Game machine
The gaming machine addresses the lack of engaging features in conventional gaming machines by incorporating a winning opening, launching mechanism, game control system, and effect execution system, resulting in enhanced player interest and engagement.
Patent Information
- Application Number
- JP2023196530
- 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 the interest of the game, leading to decreased player engagement.
A gaming machine equipped with a winning opening, a launching mechanism, a game control system for setting game states, and an effect execution system that provides specific launching effects during special game states.
The implementation of the gaming machine's features significantly enhances the interest of the game by providing engaging effects, thereby increasing player engagement and enjoyment.
Smart Images

Figure 2025082946000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine.
Background Art
[0002] In conventional gaming machines, 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 in 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 gaming machines, various sounds are output from the speakers during the game. In the gaming machine of Patent Document 1 below, an effect firing sound is output separately from the mechanical sound generated with the firing of the game ball.
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, an improvement in the interest of the game can be expected.
[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 winning opening into which a game ball can be inserted, a launching means capable of launching a game ball, a game control means for setting a game state based on the insertion of a game ball into the winning opening, and an effect execution means capable of executing a predetermined effect. The game state includes a special state, and the effect execution means is capable of executing a specific launching effect when a game ball is launched by the launching means in the special state.
Advantages of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the interest of the game through effects.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
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 simplicity of description, the name of information, signal, physical quantity, member, etc. corresponding to a symbol or code may be omitted or abbreviated by writing the symbol or code referring to the information, signal, physical quantity, member, etc. Further, if there is an arbitrary flowchart described later, in that flowchart, the plurality of processes in an arbitrary 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 the 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 the front view) for the 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] Further, the front door 23 includes an upper plate 34 for storing game balls and a handle 72k for launching the game balls onto the game board 1. The upper plate 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. By operating the handle 72k by the player, the game balls stored in the upper plate 34 are launched onto the game board 1.
[0015] Further, the front door 23 includes 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) and sound effects. 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. Further, the frame movable body 58k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than the up and down movement.
[0016] In addition, the front door 23 is provided with a normal button 40 operable by the 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 pressing surface, a lever having a gripping 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 through which a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) for changing the flowing direction of the game ball are installed, and a winning device through 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 for detecting 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 to the upper tray 34. Further, when a game ball enters the first starting port 11, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination 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 to the upper tray 34. Further, when a game ball enters the second starting port 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination in the same manner as when a game ball enters the first starting port 11. Different from the first starting port 11, the second starting port 12 includes an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the opening / closing member 12k using the opening / closing solenoid to set it to either a closed state (closed mouth state) where game balls do not enter or have difficulty entering the second starting port 12, or an open state (open state) where game balls are more likely to enter the second starting port 12 than in the closed state.
[0021] The gate 13 is installed at the right part 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 receive a hit determination 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 to 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 in the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as bonus balls onto the upper tray 34. The first major winning opening 14 includes 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 in the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as bonus balls onto the upper tray 34. The second major winning opening 15 includes 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 in the pachinko gaming machine PY1, a predetermined number (for example, 5) of game balls are paid out as bonus 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 did not win 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, etc. 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 indicators 8 for notifying the state of the pachinko game machine PY1. The indicators 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 game machine PY1 notifies the player of the game state of the pachinko game 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 a combination of lighting, blinking, and extinguishing of the plurality of LEDs.
[0028] 3. Basic Game Next, the basic game of the pachinko game machine PY1 will be described. The pachinko game 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 game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game 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 jackpot determination is, for example, a random number value, and the pachinko gaming machine PY1 makes a jackpot determination based on the acquired random number value. The jackpot determination is to determine whether to conduct a jackpot game. If a jackpot game is conducted, it is regarded as a jackpot win; if a minor win game is conducted, it is regarded as a minor win; and if neither a jackpot game nor a minor win game is conducted, it is regarded as a loss.
