsed, at the timing of t4, the solenoid TS2 is turned off and the operation of the transfer member TS1 ends.
[0146] Then, when a predetermined waiting time (for example, 556 ms) has elapsed from the timing when the solenoid TS2 is turned on, at the timing of t5, the solenoid HS2 of the launching device HS is turned on, the launching hammer HS1 operates, and the circulating ball is launched toward the game board 1. After that, when a predetermined operation time (for example, 45 ms) has elapsed, at the timing of t6, the solenoid HS2 is turned off and the operation of the launching hammer HS1 ends.
[0147] In this way, one circulating ball is launched toward the game board 1 in one cycle (601 ms (556 + 45)) from t1 to t6. Note that when a holding of "1" or more is displayed on the ball-holding indicator 8a and the state where the touch sensor SE0 is detected continues at the time of t6, the operation in one cycle from t1 to t6 is repeatedly performed.
[0148] Next, with reference to FIG. 20, the internal configuration of the pachinko gaming machine PY1 will be specifically described. FIG. 20 is a block diagram of a part related to the control of the pachinko gaming machine PY1. In the first embodiment, different from the basic embodiment, in addition to the main control unit 100 that controls the game and the effect control unit 120 that executes the effects, a frame control unit 150 that controls the holding of balls is provided in the pachinko gaming machine PY1.
[0149] The frame control unit 150 is electrically connected to the main control unit 100 and mainly manages the number of balls held, which changes according to the situation.
[0150] The frame control unit 150 includes a frame control microcomputer 151. The frame control microcomputer 151 is configured to include, for example, a CPU and mainly counts the balls held and displays the number of balls held on the ball holding display 8a. Further, the frame control microcomputer 151 includes a frame input unit 151a, a frame output unit 151b, and a frame storage unit 151c. The frame input unit 151a inputs operation information from various operation units (such as the handle 72k, the ball lending button KB, the counting button SB, etc.) and detection information from various devices (such as the ball feeder TS, the launching device HS, the far ball passage FT, the recovery passage KT, the storage passage CT, etc.). The frame output unit 151b outputs data and commands generated according to the change in the number of balls held to the main control unit 100 and the outside of the pachinko gaming machine PY1. The frame storage unit 151c is composed of, for example, a ROM or a RAM and stores data indicating the number of balls held.
[0151] Next, with reference to FIGS. 21 to 27, the processes that can be executed by the frame control microcomputer 151 according to the processing program stored in the frame storage unit 151c will be described. When the power of the pachinko gaming machine PY1 is turned on, the frame control microcomputer 151 reads out the processing program and executes the frame process. In the frame main process, the following processes are executed.
[0152] W-A. Output process The "output process" is a process of outputting commands (such as the launched ball command to be described later) generated in various processes and stored in the frame storage unit 151c to the main control unit 100 and the outside (such as the card unit) via the frame output unit 151b.
[0153] W-B. Input processing "Input processing" is a process of inputting, from the frame input unit 151a, the firing ball signals of the foul ball sensor SE2, the ball lending sensor SE3, and the delivery sensor SE6, the ball extraction signal of the ball extraction sensor SE4, the touch signal of the touch sensor SE0, the counting signal of the counting sensor SE5, and commands (such as the winning command described later) output from the main control unit 100.
[0154] W-B-1. Prize ball related processing "Prize ball related processing" is a process performed in "input processing", and is a process of updating the current number of held balls according to the winning command output from the main control unit 100.
[0155] M-B-2. Firing ball related processing "Firing ball related processing" is a process performed in "input processing", and is a process of updating the current number of held balls according to the type of the firing signal.
[0156] W-B-3. Counting processing "Counting processing" is a process performed in "input processing", and is a process of generating an addition command for adding the number of held balls written on the card according to the counting signal, and a remaining number command indicating the number of held balls after addition, and storing them in the frame storage unit 151c.
[0157] M-C. Held ball display processing "Held ball display processing" is a process of updating the display of the held ball display 8a each time the number of held balls changes.
[0158] In the frame control microcomputer 151, in the frame main process, as shown in FIG. 21, the output process (S11), the input process (S12), and the held ball display process (S13) are repeatedly performed every predetermined interrupt time (for example, 0.004 seconds).
[0159] Next, the processing related to the detection of the circulating ball will be described. As shown in FIG. 20, a holding ball counter 154a1 indicating the number of held balls is stored in the frame storage unit 151c of the frame control microcomputer 151. The frame control microcomputer 151 can count the current number of held balls by updating the numerical value of the holding ball counter 154a1 according to the progress of the game.
[0160] The holding ball counter 154a1 consists of numerical values from "0" to "99999". Since the update of the holding ball counter 154a1 is related to the "input processing" in S12, the details of the "input processing" will be described below.
[0161] FIG. 22 is a flowchart showing the flow of the "input processing". In the "input processing", as shown in FIG. 22, the "bonus ball related processing" (S121), the "fired ball related processing" (S122), and the "counting processing" (S123) are sequentially performed.
[0162] FIG. 23 is a flowchart showing the flow of the "bonus ball related processing". In the "bonus ball related processing", as shown in FIG. 23, first, it is determined whether an award command (a command related to the winning of a game ball into the general winning port 10, the first start port 11, the second start port 12, the gate 13, the first big winning port 14, and the second big winning port 15) output from the main control unit 100 is input (S1211). If it is determined that the award command has not been input (S1211: NO), the "bonus ball related processing" is terminated. On the other hand, if it is determined that the award command has been input (S1211: YES), the process proceeds to S1212.
[0163] In S1212, the number of bonus balls corresponding to the award command is calculated. In the first embodiment, the number of bonus balls for the winning of a game ball into the general winning port 10 and the first start port 11 is "3", the number of bonus balls for the winning of a game ball into the second start port 12 is "1", the number of bonus balls for the winning of a game ball into the gate 13 is "0", and the number of bonus balls for the winning of a game ball into the first big winning port 14 and the second big winning port 15 is "15". However, the number of bonus balls may be appropriately changed. After calculating the number of bonus balls, the process proceeds to S1213.
[0164] In S1213, the value of the ball-holding counter 154a1 is updated by adding a value corresponding to the number of bonus balls calculated in S1212 to the ball-holding counter 154a1. For example, when the game ball wins a prize at the first major winning opening 14 while the value of the ball-holding counter 154a1 is "2000", "15" is added to "2000" to update the value of the ball-holding counter 154a1 to "2015". Then, after the value of the ball-holding counter 154a1 is updated, the "bonus ball-related process" ends.
[0165] FIG. 24 is a flowchart showing the flow of the "fired ball-related process". In the "fired ball-related process", as shown in FIG. 24, first, it is determined whether or not a firing signal (a signal related to the detection of the far ball sensor SE2, the delivery sensor SE6, and the ball lending sensor SE3) has been input (S1221). If it is determined that the firing signal has not been input (S1221: NO), the "fired ball-related process" ends. On the other hand, if it is determined that the firing signal has been input (S1221: YES), the process proceeds to S1222.
[0166] In S1222, it is determined whether or not the firing signal is a signal from the ball lending sensor SE3. If it is determined that the signal is from the ball lending sensor SE3 (S1222: YES), the process proceeds to S1223, and it is determined whether or not there is a remaining balance on the card inserted into the card unit. If it is determined that there is no remaining balance on the card (S1223: NO), the "fired ball-related process" ends. On the other hand, if it is determined that there is a remaining balance on the card (S1223: YES), the process proceeds to S1224.
[0167] In S1224, the value of the ball-holding counter 154a1 is updated by adding "125" to the ball-holding counter 154a1. At this time, the remaining balance on the card inserted into the card unit is updated. In the first embodiment, each time a detection signal from the ball lending sensor SE3 (each time the ball lending button KB is operated by the player), the value of the ball-holding counter 154a1 is added by "125", but the value to be added may be changed as appropriate. Then, after the value of the ball-holding counter 154a1 is updated, the "fired ball-related process" ends.
[0168] Also, in S1222, if it is determined that the transmission signal is not the signal from the ball lending sensor SE3 (S1222: NO), the process proceeds to S1225 to determine whether the transmission signal is the signal from the sending sensor SE6. If it is determined that the signal is from the sending sensor SE6 (S1225: YES), the process proceeds to S1226.
[0169] In S1226, the value of the ball-holding counter 154a1 is updated by subtracting "1" from the ball-holding counter 154a1. After the value of the ball-holding counter 154a1 is updated, the process proceeds to S1228 to generate a ball-launch command and end the "ball-launch related process". The generated ball-launch command is output to the main control unit 100 in the output process (S11).
[0170] Also, in S1225, if it is determined that the transmission signal is not the signal from the sending sensor SE6 (S1225: NO), in other words, if it is determined that the transmission signal is the signal from the foul ball sensor SE2, the process proceeds to S1227 to update the value of the ball-holding counter 154a1 by adding "1" to the ball-holding counter 154a1. After the value of the ball-holding counter 154a1 is updated, the "ball-launch related process" is ended.
[0171] FIG. 25 is a flowchart showing the flow of the "counting process". In the "counting process", as shown in FIG. 25, first, it is determined whether the timer is measuring (S1231). This timer is measured when the counting signal is in the ON state, in other words, when the counting button SB is operated. If it is determined that the timer is not measuring (S1231: NO), the process proceeds to S1232, while if it is determined that the timer is measuring (S1231: YES), the process proceeds to S1234.
[0172] When proceeding from S1231 to S1232, it is determined whether the count signal has changed from OFF to ON. If it is determined that the count signal is not ON (S1232: NO), the "counting process" is terminated. On the other hand, if it is determined that the count signal is ON (S1232: YES), the process proceeds to S1233, starts the measurement of the timer, and then terminates the "counting process".
[0173] On the other hand, when proceeding from S1231 to S1234, it is determined whether the measurement of the timer has reached 2000 ms, or in other words, whether the count button SB has been continuously operated for 2 seconds. If it is determined that the measurement of the timer has reached 2000 ms (S1234: YES), the process proceeds to S1235. On the other hand, if it is determined that the measurement of the timer has not reached 2000 ms (S1234: NO), the process proceeds to S12313.
[0174] Also, when proceeding from S1234 to S1235, it is determined whether the value of the holding counter 154a1 is "250" or more, or in other words, whether the number of holds is 250 or more. If it is determined that the value of the holding counter 154a1 is "250" or more (S1235: YES), the process proceeds to S1236. On the other hand, if it is determined that the value of the holding counter 154a1 is not "250" or more (S1235: NO), the process proceeds to S12310.