[0031] When the pachinko gaming machine PY1 makes a jackpot determination by the winning of a game ball in 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 gaming machine PY1 performs a stop display of the first special figure in a mode indicating the result of the jackpot determination. As the mode of the stop display of the first special figure, there are a mode indicating a jackpot win (for example, two LEDs in the upper left part are lit), a mode indicating a minor win (for example, only one of the LEDs 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 gaming machine PY1 makes a jackpot determination by the winning of a game ball in 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 gaming machine PY1 performs a stop display of the second special figure in a mode indicating the result of the jackpot determination. As the mode of the stop display of the second special figure, there are a mode indicating a jackpot win (for example, two LEDs in the lower left part are lit), a mode indicating a minor win (for example, only one of the LEDs 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] In addition, when a game ball wins a prize at the first start port 11 during the variable display in the special drawing, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores, as a special drawing 1 reservation, the right to receive the acquired jackpot determination. On the other hand, when a game ball wins a prize at the second start port 12 during the variable display in the special drawing, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special drawing 2 reservation, the right to receive the acquired jackpot determination. The pachinko gaming machine PY1 can store the special drawing 1 reservation and the special drawing 2 reservation up to a predetermined number (for example, 4 for the special drawing 1 reservation and 4 for the special drawing 2 reservation). After the stop display in the special drawing, the pachinko gaming machine PY1 makes a jackpot determination for the special drawing 1 reservation and the special drawing 2 reservation. When the special drawing 1 reservation and the special drawing 2 reservation are stored simultaneously, the jackpot determination for the special drawing 2 reservation may be preferentially performed, or the jackpot determination for the special drawing 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order of storage.
[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. When multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination for pre-determining the variation pattern to be determined may be performed.
[0035] When the pachinko gaming machine PY1 stores the reservation of Special Figure 1 or 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] Also, 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, although details will be described later, is a game in which a plurality of (for example, 10) round games in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened are conducted. The jackpot game is a game advantageous to the player because the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15 gives an opportunity for the game balls to win (an opportunity for bonus balls). 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, although details 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). The minor win game is a game advantageous to the player because the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15 gives an opportunity for the game balls to win (an opportunity for bonus balls).
[0038] 3-2. General Figure Game When a pachinko gaming machine PY1 generates a passage of a game ball through gate 13, 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 general 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 a winning selection, and if no auxiliary game is performed, it is a loss.
[0040] When the pachinko gaming machine PY1 makes a winning determination by the entry of a game ball into gate 13, it performs variable display of the general pattern. The variable display of the general 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 has elapsed since the start of the variable display of the general pattern, the pachinko gaming machine PY1 performs a stop display of the general pattern in a manner indicating the result of the winning determination. As the mode of the stop display of the general pattern, there are a mode indicating a winning selection (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).
[0041] Also, when a game ball wins in gate 13 during the variable display of the general pattern, the pachinko gaming machine PY1 stores the acquired right to receive a winning determination as a general pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of general pattern holds. The pachinko gaming machine PY1 makes a winning determination for the general pattern hold after the stop display of the general pattern.
[0042] When the pachinko gaming machine PY1 stores a general pattern hold, it notifies the player of the number. The number of general 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 general pattern holds is "1", only one LED is lit, and when the number of general pattern holds is "2", only two LEDs are lit.
[0043] After the normal drawing 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 (e.g., 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 in 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), except for the big win game state in which a big win game is played, the pachinko gaming machine PY1 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 drawing reaches a predetermined number (e.g., 200 times).
[0047] In addition, the "low-probability high-base game state" may be assumed even when a specific loss occurs in the jackpot determination in the "low-probability low-base game state". Specific losses include the loss at a specific number of times (for example, 900 times) when all jackpot determinations result in losses in advance, and losses at a specific ratio (for example, 1 / 200) among the losses in jackpot determinations. The pachinko machine PY1 enters the "low-probability high-base game 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 game 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 game state" after the jackpot game state.
[0048] The "high-probability low-base game state" is a game state that may occur after the jackpot game 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 game 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 game state".
[0049] The "high-probability high-base game state" is a game state that may occur after the jackpot game 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 game 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 game 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 big hit in the big hit 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 big hit in the big hit 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 in terms of the big hit 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 a prize in the second start port 12 (for example, the state where it is difficult or impossible to win a hit 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 a prize in the second start port 12 (for example, the state where it is easy to win a hit 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 a prize 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 a prize 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 a prize 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 a prize 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 a prize in the second start port 12 than in the first start port 11.
[0053] In addition, the pachinko 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 a third probability (e.g., 1 / 280) higher than the first probability, and the jackpot winning probability in the high probability state is a fourth probability (e.g., 1 / 28) higher than the second probability. Further, in "Setting 3", the jackpot winning probability in the normal probability state is a fifth probability (e.g., 1 / 260) higher than the third probability, and the jackpot winning probability in the high probability state is a sixth probability (e.g., 1 / 26) 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 game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko 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] The "Big Win Game Wα" is a big win game that will enter the "High Probability High Base Game State" afterwards 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 opening 14 or the second large winning opening 15 is opened. That is, in the "Big Win Game Wα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0056] The "Big Win Game Xα" is a big win game that will enter the "Low Probability High Base Game State" afterwards 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 opening 14 or the second large winning opening 15 is opened. That is, in the "Big Win Game Xα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0057] The "Big Win Game Yα" is a big win game that will enter the "High Probability Low Base Game State" afterwards 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 opening 14 or the second large winning opening 15 is opened. That is, in the "Big Win Game Yα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0058] The "Big Win Game Zα" is a big win game that will enter the "Low Probability Low Base Game State" afterwards 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 opening 14 or the second large winning opening 15 is opened. That is, in the "Big Win Game Zα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0059] In addition, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα" and "Big Win Game Zα", only the first big winning opening 14 may be opened for all round games, or only the second big winning opening 15 may be opened for all round games, or for some round games, the first big winning opening 14 may be opened, and for the remaining round games, the second big winning opening 15 may be opened. Any of the round games in which the first big winning opening 14 is opened and the round games in which the second big winning opening 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 Win Game Wα" and "Big Win Game Yα" belong to the so-called probability-variable big win games in which the game state becomes a high-probability state, and "Big Win Game Xα" and "Big Win Game Zα" belong to the so-called normal big win games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Yα" are more advantageous to the player in terms of the subsequent big win winning probability than "Big Win Game Xα" and "Big Win Game Zα", and the big win game state in which either "Big Win Game Wα" or "Big Win Game Yα" is played can be said to be a game state more advantageous to the player than the big win game state in which either "Big Win Game Xα" or "Big Win 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 where 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 where 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 regarding the subsequent second start port 12 (regarding 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 conducted 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 conducted.
[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 exemplified.
[0063] As shown in FIG. 4(A), after the stop display of 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 is a game in which the game state is not changed thereafter, unlike the big winning game. For example, when the small winning game is performed in the "low probability and low base game state", the "low probability and 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 of 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, and 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 until 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, and 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 (e.g., 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 (e.g., 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), when the auxiliary game starts after the stop display in the normal figure, 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 (e.g., 4) of game balls win in 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 (e.g., 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, on-board movable body 55k, frame movable body 58k, 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 customer-waiting presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a jackpot presentation mode as presentation modes.
[0070] The customer-waiting 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 customer-waiting presentation mode, it is suggested to the player that it is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a customer-waiting presentation during the setting of the customer-waiting presentation mode. As shown in FIG. 5(A-1), the customer-waiting presentation is an effect in which the customer-waiting demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a. Also, when, for example, the normal button 40 is operated during the display of the customer-waiting 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 the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light amount setting"), the frequency setting of the executed presentation (also referred to as "presentation setting"), and the like.
[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 gaming state" or "high-probability low-base gaming state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. The pachinko machine PY1, in the normal performance mode, as shown in Fig. 5(B-1), for example, displays the normal background image G102 representing a mountain view 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 gaming 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. The pachinko machine PY1, in the probability-variable performance mode, as shown in Fig. 5(B-2), for example, displays 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 gaming 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. The pachinko machine PY1, in the time-saving performance mode, as shown in Fig. 5(B-3), for example, displays 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 jackpot effect mode is an effect mode set in the jackpot gaming state. In the jackpot effect mode, it is suggested to the player that the jackpot game is in progress. When in the jackpot effect mode, the pachinko machine PY1 displays, as shown in Fig. 5(C-1), an opening image G107 suggesting the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. on the display unit 50a at the start of the jackpot game. The display of these images is referred to as "opening effect".