[0175] When proceeding from S1235 to S1236, subtract "250" from the holding counter 154a1, proceed to S1237, and generate an addition command to add "250" to the number of holds written on the card inserted in the card unit. The generated addition command is output to the card unit in the output process (S11). In the card unit, based on the input addition command, the number of holds written on the card is updated. Then, the process proceeds to S1238, starts the re-measurement of the timer, and terminates the "counting process". The re-measurement of the timer means resetting the time measured up to 2000 ms and starting the measurement of the timer again from 0.
[0176] On the one hand, when progressing from S1235 to S12310, the value of the holding ball counter 154a1 is set to "0", then proceed to S12311, and generate an addition command to add to the number of holding balls written on the card inserted into the card unit by a number corresponding to the value (less than 250) of the holding ball counter 154a1 immediately before the value becomes "0". The generated addition command is output to the card unit in the output process (S11), and in the card unit, based on the input addition command, the number of holding balls written on the card is updated. For example, when the value of the holding ball counter 154a1 immediately before it becomes "0" is "120", an addition command for adding "120" is generated. Then, proceed to S12312, clear the measurement of the timer, and end the "counting process".
[0177] On the other hand, when progressing from S1234 to S12313, it is determined whether the counting signal has changed from ON to OFF. If it is determined that the counting signal is not OFF (S12313: NO), the "counting process" is ended. On the other hand, if it is determined that the counting signal is OFF (S12313: YES), proceed to S12314.
[0178] When progressing from S12313 to S12314, subtract "1" from the holding ball counter 154a1, proceed to S12315, and generate an addition command to add "1" to the number of holding balls written on the card inserted into the card unit. The generated addition command is output to the card unit in the output process (S11), and in the card unit, based on the input addition command, the number of holding balls written on the card is updated. Then, proceed to S12316, clear the measurement of the timer, and end the "counting process".
[0179] In this way, in the "counting process", if the counting button SB is continuously operated, it is possible to write 250 holding balls on the card one by one, while if the counting button SB is operated single-shot, it is possible to write 1 holding ball on the card one by one. Note that the number of holding balls written by one addition command can be appropriately changed.
[0180] Next, the process related to the display of the held balls will be described. As described above, the ball-holding counter 154a1 indicating the number of held balls is stored in the frame storage unit 151c of the frame control microcomputer 151 (see FIG. 20). Each time the value of the ball-holding counter 154a1 is updated, the frame control microcomputer 151 can display the current number of held balls on the ball-holding display 8a.
[0181] Since the display of the number of held balls is related to the above-described "ball-holding display process", the details of the "ball-holding display process" will be described below.
[0182] FIG. 26 is a flowchart showing the flow of the "ball-holding display process". In the "ball-holding display process", as shown in FIG. 26, first, it is determined whether the value of the ball-holding counter 154a1 has been updated (S131). If it is determined that the value of the ball-holding counter 154a1 has not been updated (S131: NO), the "ball-holding display process" is terminated. On the other hand, if it is determined that the value of the ball-holding counter 154a1 has been updated (S131: YES), the process proceeds to S132, the updated value of the ball-holding counter 154a1 is read, and the process proceeds to S133.
[0183] In S133, the read value of the ball-holding counter 154a1 is displayed on the ball-holding display 8a. For example, when the value of the ball-holding counter 154a1 is "2000" and one game ball is launched and the value of the ball-holding counter 154a1 is updated to "1999", the number displayed on the ball-holding display 8a is updated to "1999". Then, after the number on the ball-holding display 8a is updated, the "ball-holding display process" is terminated.
[0184] Next, with reference to FIGS. 27 to 30, the process that can be executed by the game control microcomputer 101 according to the processing program stored in the game storage unit 101c will be described. When the power of the pachinko game machine PY1 is turned on, the game control microcomputer 101 reads out the processing program and executes the main main process. In the main main process, the following processes are executed.
[0185] M-A. Output process "Output processing" is a process of outputting commands (such as winning commands according to winning signals) generated in various processes and stored in the game memory unit 101c to the frame control unit 150, the effect control unit 120, or the external (such as a card unit) via the game output unit 101b.
[0186] M-B. Input processing "Input processing" is a process of inputting an error signal generated during the game, a winning signal of a game ball to the general winning port 10, the first start port 11, the second start port 12, the gate 13, the first big winning port 14, and the second big winning port 15, and a command (such as a firing ball command) input from the frame control unit 150 from the game input unit 101a.
[0187] M-C. Special figure processing "Special figure processing" is a process of performing the operation of the first special figure or the second special figure (big win determination, variable display of the special figure, stop display of the special figure, etc.), and generating a special figure command according to the operation and storing it in the game memory unit 101c.
[0188] M-D. General figure processing "General figure processing" is a process of performing the operation of the general figure (hit determination, variable display of the general figure, stop display of the general figure, etc.), and generating a general figure command according to the operation and storing it in the game memory unit 101c.
[0189] M-E. Big win processing "Big win processing" is a process of performing the operation of the big win game (OP, round game (opening of the first big winning port 14 or the second big winning port 15), ED, etc.), and generating a big win game command according to the operation and storing it in the game memory unit 101c.
[0190] M-F. Auxiliary game processing "Auxiliary game processing" is a process of performing the operation of the auxiliary game (opening of the second start port 12, etc.), and generating an auxiliary game command according to the operation and storing it in the game memory unit 101c.
[0191] M-G. Display device processing "Display device processing" is a process for displaying the displays of display devices 8 (special figure 1 reserved LED, special figure 2 reserved LED, general figure reserved LED, game state LED).
[0192] In the main main process, as shown in FIG. 27, the game control microcomputer 101 repeatedly performs output processing (S21), input processing (S22), special figure processing (S23), general figure processing (S24), jackpot processing (S25), auxiliary game processing (S26), and display device processing (S27) at predetermined interrupt times (for example, 0.004 seconds).
[0193] Next, the process related to the input of the ball launch command from the frame control unit 150 will be described. As shown in FIG. 28, in the game storage unit 101c of the game control microcomputer 101, a command storage unit 105a1 for storing various commands output from the frame control unit 150 is provided. When the ball launch command is stored in the command storage unit 105a1, the game control microcomputer 101 can output a launch effect command indicating that a circulating ball has been launched to the effect control unit 120. Since the launch effect command is particularly related to the "input processing" of S22, the details of the "input processing" will be described below.
[0194] FIG. 29 is a flowchart showing the flow of the "input processing". In the "input processing", as shown in FIG. 29, "error signal processing" (S221), "winning signal processing" (S222), and "command processing" (S223) are sequentially performed. Among these processes, regarding the output of the launch effect command, since the "command processing" is particularly related, the details of the "command processing" will be described below.
[0195] Figure 30 is a flowchart showing the flow of "command processing". In "command processing", as shown in Figure 30, first, it is determined whether a firing ball command output from the frame control unit 150 is input (S2231). If it is determined that the firing ball command has not been input (S2231: NO), "command processing" ends. On the other hand, if it is determined that the firing ball command has been input (S2231: YES), the process proceeds to S2232. In the first embodiment, the commands that can be input by the main control unit 100 are only the firing ball commands output from the frame control unit 150, but other commands may be input.
[0196] In S2232, the input firing ball command is stored in the command storage unit 105a1. Then, the process proceeds to S2233, where a firing effect command is generated and "command processing" ends. The generated firing effect command is output to the effect control unit 120 in the "output processing" of S21.
[0197] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.
[0198] (1) Each time a circulating ball is fired, the firing ball command is output from the frame control unit 150 that manages the number of balls in hand to the main control unit 100. Therefore, both the frame control unit 150 and the main control unit 100 can grasp the number of balls in hand, and it is possible to give preferential treatment to the management of the balls in hand.
[0199] (2) When the touch sensor SE0 that detects that the player is holding the handle 72k is detected and the transfer member TS1 operates, then the firing hammer HS1 always operates afterwards, and the circulating ball sent to the firing position by the transfer member TS1 is launched. Therefore, even if the touch sensor SE0 is no longer detected after the operation of the transfer member TS1 (even if the player releases the hand from the handle 72k), it is possible to prevent the circulating ball from remaining at the firing position.
[0200] (3) Subtraction of the held balls by the launch of the circulating ball is performed when the delivery sensor SE6 that detects the circulating ball at the tip of the transfer member TS1 turns OFF (when it is detected that the circulating ball has been sent to the launch position). Therefore, it is possible to quickly and surely detect the launch of the circulating ball before the circulating ball is actually launched. (If the subtraction of the held balls is performed when the actually launched circulating ball is detected, the detection of the circulating ball may become unstable due to noise or the like, and there is a risk that the number of held balls cannot be accurately counted.)
[0201] (4) When the foul ball is detected by the foul ball sensor SE2 before the circulating ball launched by the launch hammer HS1 reaches the game area 6 of the game board 1, "1" is added to the held ball counter 154a1. Therefore, even if the launched circulating ball does not reach the game area 6, it is possible to prevent the number of held balls of the player from decreasing.
[0202] (5) When the launch of the game ball is detected, the launched ball command is output from the frame control unit 150 that manages the number of held balls to the main control unit 100. Further, each time the main control unit 100 receives the launched ball command, the launch effect command is output from the main control unit 100 to the effect control unit 120 that controls the effects. Therefore, the effect control unit 120 can execute an effect corresponding to the launch of the game ball, and it is possible to enhance the interest of the game.
[0203] <Second Embodiment> Hereinafter, the second embodiment will be described with reference to FIGS. 31 to 38. Unless otherwise specified, the pachinko game machine PY1 of the above-described basic embodiment and the first embodiment is also applicable to the second embodiment.
[0204] First, the initialization switch will be described with reference to FIG. 31. FIG. 31 is a rear view of the pachinko gaming machine PY1. As shown in FIG. 31, on the back surface of the game board 1, there are provided a main control board 1001 on which a game control microcomputer 101 is mounted, and a power supply board 190 for supplying necessary power to the main control board 1001 and other devices including the main control board 1001. A power switch 191 is provided on the power supply board 190, and by operating the power switch 191, it is possible to switch the power of the pachinko gaming machine PY1 on and off.
[0205] On the other hand, a backup power supply 105 is provided on the main control board 1001. For example, when the power of the pachinko gaming machine PY1 is turned off due to a power outage, or when the power of the pachinko gaming machine PY1 is turned off at the end of business at the game parlor, the game control microcomputer 101 can backup and hold the game data stored in the RAM of the game storage unit 101c. Then, when the power of the pachinko gaming machine PY1 is turned on at the time of power restoration or at the start of business at the game parlor, the game control microcomputer 101 can resume the game from the state when the power of the pachinko gaming machine PY1 was turned off based on the backed-up game data.
[0206] Also, an initialization switch 119 is provided on the main control board 1001. By operating the initialization switch 119, it is possible to clear the game data stored in the RAM of the game storage unit 101c and set the pachinko gaming machine PY1 to its initial state. The initialization switch 119 is set to be effective only when the power of the pachinko gaming machine PY1 is switched from OFF to ON by operating the power switch 191. Even if the initialization switch 119 is operated when the power of the pachinko gaming machine PY1 is OFF or when the power of the pachinko gaming machine PY1 is ON, the pachinko gaming machine PY1 will not be set to its initial state. Therefore, in order to set the pachinko gaming machine PY1 to its initial state, it is necessary to operate the power switch 191 to switch the power of the pachinko gaming machine PY1 from OFF to ON while operating the initialization switch 119.
[0207] In the second embodiment, the initialization switch 119 is provided on the main control board 1001 attached to the back surface of the game board 1, but it may be provided at a position where the player cannot easily operate it, for example, it may be provided on the power supply board 190.
[0208] Next, the second large winning opening 15 installed in the game area 6 will be described with reference to FIG. 32. As shown in FIG. 32, the second large winning opening 15 includes a distributing member 16k capable of distributing game balls. The distributing member 16k is configured to be able to advance and retreat by a distributing solenoid (not shown). The distributing solenoid is electrically connected to the game control microcomputer 101, and the game control microcomputer 101 can control the distributing solenoid according to the progress of the game.
[0209] Further, inside the second large winning opening 15, as shown in FIG. 32, a specific area 16 and a non-specific area 17 through which the game balls entering the second large winning opening 15 can pass are provided. The game control microcomputer 101 advances and retreats the distributing member 16k using the distributing solenoid, so that the game balls entering the second large winning opening 15 can pass through the specific area 16 in a first passing state and the game balls entering the second large winning opening 15 can pass through the non-specific area 17 in a second passing state. Either state can be achieved. A transparent window made of synthetic resin is provided in front of the specific area 16 and the non-specific area 17, so that the player can visually recognize through which of the specific area 16 and the non-specific area 17 the game balls entering the second large winning opening 15 have passed.
[0210] Also, the distributing member 16k is normally held in the advanced position so as to be in the second passing state, and when a small hit game is executed, it retreats to the retracted position for a predetermined time (for example, 1.5 seconds) and changes to the first passing state. The details of the operation of the distributing member 16k in the small hit game will be described later.
[0211] Next, the game control microcomputer 101 will explain the selectable stop symbols. As shown in FIG. 33, a symbol A determination table 103c2 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols of the first special figure and the second special figure using the symbol A determination table 103c2.
[0212] FIG. 34 is a diagram showing the content of the symbol A determination table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of start port and the jackpot determination result. As shown in FIG. 34, as the types of stop symbols, there are 7 types of stop symbols: "Jackpot X4a symbol", "Jackpot X4b symbol", "Jackpot X10 symbol", "Small win A symbol", "Lose a symbol", "Lose b symbol", and "Lose c symbol". The game control microcomputer 101 selects the stop symbol at the selection ratio shown in FIG. 34.
[0213] Specifically, when the target start port (the start port into which the game ball has entered) is the first start port 11, if the result of the jackpot determination is "Jackpot win", the "Jackpot X4a symbol" is selected at a rate of 50% and the "Jackpot X4b symbol" is selected at a rate of 50%. If the result of the jackpot determination is "Lose", the "Lose a symbol" is selected at a rate of 20% and the "Lose b symbol" is selected at a rate of 80%.
[0214] Also, when the target start port (the start port into which the game ball has entered) is the second start port 12, if the result of the jackpot determination is "Jackpot win", the "Jackpot X10 symbol" is selected at a rate of 100%. If the result of the jackpot determination is "Small win win", the "Small win A symbol" is selected at a rate of 100%. If the result of the jackpot determination is "Lose", the "Lose c symbol" is selected at a rate of 100%. Note that the selection ratio shown by the symbol A determination table 103c2 can be changed as appropriate.
[0215] In the second embodiment, the probability that the jackpot determination result is "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12, and the probability that the jackpot determination result is "small win" is set to "0" for the first start port 11 and "1 / 8" for the second start port 12. However, the probabilities of "jackpot win" and "small win" can be changed as appropriate.
[0216] Also, in the second embodiment, the upper limit number of the reserved number in FIG. 1 is set to "4", and the upper limit number of the reserved number in FIG. 2 is set to "0". However, each upper limit number can be changed as appropriate.
[0217] Next, the jackpot games that can be executed by the game control microcomputer 101 will be described. The game control microcomputer 101 can execute different types of jackpot games according to the type of the stop symbol selected by the symbol A determination table 103c2. There are three types of jackpot games: "jackpot game X4", "jackpot game X10", and "jackpot game X9" (see FIG. 34).
[0218] When "jackpot X4a symbol" and "jackpot X4b symbol" are selected by the symbol A determination table 103c2, "jackpot game X4" is executed. "Jackpot game X4" is a jackpot game in which four round games in which the first big winning port 14 is opened are performed. Each round game continues until the specified opening time of 30 seconds elapses, or until ten specified numbers of game balls win the first big winning port 14.
[0219] Also, when "jackpot X10 symbol" is selected by the symbol A determination table 103c2, "jackpot game X10" is executed. "Jackpot game X10" is a jackpot game in which ten round games in which the first big winning port 14 is opened are performed. Each round game continues until the specified opening time of 30 seconds elapses, or until ten specified numbers of game balls win the first big winning port 14.
[0220] Also, when the "Small Hit A Symbol" is selected by the symbol A determination table 103c2, a small hit game in which the second largest winning opening 15 is opened is executed, and the "Big Hit Game X9" is executed only when a game ball passes through the specific area 16 of the second largest winning opening 15 in the small hit game. The "Big Hit Game X9" is a big hit game in which a round game in which the first largest winning opening 14 is opened is performed 9 times, and each round game continues until a specified opening time of 30 seconds elapses or until 10 specified numbers of game balls win the first largest winning opening 14.
[0221] Therefore, it can be said that the "Big Hit Game X10" or the "Big Hit Game X9" with a relatively large number of round games is a more advantageous big hit game for the player than the "Big Hit Game X4" with a relatively small number of round games. Note that the type of the large winning opening used in the big hit game, the number of round games, the specified opening time of the large winning opening, and the specified number of the large winning opening can be appropriately changed.
[0222] Here, the details of the small hit game will be described with reference to FIG. 35. FIG. 35 is a time chart showing the flow of the small hit game. As shown in FIG. 35, when the "Small Hit A Symbol" stops and is displayed as the stop symbol of the special symbol, the small hit game is performed. Then, in response to the start of the small hit game, the pre-opening IT is first set. The pre-opening IT continues until 8000 ms elapses. When the pre-opening IT ends, the second largest winning opening 15 is opened and the distributing member 16k retracts to enter the first passing state. The opening of the second largest winning opening 15 continues until 2000 ms elapses or until 10 game balls win the second largest winning opening 15, while the retraction of the distributing member 16k continues until 1500 ms elapses. Then, when the opening of the second largest winning opening 15 ends, the post-opening IT is set. The post-opening IT continues until 2000 ms elapses, and the small hit game ends when the post-opening IT ends.
[0223] During the small hit game, when a game ball wins a prize at the second large winning opening 15, in the first passing state, since the vibrating member 16k is in the retracted position, the game ball passes through the specific region 16 without flowing down to the non-specific region 17. On the other hand, in the second passing state, since the vibrating member 16k is in the advanced position, the game ball flows down on the vibrating member 16k and passes through the non-specific region 17. When the game ball passes through the specific region 16, the "big hit game X9" is carried out. On the other hand, when the game ball does not pass through the specific region 16, the "big hit game X9" is not carried out.
[0224] In the second embodiment, for most of the time when the second large winning opening 15 is open, it is in the first passing state. If a game ball wins a prize at the second large winning opening 15, the game ball can pass through the specific region 16 with a high probability. However, the time of the first normal state can be shortened so that it is difficult for the game ball that has won a prize at the second large winning opening 15 to pass through the specific region 16.
[0225] Next, the game states that can be set by the game control microcomputer 101 will be described. The game control microcomputer 101 can set different types of game states according to the type of stop symbol selected by the symbol A determination table 103c2. As the types of game states, there are three types: "low probability low base a game state", "low probability low base b game state", and "low probability high base game state" (see Fig. 34). In the second embodiment, in the "low probability low base a game state" and the "low probability low base b game state", a game in which a game ball is launched toward the left side of the game area 6 is carried out (so-called "left shooting"). In the "low probability high base game state" and the big hit game state, a game in which a game ball is launched toward the right side of the game area 6 is carried out (so-called "right shooting").
[0226] "Low-probability low-base a gaming state" and "low-probability low-base b gaming state" are gaming states in which a game ball does not win or has a low probability of winning in the second start port 12, similar to the "low-probability low-base gaming state" described above. The "low-probability low-base a gaming state" is a gaming state that can be set after the end of the "low-probability high-base gaming state" and in the initial state of the pachinko machine PY1. The "low-probability low-base b gaming state" is a gaming state that can be set after the big win gaming state when the "losing b symbol" stops displaying in the "low-probability low-base a gaming state" and when the "big win X4a symbol" stops displaying in the "low-probability low-base b gaming state".
[0227] Specifically, when the "big win X4a symbol" is selected by the symbol A determination table 103c2, if the current gaming state is the "low-probability low-base b gaming state", the "low-probability low-base b gaming state" is set again after the big win gaming state where the "big win game X4" is executed. If the current gaming state is the "low-probability low-base a gaming state" or the "low-probability high-base gaming state", the "low-probability high-base gaming state" is set after the big win gaming state where the "big win game X4" is executed. This "low-probability high-base gaming state" can continue until the number of variable displays of the second special figure reaches the upper limit of 10 times. After reaching the upper limit, the "low-probability low-base a gaming state" is set.
[0228] Also, when the "big win X4b symbol" is selected by the symbol A determination table 103c2, regardless of the current gaming state, the "low-probability high-base gaming state" is set after the big win gaming state where the "big win game X4" is executed. This "low-probability high-base gaming state" can continue until the number of variable displays of the second special figure reaches the upper limit of 10 times. After reaching the upper limit, the "low-probability low-base a gaming state" is set.
[0229] Also, when the "Big Hit X10 Symbol" is selected by the Symbol A determination table 103c2, regardless of the current game state, the "Low Probability High Base Game State" is set after the big hit game state where the "Big Hit Game X10" is executed. This "Low Probability High Base Game State" can continue until the variable display times of the second special figure reach the upper limit of 10 times. After reaching the upper limit, the "Low Probability Low Base a Game State" is set.