[0075] Also, when in the jackpot effect mode, during the round game, as shown in Fig. 5(C-2), the pachinko machine PY1 displays a round image G109 indicating the round number, etc. on the display unit 50a, and if it enters a high-probability state thereafter, it displays a promotion image G110 suggesting the entry into the high-probability state on the display unit 50a. The display of these images is referred to as "round effect".
[0076] Also, when in the jackpot effect mode, at the end of the jackpot game, as shown in Fig. 5(C-3), the pachinko machine PY1 displays an ending image G111 suggesting the effect mode set after the jackpot effect mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. on the display unit 50a. 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-variable effect mode, the time-saving effect mode, and the jackpot 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 starts on the pachinko gaming machine PY1, in parallel with the variable display of the special figure, a special figure variation effect using the effect symbols is executed. 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-saving 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 composed of, for example, numerical symbols from "1" to "9" respectively. 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, first, normal variation can be performed. 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 triggering 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 where 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 triggers 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 where the variable speed of the middle effect symbol EZ2 gradually decelerates, and it functions as an effect suggesting that a jackpot game may be played.
[0083] In the N reach, the pachinko gaming machine PY1 gradually decelerates the variable 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 where 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 scene of the protagonist character battling an enemy character is displayed, and functions as an effect suggesting a high probability 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 representing the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, a character image such as "Defeat Enemy A!". After that, 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 reaching 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 scene 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 suggesting a big win (so-called double zeros). 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 scene 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, when 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 effect content of the SP reach 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 scene of the protagonist character battling a powerful enemy character is displayed, and functions as an effect suggesting a high probability of a big win game being played.
[0087] In the SPSP reach of the pachinko gaming machine PY1, as shown in FIG. 9(A), an 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!". After that, as shown in FIG. 9(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video of the protagonist character and the powerful enemy character battling on the display unit 50a. When reaching the final stage of the battle, if the pachinko gaming machine PY1 hits a jackpot in the SPSP reach, as shown in FIG. 9(C-1), it displays the protagonist character winning the battle and being happy to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a jackpot (so-called double-zero). 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 winning the battle and being happy to suggest a miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a 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 a jackpot (also referred to as "jackpot expectation") will be explained. The jackpot expectation 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 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 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation for the SP reach can be made higher than the jackpot expectation for the N reach.
[0089] For example, if the execution probability of the SP reach is set to 4% when the jackpot determination result is a loss and 100% when the jackpot determination result is a jackpot win, and the execution probability of the SPSP reach is set to 2% when the jackpot determination result is a loss and 100% when the jackpot determination result is a jackpot win, the jackpot expectation for the SPSP reach can be made higher than that for the SP reach. Thus, by presetting the execution probability according to the result of the jackpot determination for an executable effect, the jackpot expectation for that effect can be determined.
[0090] 8-3. Reserved Icon and the Said Icon During the storage of the Special Figure 1 reservation or the Special Figure 2 reservation, 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 reservations or the number of Special Figure 2 reservations. For example, when the number of Special Figure 1 reservations is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of Special Figure 1 reservations 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 reservations and the number of Special Figure 2 reservations may be displayed in the reserved icon display area 50d, or only one of the number of Special Figure 1 reservations and the number of Special Figure 2 reservations 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 hold 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 machine PY1 starts the variable display of the special figure, the icon TA which is the same as or different from the hold icon HA is displayed in the icon display area 50e. In consideration of the playability of the pachinko machine PY1, the icon TA may not be displayed.