[0230] Also, when the "Small Hit A Symbol" is selected by the Symbol A determination table 103c2 and the game ball passes through the specific area 16 in the small hit game, regardless of the current game state, the "Low Probability High Base Game State" is set after the big hit game state where the "Big Hit Game X9" is executed. This "Low Probability High Base Game State" can continue until the variable display times of the second special figure reach the upper limit of 10 times. After reaching the upper limit, the "Low Probability Low Base a Game State" is set.
[0231] Also, when the "Small Hit A Symbol" is selected by the Symbol A determination table 103c2 and the game ball does not pass through the specific area 16 in the small hit game, if the current game state is the "Low Probability Low Base a Game State" or the "Low Probability Low Base b Game State", the "Low Probability Low Base a Game State" or the "Low Probability Low Base b Game State" continues. On the other hand, if the current game state is the "Low Probability High Base Game State" and the variable display times of the second special figure have not reached the upper limit, the "Low Probability High Base Game State" continues. If the variable display times of the second special figure have reached the upper limit, the "Low Probability Low Base a Game State" is set.
[0232] Also, when a "losing a symbol" is selected by the symbol A determination table 103c2, if the current gaming state is the "low probability low base b gaming state" or the "low probability high base gaming state", the "low probability low base b gaming state" or the "low probability high base gaming state" continues. On the other hand, if the current gaming state is the "low probability low base a gaming state", the "low probability high base gaming state" is set. This "low probability high base gaming state" can continue until the maximum number of variable displays in the second special figure reaches the upper limit of 10 times. After reaching the upper limit, the "low probability low base a gaming state" is set.
[0233] Also, when a "losing b symbol" is selected by the symbol A determination table 103c2, if the current gaming state is the "low probability low base b gaming state" or the "low probability high base gaming state", the "low probability low base b gaming state" or the "low probability high base gaming state" continues. On the other hand, if the current gaming state is the "low probability low base a gaming state", the "low probability low base b gaming state" is set.
[0234] Also, when a "losing c symbol" is selected by the symbol A determination table 103c2, regardless of the current gaming state, the current gaming state continues.
[0235] In the second embodiment, the upper limit of the "low probability high base gaming state" is set to "10", but the upper limit can be changed as appropriate.
[0236] Here, the differences between the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state" will be described. In the "low-probability low-base a gaming state", the variable display time of the general diagram is set to 29.5 seconds, the opening time of the second start port 12 in the auxiliary game is set to 0.1 second, and it belongs to the non-time-saving state. On the other hand, in the "low-probability low-base b gaming state", compared with the "low-probability low-base a gaming state", the variable display time of the general diagram is set to 29.4 seconds, which is 0.1 second shorter, and the opening time of the second start port 12 in the auxiliary game is set to 0.15 seconds, which is 0.05 second longer, and it belongs to the time-saving state. That is, although there is a difference between the non-time-saving state and the time-saving state between the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state", it is difficult for the player to determine whether it is controlled by the "low-probability low-base a gaming state" or the "low-probability low-base b gaming state" from the variable display time of the general diagram and the opening time of the second start port 12. Note that the variable display time of the general diagram and the opening time of the second start port 12 can be changed as appropriate.
[0237] Next, the variable display variation pattern of the first special diagram that can be selected by the game control microcomputer 101 will be described. As shown in FIG. 33, a variation pattern A determination table 103a2 is stored in the game storage unit 101c of the game control microcomputer 101.
[0238] The game control microcomputer 101 can select the variable display variation pattern of the first special diagram using the variation pattern A determination table 103a2. The variation pattern A determination table 103a2 is a table used when the first special diagram is variably displayed in the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state".
[0239] FIG. 36 is a diagram showing the content of the variable pattern A determination table 103a2. When using the variable pattern A determination table 103a2, the game control microcomputer 101 selects the type of variable pattern based on the result of the jackpot determination, the stop symbols of the special figure, the result of the reach determination, and the number of reserved special figures. As shown in FIG. 36, as the types of variable patterns, there are 10 types of variable patterns: "THP001A", "THP002A", "THP004A", "THP011A", "THP012A", "THP013A", "THP014A", "THP015A", "THP021A", and "THP022A". The game control microcomputer 101 selects the variable pattern at the selection ratio shown in FIG. 36.
[0240] Specifically, when the current game state is the "low probability low base b game state" and the result of the jackpot determination is "jackpot win", regardless of the stop symbols of the special figure, the result of the reach determination, and the number of reserved special figures, any one of the two types of variable patterns "THP001A" and "THP002A" is selected, and "THP001A" is selected at a ratio of 70% and "THP002A" is selected at a ratio of 30%. When "THP001A" is selected, the variable display time of the special figure is 120,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special figure is 100,000 ms, and "THP002A" is called "SP jackpot variation".
[0241] Also, when the current gaming state is the "low probability, low base b gaming state", the jackpot determination result is "loss", the stop symbol of the special symbol is the "loss a symbol" or "loss b symbol", and the reach determination result is "with reach", regardless of the number of special symbol holds, any one of the three variation patterns of "THP011A", "THP012A", and "THP013A" is selected, with "THP011A" selected at a rate of 10%, "THP012A" selected at a rate of 20%, and "THP013A" selected at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is referred to as "SPSP loss variation". When "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is referred to as "SP loss variation". When "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is referred to as "N loss variation".
[0242] Also, when the current gaming state is the "low probability, low base b gaming state", the jackpot determination result is "loss", the stop symbol of the special symbol is the "loss a symbol" or "loss b symbol", and the reach determination result is "without reach", if the number of special symbol holds is from "0" to "2", one variation pattern of "THP021A" is selected at a rate of 100%, and if the number of special symbol holds is from "3" to "4", one variation pattern of "THP022A" is selected at a rate of 100%. When "THP021A" is selected, the variable display time of the special symbol is 13,000 ms, and when "THP022A" is selected, the variable display time of the special symbol is 2,000 ms. "THP021A" and "THP022A" are referred to as "normal loss variation".
[0243] Also, when the current gaming state is the "low probability, low base a gaming state" and the jackpot determination result is "jackpot win", regardless of the stop symbol of the special symbol, the reach determination result, and the number of special symbol holds, one variation pattern of "THP004" is selected at a rate of 100%. When "THP004A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP004A" is referred to as "special jackpot variation".
[0244] Also, when the current gaming state is the "low probability low base a gaming state", the jackpot determination result is "loss", and the stopped symbol of the special figure is the "losing a symbol", regardless of the result of the reach determination and the number of special figure holds, one type of variation pattern of "THP014A" is selected at a rate of 100%. The variable display time of the special figure when "THP014A" is selected is 20,000 ms, and "THP014A" is referred to as "special loss A variation".
[0245] Also, when the current gaming state is the "low probability low base a gaming state", the jackpot determination result is "loss", and the stopped symbol of the special figure is the "losing b symbol", regardless of the result of the reach determination and the number of special figure holds, one type of variation pattern of "THP015A" is selected at a rate of 100%. The variable display time of the special figure when "THP015A" is selected is 20,000 ms, and "THP015A" is referred to as "special loss B variation".
[0246] In the second embodiment, the variation pattern A determination table 103a2 shown in FIG. 36 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in FIG. 14 may be used in combination.
[0247] Next, with reference to FIGS. 37 to 38, the special figure variation effects that can be executed by the effect control microcomputer 121 according to the variation pattern selected by the variation pattern A determination table 103a2 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect.
[0248] E-A. Normal variation "Normal variation" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since "normal variation" is performed first in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.
[0249] E-B. Reach "Reach" is an effect that may occur after "Normal Variation", and is an effect in which the left effect symbol EZ1 and the right effect symbol EZ3 stop and display with the same type of effect symbol. Since "Reach" may occur when the result of the jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played. Also, since "Reach" may develop into reach effects such as "N Reach", "SP Reach", "SPSP Reach", etc. afterwards, it also functions as an effect suggesting that a reach effect will be performed.
[0250] E-C. N Reach "N Reach" is an effect that may occur after "Reach" is established, and is a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decelerates. Since "N Reach" may occur when the result of the jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played.
[0251] E-D. RUSH Entry Inciting Variation "RUSH Entry Inciting Variation" is an effect that may occur in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 including the special symbol EZ2t described later are variably displayed. Since "RUSH Entry Inciting Variation" is performed first in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started. Also, since "RUSH Entry Inciting Variation" may occur when the result of the jackpot determination is "Jackpot Win", it also functions as an effect suggesting that a jackpot game may be played. Also, since "RUSH Entry Inciting Variation" may lead to a "Low Probability High Base Game State" without going through the jackpot game state afterwards, it also functions as an effect suggesting that a "Low Probability High Base Game State" may occur.
[0252] E-E. SP Reach "SP Reach" is an effect that may occur after "N Reach" and is a reach effect in which the protagonist character battles an enemy character. "SP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played.
[0253] E-F.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach" and is a reach effect in which the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when it develops from "SP Reach" to "SPSP Reach", it is more likely to have a jackpot game than when it does not develop from "SP Reach" to "SPSP Reach", so "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".
[0254] Next, with reference to FIG. 37, the effect flow of the special figure variation effect executed according to the variation pattern selected by the variation pattern A determination table 103a2 will be described. In each effect constituting the effect flow, the effect control microcomputer 121 can display an effect image on the display unit 50a and, in accordance with the display of the effect image, execute a light emission effect using the frame lamp 53 and the panel lamp 54 and a sound effect using the speaker 52.
[0255] As shown in FIG. 37(A), in the special figure variation effect where the variation pattern is "SPSP jackpot variation" or "SPSP loss variation", an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed.
[0256] Also, as shown in FIG. 37(B), in the special figure variation performance where the variation pattern is "SP big win variation" or "SP loss variation", the performance flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed.
[0257] Also, as shown in FIG. 37(C), in the special figure variation performance where the variation pattern is "N loss variation", the performance flow composed of "normal variation" → "reach" → "N reach" is executed.
[0258] Also, as shown in FIG. 37(D), in the special figure variation performance where the variation pattern is "normal loss variation", the performance flow composed of only "normal variation" is executed.
[0259] Also, as shown in FIG. 37(E), in the special figure variation performance where the variation pattern is "special big win variation", "special loss A variation", or "special loss B variation", the performance flow composed of only "RUSH entry excitement variation" is executed.
[0260] Next, the main performances executed in the special figure variation performance will be specifically described. In the special figure variation performance described below, the display of the hold icon HA is also carried out in parallel, but the illustration of the hold icon HA may be omitted.
[0261] First, "RUSH entry excitement variation" will be specifically described. The performance control microcomputer 121 can execute "RUSH entry excitement variation" in the special figure variation performance where the variation pattern is "special big win variation", "special loss A variation", or "special loss B variation".
[0262] Figures 38(A) to 38(E) are diagrams showing how the "RUSH entry excitement variation" is performed. When the special figure variation performance starts, as shown in Figure 38(A), an excitement band image G400 suggesting that it is the "RUSH entry excitement variation" is displayed on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a in the same way as in the "normal variation". After a predetermined time has elapsed, as shown in Figure 38(B), the left performance symbol EZ1 and the right performance symbol EZ3 stop and are displayed as the same type of performance symbol (here, the "5·↓·5" reach target), and the variation speed of the middle performance symbol EZ2 switches to a low speed. At this time, a special symbol EZ2t is added to the variably displayed middle performance symbol EZ2, and it is excited whether the special symbol EZ2t stops and is displayed as the middle performance symbol EZ2. The special symbol EZ2t is composed of including the character image G700 of "RUSH".
[0263] And when the variation pattern is the "special jackpot variation", as shown in Figure 38(C), the same type of performance symbol as the left and right performance symbols EZ1 and EZ3 stops and is displayed as the middle performance symbol EZ2, and it becomes a mode suggesting that a jackpot game is being played (here, the "5·5·5" triple), and the "RUSH entry excitement variation" ends. Also, when the variation pattern is the "special loss A variation", as shown in Figure 38(D), the special symbol EZ2t stops and is displayed as the middle performance symbol EZ2, and it becomes a mode suggesting that it enters the "low probability high base game state", and the "RUSH entry excitement variation" ends. Also, when the variation pattern is the "special loss B variation", as shown in Figure 38(E), it becomes a mode suggesting a loss (here, the "5·6·5" reach loss target), and the "RUSH entry excitement variation" ends.
[0264] <Consideration of the Second Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the second embodiment will be considered. First, the jackpot game in the "low probability high base game state" will be considered.
[0265] The "low-probability high-base game state" is a game state in which a game ball is more likely to win the second start port 12 than in the "low-probability low-base a game state" and the "low-probability low-base b game state". The probability of "small win selection" for the second start port 12 is "1 / 8", which is higher than "0", which is the probability of "small win selection" for the first start port 11.
[0266] Therefore, in the "low-probability high-base game state", it is easy to execute the "big win game X9" by the game ball passing through the specific area 16 in the small win game. That is to say, it can be said that the "low-probability high-base game state" is a game state in which a big win game is more likely to be executed than the "low-probability low-base a game state" and the "low-probability low-base b game state".
[0267] Next, consider the selection of the stop symbol of the first special symbol by the symbol A determination table 103c2.
[0268] In the symbol A determination table 103c2, four types of stop symbols, namely, "big win X4a symbol", "big win X4b symbol", "losing a symbol", and "losing b symbol", can be selected as the stop symbol of the first special symbol. And when the "losing a symbol" among the four types of stop symbols is selected, if the current game state is the "low-probability low-base a game state", the "low-probability high-base game state" is set without going through the big win game state (see Fig. 34).
[0269] That is to say, it can be said that the selection of the stop symbol of the first special symbol by the symbol A determination table 103c2 determines whether to enter the "low-probability high-base game state" without going through the big win game state.
[0270] Next, consider the relationship between the probability of changing from the "low-probability low-base a game state" to the "low-probability high-base game state" and the probability of changing from the "low-probability low-base b game state" to the "low-probability high-base game state".
[0271] In both the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state", the "losing a figure" may be selected as the stop figure of the first special figure by the symbol A determination table 103c2. In the "low-probability low-base a gaming state", when the "losing a figure" is selected, the "low-probability high-base gaming state" is always set. On the other hand, in the "low-probability low-base b gaming state", even if the "losing a figure" is selected, the "low-probability high-base gaming state" is not set (see Fig. 34).
[0272] That is, it can be said that the probability of changing from the "low-probability low-base a gaming state" to the "low-probability high-base gaming state" is higher than the probability of changing from the "low-probability low-base b gaming state" to the "low-probability high-base gaming state". Therefore, it can be said that the "losing a figure" that leads to the "low-probability high-base gaming state" is more likely to be selected by the symbol A determination table 103c2 in the "low-probability low-base a gaming state" than in the "low-probability low-base b gaming state".
[0273] <Effect of the Second Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the second embodiment will be described.
[0274] (6) When the pachinko gaming machine PY1 returns to the initial state by operating the initialization switch 119, the "low-probability low-base a gaming state" in which there is a possibility of changing to the "low-probability high-base gaming state" without going through the jackpot gaming state is set. Therefore, by the operation of the store clerk of the game parlor, the pachinko gaming machine PY1 can be set to a gaming state advantageous to the player, and it is possible to easily provide services to the game customers.
[0275] (7) In the "low-probability high-base gaming state", when the number of variable displays of the second special figure reaches the upper limit of 10 times, thereafter, the "low-probability low-base a gaming state" in which it is likely to return to the "low-probability high-base gaming state" is set. Therefore, even if the "low-probability high-base gaming state" ends, the disappointment of the player can be reduced and the interest of the game can be enhanced.
[0276] <Third Embodiment> Hereinafter, the third embodiment will be described with reference to FIGS. 39 to 40. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment, first embodiment, and second embodiment is also applicable to the third embodiment.
[0277] First, an effect that can be executed by the effect control microcomputer 121 in response to the launch effect command generated by the game control microcomputer 101 will be described.
[0278] E-G. Launch effect The "launch effect" is an effect that may be performed when the game ball is launched toward the game board 1, and is an effect in which a launch sound representing the launch of the game ball is output from the speaker 52d. The "launch effect" is performed in response to the launch effect command generated each time a launch ball command is input from the frame control unit 150, and thus functions as an effect suggesting that the game ball is being launched.
[0279] Next, the sound output in the "launch effect" will be specifically described. As shown in FIG. 39, launch sound data 124a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. When executing the "launch effect", the effect control microcomputer 121 can read voice data from the launch sound data 124a1 and output the launch sound from the speaker 52d.
[0280] FIG. 40(A) is a diagram showing the content of the launch sound data 124a1. As shown in FIG. 40(A), the launch sound data 124a1 includes main launch sound data a, main launch sound data b, sub-launch sound data a, and sub-launch sound data b.
[0281] The main launch sound data a is voice data representing the sound (for example, 'pashu') when the game ball is hit by the launch hammer HS1, and is voice data with a time from start to end of 200 ms. On the other hand, the main launch sound data b is voice data representing the sound when the game ball is hit by the launch hammer HS1, but is voice data representing a different sound (for example, 'bashu') from the main launch sound data a, and is voice data with a time from start to end of 200 ms.
[0282] Also, the sub-emission sound data a is voice data representing the reverberant sound of the main emission sound data a, and is voice data with a time from start to end of 400 ms. On the other hand, the sub-emission sound data b is voice data representing the reverberant sound of the main emission sound data b, and is voice data with a time from start to end of 400 ms.
[0283] When the performance control microcomputer 121 executes the "launch performance", it reads out the voice data in the order of main emission sound data → sub-emission sound data, and outputs the launch sound from the speaker 52d.
[0284] FIG. 40(B) is a time chart showing the flow when the launch sound is output from the speaker 52d. As described in the first embodiment, the launch operation of the game ball is performed every cycle (601 ms) from t1 to t6 (see FIG. 19), and each time, a launch ball command is generated (see FIG. 25). And since the "launch performance" is executed according to the launch performance command generated according to the launch ball command, here, the launch sound when the launch operation of the game ball is continuously performed, in other words, the launch sound when the "launch performance" is performed every 601 ms, is exemplified.
[0285] As shown in FIG. 40(B), when the launch operation of the game ball is continuously performed, the performance control microcomputer 121 inputs a launch performance command every 601 ms. When the launch performance command is input, first, the main emission sound data a or the main emission sound data b is read out, and the output of the voice "Pashu" or the voice "Bashu" starts from the speaker 52d. This voice ends after 200 ms, and then the sub-emission sound data a or the sub-emission sound data b is read out, and the output of the reverberant sound of the voice "Pashu" or the reverberant sound of the voice "Bashu" starts from the speaker 52d. This voice ends after 400 ms, and the output of the launch sound ends. After that, every time a new launch performance command is input, "Pashu" + reverberant sound or "Bashu" + reverberant sound is repeatedly output from the speaker 52d.
[0286] In this way, the output time of one emission sound is set shorter than the emission interval (601 ms) of the game balls actually emitted by the emission device, so that even if the game balls are continuously emitted, the emission sounds do not overlap with each other.
[0287] <Effects of the Third Embodiment> Hereinafter, the effects of the pachinko game machine PY1 described in the third embodiment will be described.
[0288] (8) Each time a game ball is emitted, audio data is read from the emission sound data 124a1, and the emission sound is output from the speaker 52d. Therefore, the operation of emitting a game ball can be produced, and the interest of the game can be enhanced.
[0289] (9) The emission sound output from the speaker 52d is composed of the sound when the game ball is hit by the emission hammer HS1 and the reverberation sound of that sound. Therefore, a realistic emission can be realized, and the interest of the game can be enhanced.
[0290] (10) Among the emission sounds output by the emission of one game ball, the output time of the sound when the game ball is hit by the emission hammer HS1 is shorter than the output time of the reverberation sound of that sound. Therefore, even if a plurality of game balls are continuously emitted, the player can be made to hear the sound of the game ball being hit in a lively manner, and the interest of the game can be enhanced.
[0291] (11) Since the emission sound output in the "emission effect" is output from the speaker 52d located below the game board 1 and close to the emission device HS, the emission sound can be made to seem like the actual sound of the game ball being emitted, and the interest of the game can be enhanced.
[0292] <Fourth Embodiment> Hereinafter, the fourth embodiment will be described with reference to FIGS. 41 to 43. Unless otherwise specified, the pachinko game machine PY1 of the above-described basic embodiment, first embodiment, second embodiment, and third embodiment is also applicable to the fourth embodiment.
[0293] First, an effect that can be executed by the effect control microcomputer 121 will be described according to the launch effect command generated by the game control microcomputer 101.
[0294] E-G-1. Launch effect The "launch effect" is an effect that may be performed when the game ball is launched toward the game board 1, and is an effect in which a launch sound representing the launch of the game ball is output from the speaker 52d. Since the "launch effect" is performed according to the launch effect command generated each time a launch ball command is input from the frame control unit 150, it functions as an effect suggesting that the game ball is being launched.
[0295] E-G-1-1. Normal launch effect The "normal launch effect" is a type of "launch effect" and is an effect performed when the game state is the "low probability low base b game state".
[0296] E-G-1-2. Special launch effect The "special launch effect" is a type of "launch effect" and is an effect performed when the game state is the "low probability low base a game state".
[0297] Next, the content of the "launch effect" will be specifically described. When the effect control microcomputer 121 inputs the launch effect command generated by the game control microcomputer 101, it can execute the "launch effect".
[0298] As shown in FIG. 41, a launch effect selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the launch effect selection table 123a1, the effect control microcomputer 121 can select whether to execute the "launch effect", and if the "launch effect" is to be executed, which of the "normal launch effect" and the "special launch effect" to execute.
[0299] FIG. 42 is a diagram showing the contents of the launch effect selection table 123a1. The effect control microcomputer 121 refers to the current game state and whether it is before or after a game ball wins a prize at the first start port 11, and selects whether to execute the "launch effect", and if the "launch effect" is to be executed, which of the "normal launch effect" and the "special launch effect" is to be executed.
[0300] Specifically, when the current game state is the "low probability low base a game state" and it is before a game ball wins a prize at the first start port 11, the execution of the "special launch effect" is selected at a rate of 100%, and the execution of the "normal launch effect" is not selected.
[0301] Also, when the current game state is the "low probability low base a game state" and it is after a game ball wins a prize at the first start port 11, the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0302] Also, when the current game state is the "low probability low base b game state", regardless of the winning situation of a game ball at the first start port 11, the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0303] Also, when the current game state is the "low probability high base game state" or the big win game state, regardless of the winning situation of a game ball at the first start port 11, the non-execution of the "launch effect" is selected at a rate of 100%, and the execution of neither the "normal launch effect" nor the "special launch effect" is selected.
[0304] That is, it is set so that the "special launch effect" can be performed only in the "low probability low base a game state", and it can be said that the "special launch effect" suggests that it is the "low probability low base a game state". Also, it is set so that the "launch effect" is not performed only in the "low probability high base game state" and the big win game state where the game is played with "right hitting", and it can be said that the "launch effect" suggests the game with "left hitting".
[0305] When the performance control microcomputer 121 executes the "launch performance", it executes the "normal launch performance" or the "special launch performance" according to the selection result by the launch performance selection table 123a1. Note that the selection ratio indicated by the launch performance selection table 123a1 can be changed as appropriate.
[0306] Figures 43(A) to 43(D) are diagrams showing the state in which the "launch performance" is performed. Here, the case where the "launch performance" is performed in the "low-probability low-base a gaming state" after the "low-probability high-base gaming state" ends is illustrated.
[0307] When the "low-probability high-base gaming state" of playing with "right hitting" ends and the "low-probability low-base a gaming state" of playing with "left hitting" is set, the player operates the handle 72k to return from "right hitting" to "left hitting" and aims at the first start port 11 to launch the game ball. As described above, in the "low-probability low-base a gaming state", it is determined whether to enter the "low-probability high-base gaming state" without going through the jackpot gaming state. When the "losing b symbol" is selected as the stop symbol of the first special symbol by the symbol A determination table 103c2, the "low-probability low-base b gaming state" is set. On the other hand, when the "losing a symbol" is selected as the stop symbol of the first special symbol, the "low-probability high-base gaming state" is set again.
[0308] Until the first game ball wins the first start port 11 (until the variable display of the first special symbol starts) after entering the "low-probability low-base a gaming state", the customer waiting performance mode is set. As shown in Figure 43(A), the non-varying display performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a. At this time, an image (here, the character image of "Aim!") instructing to aim at the first start port 11 is displayed on the display unit 50a.
[0309] Then, in the "low-probability, low-base a gaming state", when the player operates the handle 72k aiming at the first start port 11, the game ball is sent to the firing position by the sending and transferring member TS1 of the ball feeding device TS, and the game ball at the firing position is fired toward the game area 6 where the first start port 11 is arranged by the operation of the firing hammer HS1 of the firing device HS. At this time, in response to the output of the firing effect command from the main control unit 100, a "special firing effect" is performed as the "firing effect".
[0310] In the "special firing effect", as shown in FIG. 43(B), a firing sound composed of the sound "bashu" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in red for a predetermined time (for example, 0.4 seconds), suggesting that it is a game ball that may return to the "low-probability, high-base gaming state". Thereafter, until the first game ball wins the first start port 11 in the "low-probability, low-base a gaming state", in other words, until the right to determine whether to enter the "low-probability, high-base gaming state" occurs, each time the firing effect command is output from the main control unit 100, the "special firing effect" is repeatedly performed.
[0311] Then, when the game ball wins the first start port 11, as shown in FIG. 43(C), the "RUSH entry exciting variation" of the special figure variation effect is performed. During the execution of the "RUSH entry exciting variation", in response to the output of the firing effect command from the main control unit 100, a "normal firing effect" is performed as the "firing effect".
[0312] In the "normal firing effect", as shown in FIG. 43(D), a firing sound composed of the sound "pashu" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in white for a predetermined time (for example, 0.4 seconds). Thereafter, each time the firing effect command is output from the main control unit 100, the "normal firing effect" is repeatedly performed.
[0313] Then, when the "losing a symbol" is selected as the stop symbol of the first special figure by the symbol A determination table 103c2 and the "low probability high base game state" is set, thereafter, even if a launch effect command is output from the main control unit 100, the "launch effect" is not performed.
[0314] On the other hand, when the "losing b symbol" is selected as the stop symbol of the first special figure by the symbol A determination table 103c2 and the "low probability low base b game state" is set, thereafter, each time a launch effect command is output from the main control unit 100, the "normal launch effect" is performed.
[0315] <Effects of the Fourth Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the fourth embodiment will be described.
[0316] (12) Only in the "low probability low base a game state" where there is a possibility of entering the "low probability high base game state" without going through the jackpot game state, as the "launch effect" performed in response to the launch of the game ball, a "special launch effect" in which the launch sound and the lighting color of the panel lamp 54 are different from normal is performed. Therefore, the "special launch effect" can suggest to the player that the game ball is being launched in a game state advantageous to the player, and it is possible to enhance the interest of the game.
[0317] (13) In the "low probability low base a game state", when a game ball wins the first start port 11 where the right to determine whether to enter the "low probability high base game state" occurs, as the "launch effect" performed in response to the launch of the game ball, the "normal launch effect" instead of the "special launch effect" is performed. Therefore, the "normal launch effect" can suggest that the right to determine whether to enter the "low probability high base game state" has occurred, and it is possible to enhance the interest of the game.
[0318] When the production control unit 120 inputs the launch production command output by the main control unit 100, if the gaming state is the "low-probability low-base a gaming state" where there is a possibility of the gaming state changing to the "low-probability high-base gaming state" without going through the big win gaming state, the production control unit 120 performs a "special launch production". On the other hand, if it is the "low-probability low-base b gaming state" where there is no possibility of changing to the "low-probability high-base gaming state" without going through the big win gaming state, the production control unit 120 performs a "normal launch production". Therefore, the main control unit 100 can realize the "launch production" according to the gaming state only by outputting the same command to the production control unit 120 regardless of the gaming state, and it is possible to enhance the interest of the game.
[0319] (15) When the production control unit 120 inputs the launch production command output by the main control unit 100, if it is during the customer waiting production mode where the production symbols EZ1, EZ2, and EZ3 are stopped and displayed, the production control unit 120 performs a "special launch production". On the other hand, if it is during the execution of the "RUSH entry excitement variation" as the special figure variation production, the production control unit 120 performs a "normal launch production". Therefore, the main control unit 100 can realize the "launch production" according to the production content being executed only by outputting the same command to the production control unit 120 regardless of the gaming state, and it is possible to enhance the interest of the game.
[0320] <Fifth Embodiment> Hereinafter, the fourth embodiment will be described with reference to FIGS. 44 to 46. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment, first embodiment, second embodiment, and third embodiment is also applicable to the fifth embodiment.
[0321] First, the productions executable by the production control microcomputer 121 will be described according to the launch production command generated by the game control microcomputer 101.
[0322] E-G-2. Launch Production "Launch effect" is an effect that may be performed when a game ball is launched toward the game board 1, and is an effect in which a launch sound representing the launch of the game ball is output from the speaker 52d. Since the "launch effect" is performed according to the launch effect command generated each time a launch ball command is input from the frame control unit 150, it functions as an effect suggesting that a game ball is being launched.
[0323] E-G-2-1. Normal launch effect "Normal launch effect" is a type of "launch effect", and is an effect performed when the game state is the "low probability low base a game state" and the "low probability low base b game state", in other words, the game state in which the game is played with "left hitting".
[0324] E-G-2-2. Special launch effect "Special launch effect" is a type of "launch effect", and is an effect performed when the game state is the "low probability high base game state" and the jackpot game state, in other words, the game state in which the game is played with "right hitting".
[0325] Next, the content of the "launch effect" will be specifically described. When the effect control microcomputer 121 inputs the launch effect command generated by the game control microcomputer 101, it can execute the "launch effect".
[0326] As shown in FIG. 44, a launch effect selection table 123a2 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether to execute the "normal launch effect" or the "special launch effect" as the "launch effect" using the launch effect selection table 123a2.
[0327] FIG. 45 is a diagram showing the content of the launch effect selection table 123a2. The effect control microcomputer 121 refers to the current game state and selects whether to execute the "normal launch effect" or the "special launch effect" as the "launch effect".
[0328] Specifically, when the current gaming state is the "low-probability low-base a gaming state" or the "low-probability low-base b gaming state", the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0329] Also, when the current gaming state is the "low-probability high-base gaming state" or the jackpot gaming state, the execution of the "special launch effect" is selected at a rate of 100%, and the execution of the "normal launch effect" is not selected.
[0330] That is, it is set so that the "special launch effect" can be performed only in the "low-probability high-base gaming state" and the jackpot gaming state. It can be said that the "special launch effect" suggests a game of "right-handed hitting". Also, it is set so that the "normal launch effect" can be performed only in the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state". It can be said that the "normal launch effect" suggests a game of "left-handed hitting".
[0331] When the effect control microcomputer 121 executes the "launch effect", it executes the "normal launch effect" or the "special launch effect" according to the selection result by the launch effect selection table 123a2. Note that the selection rate indicated by the launch effect selection table 123a2 can be changed as appropriate.
[0332] Figures 46(A) to 46(B) are diagrams showing how the "launch effect" is performed. In the "low-probability low-base a gaming state" or the "low-probability low-base b gaming state" where the game is played with "left-handed hitting", the player operates the handle 72k to perform "left-handed hitting" and aims at the first start port 11 to launch the game ball.
[0333] Then, when the player operates the handle 72k aiming at the first start port 11 in the "low probability low base a game state" or "low probability low base b game state", the game ball is sent to the firing position by the delivery transfer member TS1 of the ball delivery device TS, and the game ball at the firing position is fired toward the game area 6 where the first start port 11 is arranged by the operation of the firing hammer HS1 of the firing device HS. At this time, in response to the output of the firing effect command from the main control unit 100, the "normal firing effect" is performed as the "firing effect".
[0334] In the "normal firing effect", as shown in FIG. 46(A), a firing sound composed of the sound "Pashu" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in white for a predetermined time (for example, 0.4 seconds). After that, each time the firing effect command is output from the main control unit 100, the "normal firing effect" is repeatedly performed.
[0335] When a jackpot is won in the "low probability low base a game state" or "low probability low base b game state", a jackpot game state of playing the game with a "right hit" is set, and the player operates the handle 72k to change from a "left hit" to a "right hit" and fires the game ball aiming at the first big winning port 14.
[0336] Then, in the jackpot game state, when the player operates the handle 72k aiming at the first big winning port 14, the game ball is sent to the firing position by the delivery transfer member TS1 of the ball delivery device TS, and the game ball at the firing position is fired toward the game area 6 where the first big winning port 14 is arranged by the operation of the firing hammer HS1 of the firing device HS. At this time, in response to the output of the firing effect command from the main control unit 100, the "special firing effect" is performed as the "firing effect".
[0337] In the "special firing effect", as shown in FIG. 46(B), a firing sound composed of the sound "Bashu" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in red for a predetermined time (for example, 0.4 seconds). After that, each time the firing effect command is output from the main control unit 100, the "special firing effect" is repeatedly performed.
[0338] Then, when the jackpot gaming state ends and the "low-probability high-base gaming state" is set, even after that, in response to the launch effect command being output from the main control unit 100, a "special launch effect" is performed as the "launch effect".
[0339] <Effect of the Fifth Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the fifth embodiment will be described.
[0340] (16) Only in the "low-probability high-base gaming state" and the jackpot gaming state where the game is played with "right hitting", as the "launch effect" performed in response to the launch of the game ball, a "special launch effect" in which the launch sound and the lighting color of the panel lamp 54 are different from normal is performed. Therefore, the "special launch effect" can suggest that the game ball is being launched in a special gaming state, and it is possible to enhance the interest of the game.
[0341] (17) When the effect control unit 120 inputs the launch effect command output by the main control unit 100, if the gaming state is a gaming state where the game is played with "right hitting", the effect control unit 120 performs the "special launch effect", while if the gaming state is a gaming state where the game is played with "left hitting", the effect control unit 120 performs the "normal launch effect". Therefore, the main control unit 100 can realize the "launch effect" corresponding to the gaming state only by outputting the same command to the effect control unit 120 regardless of the gaming state, and it is possible to enhance the interest of the game.
[0342] <Sixth Embodiment> Hereinafter, the sixth embodiment will be described with reference to FIGS. 47 to 49. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment, first embodiment, second embodiment, and third embodiment is also applicable to the sixth embodiment.
[0343] First, the effects that the effect control microcomputer 121 can execute in response to the launch effect command generated by the game control microcomputer 101 will be described.
[0344] E-G-3. Launch performance The "launch performance" is an effect that may be performed when the game ball is launched toward the game board 1, and is an effect in which a launch sound representing the launch of the game ball is output from the speaker 52d. Since the "launch performance" is performed according to the launch performance command generated each time a launch ball command is input from the frame control unit 150, it functions as an effect suggesting that the game ball is being launched.
[0345] E-G-3-1. Normal launch performance The "normal launch performance" is a type of "launch performance", and is an effect that is performed when the game state is in the "low probability high base game state" and the jackpot game state.
[0346] E-G-3-2. Special launch performance The "special launch performance" is a type of "launch performance", and is an effect that is performed when the game state is in the "low probability high base game state" and a minor win game is being played.
[0347] Next, the content of the "launch performance" will be specifically described. When the microcomputer 121 for effect control inputs the launch performance command generated by the microcomputer 101 for game control, it can execute the "launch performance".
[0348] As shown in FIG. 47, a launch performance selection table 123a3 is stored in the effect storage unit 121b of the microcomputer 121 for effect control. Using the launch performance selection table 123a3, the microcomputer 121 for effect control can select whether to execute the "launch performance", and if the "launch performance" is to be executed, which of the "normal launch performance" and the "special launch performance" to execute.
[0349] FIG. 48 is a diagram showing the content of the launch performance selection table 123a3. The microcomputer 121 for effect control refers to the current game state, whether a minor win game is being executed, and whether the game ball has passed before or after the specific area 16, and selects whether to execute the "launch performance", and if the "launch performance" is to be executed, which of the "normal launch performance" and the "special launch performance" to execute.
[0350] Specifically, when the current game state is the "low probability high base game state" and during the execution of a small win game, if it is before the game ball passes through the specific area 16, the execution of the "special launch effect" is selected at a rate of 100%, the execution of the "normal launch effect" is not selected, and if it is after the game ball passes through the specific area 16, the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0351] Also, when the current game state is the "low probability high base game state" and during the non-execution of a small win game, the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0352] Also, when the current game state is the big win game state, the execution of the "normal launch effect" is selected at a rate of 100%, and the execution of the "special launch effect" is not selected.
[0353] Also, when the current game state is the "low probability low base a game state" or the "low probability low base b game state", the non-execution of the "launch effect" is selected at a rate of 100%, and neither the execution of the "normal launch effect" nor the "special launch effect" is selected.
[0354] That is, it is set such that the "special launch effect" can be performed only during the execution of a small win game in the "low probability high base game state", and it can be said that the "special launch effect" suggests that a small win game is being executed. Also, it is set such that the "launch effect" is performed only in the "low probability high base game state" and the big win game state where the game is played with a "right hit", and it can be said that the "launch effect" suggests the game with a "right hit".
[0355] When the effect control microcomputer 121 executes the "launch effect", it executes the "normal launch effect" or the "special launch effect" according to the selection result by the launch effect selection table 123a3. Note that the selection ratio indicated by the launch effect selection table 123a3 can be appropriately changed.
[0356] Figs. 49(A) to 49(C) are diagrams showing how the "launch effect" is performed. Here, an example is given of the case where the "launch effect" is performed in the "low-probability high-base game state".
[0357] When the jackpot game state of playing by "right hitting" ends and the "low-probability high-base game state" is set, the player operates the handle 72k to continue "right hitting" and aims at the second start port 12 to launch the game ball. As described above, in the "low-probability high-base game state", a small win game can be played. When the "small win A symbol" is selected as the stop symbol of the second special figure by the symbol A determination table 103c2, the small win game is executed.
[0358] Then, in the "low-probability high-base game state", when the player operates the handle 72k aiming at the second start port 12, the game ball is sent to the launch position by the delivery transfer member TS1 of the ball feeding device TS, and the game ball at the launch position is launched toward the game area 6 where the second start port 12 is arranged by the operation of the launch hammer HS1 of the launch device HS. At this time, in response to the output of the launch effect command from the main control unit 100, the "normal launch effect" is performed as the "launch effect".
[0359] In the "normal launch effect", as shown in Fig. 49(A), a launch sound composed of the sound "Pash" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in white for a predetermined time (for example, 0.4 seconds). Thereafter, each time the launch effect command is output from the main control unit 100, the "normal launch effect" is repeatedly performed.
[0360] Then, when the "Small Hit A Symbol" is selected as the stop symbol of the second special figure by the symbol A determination table 103c2 and the small hit game starts, as shown in FIG. 49(B), an image (here, the character image of "Aim at V!") instructing to aim at the specific area 16 in the second large winning opening 15 is displayed on the display unit 50a. After that, in response to the output of the firing effect command from the main control unit 100, a "special firing effect" is performed as the "firing effect".
[0361] In the "special firing effect", as shown in FIG. 49(C), a firing sound composed of a sound of "bashu" and a reverberation sound is output from the speaker 52d, and the panel lamp 54 lights up in red for a predetermined time (for example, 0.4 seconds), suggesting that it is a game ball during the execution of the small hit game, in other words, a game ball that may pass through the specific area 16. After that, until the small hit game ends or until the game ball passes through the specific area 16, each time the firing effect command is output from the main control unit 100, the "special firing effect" is repeatedly performed.
[0362] And even when the "low probability high base game state" continues without the game ball passing through the specific area 16 during the execution of the small hit game, or even when the game ball passes through the specific area 16 during the execution of the small hit game and the big hit game state is set, after that, each time the firing effect command is output from the main control unit 100, a "normal firing effect" is performed.
[0363] <Effects of the Sixth Embodiment> Hereinafter, the effects of the pachinko game machine PY1 described in the sixth embodiment will be described.
[0364] (18) Only during the execution of the small hit game in a state where the game ball can pass through the specific area 16, which is an opportunity for executing the big hit game, as the "firing effect" performed in response to the firing of the game ball, a "special firing effect" in which the firing sound and the lighting color of the panel lamp 54 are different from normal is performed. Therefore, the "special firing effect" can suggest that the game ball is being fired in a state that can be an opportunity for executing the big hit game, and it is possible to enhance the interest of the game.
[0365] (19) During the execution of the small-win game, when the game ball passes through the specific area 16 that triggers the execution of the big-win game, as the "launch effect" performed in response to the launch of the game ball, the "normal launch effect" rather than the "special launch effect" is performed. Therefore, the "normal launch effect" can suggest the occurrence of the big-win game state and enhance the interest of the game.
[0366] <Modification Examples of the Basic Embodiment, First Embodiment, Second Embodiment, Third Embodiment, Fourth Embodiment, Fifth Embodiment, and Sixth Embodiment> Hereinafter, modification examples of the pachinko gaming machine PY1 described in the basic embodiment, first embodiment, second embodiment, third embodiment, fourth embodiment, fifth embodiment, and sixth embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiments and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0367] In the first embodiment, the launch ball command output from the frame control unit 150 is output to the main control unit 100 when the delivery sensor SE6 is turned off by the operation of the transfer member TS1 of the ball feeder TS, in other words, when the game ball is sent to the launch position. However, the trigger for outputting the launch ball command is not limited to this. For example, a sensor for detecting the game ball actually launched by the launch hammer HS1 may be provided, and the launch ball command may be output to the main control unit 100 when the detection of the sensor becomes ON.
[0368] Also, in the third embodiment, the launch sound output from the speaker 52d in the "launch effect" is a sound imitating the sound ('pash', 'bashu') when the game ball is hit by the launch hammer HS1, but it does not have to be a sound imitating the sound when the game ball is hit by the launch hammer HS1.
[0369] Also, in the third embodiment, the firing sound output in the "firing effect" is output from the speaker 52d provided below the game board 1. However, instead of or in addition to the speaker 52d, it may be output from the speakers 52, 52 provided above.
[0370] Also, in the fourth, fifth, and sixth embodiments, the effect mode of the "firing effect" is such that the firing sound is output from the speaker 52d and the panel lamp 54 lights up in white or red. However, the effect mode is not limited to this. For example, instead of or in addition to the output of the firing sound and the lighting of the panel lamp, a predetermined image may be displayed on the display unit 50a.
[0371] Also, in the fourth embodiment, when a firing effect command is generated after a winning of the first game ball in the "low probability low base a game state" into the first start port 11 (when the game ball is fired), the "normal firing effect" is performed. In other words, the "special firing effect" is prohibited. However, only a part of the "special firing effect" may be performed to limit the execution of the "special firing effect". For example, only the output of the firing sound from the speaker 52d may be prohibited and only the lighting of the panel lamp 54 in red may be performed.
[0372] Also, in the fourth embodiment, the "normal firing effect" in the "low probability low base a game state" is performed after a winning of the first game ball in the "low probability low base a game state" into the first start port 11. In other words, after a winning of one game ball in the "low probability low base a game state" into the first start port 11. However, it may be performed after a winning of two or more game balls in the "low probability low base a game state" into the first start port 11.
[0373] Also, in the fifth embodiment, in the "low probability low base a gaming state" or "low probability low base b gaming state", every time a firing effect command is output from the main control unit 100, a "normal firing effect" is always performed. However, even when a firing effect command is output from the main control unit 100, there may be a period during which the "normal firing effect" is not performed. For example, during the reach effect in the special figure variation effect, even if a firing effect command is output from the main control unit 100, the "normal firing effect" may not be performed.
[0374] Also, in the fifth embodiment, in the "low probability low base a gaming state" or "low probability low base b gaming state", every time a firing effect command is output from the main control unit 100, a "normal firing effect" is always performed. However, when a firing effect command is output from the main control unit 100, there may be a period during which the "normal firing effect" is restricted. For example, during the reach effect in the special figure variation effect, when a firing effect command is output from the main control unit 100, the output of the firing sound from the speaker 52d may be prohibited, and only the lighting of the panel lamp 54 may be performed.
[0375] Also, in the sixth embodiment, when a firing effect command is generated after a game ball passes through the specific area 16 during the execution of a small win game (when the game ball is fired), a "normal firing effect" is performed. In other words, the "special firing effect" is prohibited. However, only a part of the "special firing effect" may be performed to restrict the execution of the "special firing effect". For example, only the output of the firing sound from the speaker 52d may be prohibited, and only the lighting of the panel lamp 54 in red may be performed.
[0376] In the basic embodiment, the normal background image G102 is displayed in both the "low-probability low-base game state" and the "high-probability low-base game state". However, different backgrounds may be displayed in the "low-probability low-base game state" and the "high-probability low-base game state". For example, in the "high-probability low-base game state", a background including an image suggesting a high-probability state may be displayed.
[0377] In the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a in parallel with the variable display of the special figure. However, other symbols may be variably displayed on the display unit 50a in parallel with the effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable that the size of the other symbols is smaller than the size of the effect symbols EZ1, EZ2, and EZ3.
[0378] In the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special figure. However, other symbols may be variably displayed on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, dedicated LEDs for variably displaying other symbols may be installed on the game board 1, and the dedicated LEDs may blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0379] In the basic embodiment, the first special figure and the second special figure are not variably displayed simultaneously, and only one of them is variably displayed. However, the first special figure and the second special figure may be variably displayed simultaneously.
[0380] In the basic embodiment, the progress of the game and the effect are controlled by separate control units. However, the progress of the game and the effect may be controlled by one control unit. For example, both the progress of the game and the effect may be controlled only by the main control unit 100.
[0381] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as volleyball machines, sparrow ball gaming machines, and smart pachinko machines (regulated gaming machines).
[0382] <The inventions disclosed in the First Embodiment, Second Embodiment, Third Embodiment, Fourth Embodiment, Fifth Embodiment, and Sixth Embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following Inventions A to D are disclosed. In the descriptions of Inventions A to D, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned inventions are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that Invention A is a general term for the following Inventions A1 to A4, Invention B is a general term for the following Inventions B1 to B3, Invention C is a general term for the following Inventions C1 to C3, and Invention D is a general term for the following Inventions D1 to D3.
[0383] The gaming machine according to Invention A1 is a game board (game board 1) through which game balls can flow down, launching means (launching device HS, ball feeding device TS, launching rail HR) capable of launching game balls toward the game board, sound output means (speaker 52d) capable of outputting sound, and effect execution means (effect control microcomputer 121) capable of executing an effect using the sound output means, and is characterized in that the effect execution means is capable of outputting a specific sound (launch sound) from the sound output means when a game ball is launched by the launching means, and the specific sound includes a first sound (sound of main launch sound data a, sound of main launch sound data b) and a second sound (reverberation sound of sub - launch sound data a, reverberation sound of sub - launch sound data b) representing the reverberation sound of the first sound.
[0384] The gaming machine according to Invention A2 is the gaming machine according to Invention A1, and Both the launching means and the sound output means are provided below the game board. This is the gist of the invention.
[0385] The gaming machine according to Invention A3 is a gaming machine according to Invention A1 or Invention A2, wherein the first sound is a sound representing the launch of a game ball. This is the gist of the invention.
[0386] The gaming machine according to Invention A4 is a gaming machine according to Invention A3, wherein the output time of the first sound (200 ms) is shorter than the output time of the second sound (400 ms). This is the gist of the invention.
[0387] The gaming machine according to Invention B1 is provided with winning openings (first starting opening 11, second starting opening 12) into which game balls can enter, launching means (launching device HS, ball feeding device TS, launching rail HR) capable of launching game balls, game control means (game control microcomputer 101) for setting a game state based on the entry of a game ball into the winning opening, and effect execution means (effect control microcomputer 121) capable of executing a predetermined effect, wherein the game state includes a special state (low probability low base a game state), and the effect execution means is capable of executing a specific launch effect (special launch sound effect) when a game ball is launched by the launching means in the special state. This is the gist of the invention.
[0388] The gaming machine according to Invention B2 is a gaming machine according to Invention B1, wherein the game state includes a specific state (low probability high base game state) in which game balls are more likely to enter the winning opening than in the special state, and the game control means When a game ball enters the winning opening in the special state, it is possible to perform a special determination as to whether or not to set the specific state (selection of the stop symbol of the special drawing according to the symbol A determination table 103c2). It is characterized by this.
[0389] The gaming machine according to Invention B3 is a gaming machine according to Invention B2, wherein the effect execution means limits the execution of the specific launch effect when a predetermined number of game balls enter the winning opening in the special state. It is characterized by this.
[0390] The gaming machine according to Invention C1 is provided with a launch means (launch device HS, ball feeder TS, launch rail HR) capable of launching a game ball, a first control means (frame control microcomputer 151) capable of counting the number of launchable game balls, a second control means (game control microcomputer 101) capable of controlling the game, and a third control means (effect control microcomputer 121) capable of controlling the effect, wherein the first control means is capable of outputting a first command (launch ball command) related to the launch of a game ball to the second control means when a game ball is launched by the launch means, wherein the second control means is capable of outputting a second command (launch effect command) related to the launch of a game ball to the third control means based on the input of the first command, wherein the third control means is capable of controlling a specific effect (launch effect) based on the input of the second command. It is characterized by this.
[0391] The gaming machine according to Invention C2 is a gaming machine according to Invention C1, wherein the second control means It is possible to set a plurality of game states including a first game state (low probability low base a game state) and a second game state (low probability low base b game state). Regardless of which game state of the first game state and the second game state is set, a common command (launch effect command) is output as the second command. The third control means When the common command is input when the first game state is set and when the common command is input when the second game state is set, different modes of effects (normal launch effect, special launch effect) can be controlled as the specific effect. It is characterized by this.
[0392] The gaming machine according to Invention C3 is a gaming machine according to Invention C1, wherein the second control means can set a plurality of game states including a specific game state (low probability low base a game state), and the third control means when the specific game state is set, there are cases of controlling a first effect (customer waiting effect) and controlling a second effect (RUSH entry excitement variation) different from the first effect. When the second command is input while controlling the first effect and when the second command is input while controlling the second effect, different modes of effects (normal launch effect, special launch effect) can be controlled as the specific effect. It is characterized by this.
[0393] The gaming machine according to Invention D1 has a feeding means (ball feeding device TS) that performs a feeding operation of sending out a game ball to a predetermined launch position, a launching means (launching device HS) that performs a launching operation of launching the game ball at the launch position, a feeding detection means (feeding sensor SE6) that detects the game ball sent to the launch position, Control means (frame control microcomputer 151) capable of counting the number of launchable game balls, The launching means, is capable of performing the launching operation in response to the sending operation being performed, The control means, reduces the number of launchable game balls in response to a game ball being detected by the sending detection means, which is characterized by this.
[0394] The gaming machine according to Invention D2 is, a gaming machine according to Invention D1, further comprising operation means (handle 72k, touch sensor SE0) capable of performing a launching operation for causing the launching operation to be performed, The sending means, is capable of performing the sending operation when the launching operation is being performed, The launching means, even if the launching operation stops after the sending operation is performed, launches the game ball sent to the launching position by the sending operation, which is characterized by this.
[0395] The gaming machine according to Invention D3 is, a gaming machine according to Invention D1 or Invention D2, further comprising non-arrival detection means (foul ball sensor SE2) for detecting that the game ball launched by the launching means has not reached a predetermined position (game area 6), The control means, increases the number of launchable game balls in response to a game ball being detected by the non-arrival detection means, which is characterized by this.
Explanation of Signs
[0396] 1... game board 6... game area 11... first start port 12... second start port 50... image display device 50a... display unit 52,52d… Speaker 54… Board lamp 72k… Handle 101… Game control microcomputer 103c2… Symbol A determination table 121… Performance control microcomputer 123a1,123a2,123a3… Launch performance selection table 124a1… Launch sound data 151… Frame control microcomputer 154a1… Holding ball counter HR… Launch rail HS… Launch device SE0… Touch sensor SE2… Foul ball sensor SE6… Delivery sensor TS… Ball feeder
Claims
【Claim 1】 A game board on which game balls can flow down, Launching means capable of launching game balls toward the game board, Sound output means capable of outputting sound, Effect execution means capable of executing an effect using the sound output means, and comprising: The effect execution means When a game ball is launched by the launching means, is capable of outputting a specific sound from the sound output means, The specific sound includes a first sound and a second sound, A gaming machine characterized by the above.
Citation Information
Patent Citations
Pinball game machine
JP2006087756A