[0093] 8-3-1. Hold Performance The pachinko machine PY1 can perform a hold performance in response to a game ball winning the first start port 11 or the second start port 12. The hold performance is, for example, a performance in which the hold icon HA is displayed in the hold 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 variable display of the special figure is not being performed and the number of holds in Special Figure 1 is "0", the pachinko machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display of the special figure, the pachinko machine PY1 displays the hold icon HA in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, and notifies the player that the number of holds in Special Figure 1 is "2" as shown in Fig. 10(C). Further, when the pachinko machine PY1 starts a new variable display of the special figure while the hold icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, as shown in Fig. 10(D), the hold icon HA in the first display area 50d1 of the hold icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the hold icon HA in the second display area 50d2 of the hold icon display area 50d is moved to the first display area 50d1 and displayed, 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 N reach to 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 that does not overlap with the on-board movable body 55k of the display unit 50a. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be appropriately changed.
[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 valid (referred to as the "button operation valid period") in the operation effect, and along with the occurrence of this button operation valid 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 "press"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. The pachinko gaming machine PY1, in response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid 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. Anticipation effect The pachinko gaming machine PY1 can perform an anticipation effect based on an anticipation determination as a notice effect. The anticipation 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 a 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 for controlling the game and an effect control unit 120 for executing 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, etc. 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 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, etc.
[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 variable pattern determination table 103a1 shown in FIG. 14. The variable pattern determination table 103a1 is a table referred to when selecting the type of variable 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 variable pattern determination table 103a1 to select the type of variable pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variable 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 holds, etc. The reach determination is to determine whether to perform the above-mentioned reach effects (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 variable patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variable 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 variable pattern. It should be noted that the type of variable 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". Regarding the selection ratio of the variation patterns, it 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, etc. The game control microcomputer 101 can select any one of three types of anticipation patterns, "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 In the game storage unit 101c, a symbol determination table 103c1 shown in FIG. 16 is stored. The symbol determination table 103c1 is a table referred to when selecting the types of the stop symbols of the first special symbol and the second special symbol. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the types of the stop symbols of the first special symbol and the second special symbol. 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 in 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", "loss A symbol", and "loss B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of 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 occurs, 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 "loss A symbol" is associated with a simple loss where nothing is done, and the "loss 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 change 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". Also, since the "Lose A Symbol" is determined in the case of a simple loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as the "normal loss 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 "loss time shortening symbol". Note that the selection ratio of the stop symbols can be appropriately set in consideration of the playability of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the effect commands generated according to the control of the game to the effect control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Command 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 winning commands, there are the first start port command generated when the game ball wins in the first start port 11, the second start port command generated when the game ball wins in 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 in the first big winning port 14, the first big winning port command generated when the game ball wins in the second big winning port 15, the general winning port command generated when the game ball wins in the general winning port 10, etc.
[0119] 9-3-2. Special Figure Command 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 a special figure variation pattern command generated by determining the variation pattern of the special figure, a special figure stop symbol command generated by determining the stop symbol of the special figure, a special figure start command generated by starting the variable display of the special figure, a special figure confirmation command generated by stopping the display of the special figure, and so on.
[0120] 9-3-3. General figure command General figure commands are generated in relation to the operations of the general figure. Examples of general figure commands include a general figure start command generated by starting the variable display of the general figure, a general figure confirmation command generated by stopping the display of the general figure, and so on.
[0121] 9-3-4. Hold command 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 a special figure 1 hold increase command generated by increasing the number of special figure 1 holds, a special figure 1 hold decrease command generated by decreasing the number of special figure 1 holds, a special figure 2 hold increase command generated by increasing the number of special figure 2 holds, a special figure 2 hold decrease command generated by decreasing the number of special figure 2 holds, a general figure hold increase command generated by increasing the number of general figure holds, a general figure hold decrease command generated by decreasing the number of general figure holds, and so on.
[0122] 9-3-5. Big win game command Big win game commands are generated in relation to the operations of big win games. Examples of big win game commands include an OP command generated by starting OP, a round command generated by starting each round of the game, an ED command generated by starting ED, and so on.
[0123] 9-3-6. Small win game command Small win game commands are generated in relation to the operations of small win games. Examples of small win game commands include a pre-opening IT command generated by starting pre-opening IT, a post-opening IT command generated by starting 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, and the like.
[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 includes, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, and the like. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for processing performed by the CPU in various presentations, tables for selecting preview presentations, etc., and presentation data generated in accordance with the execution of the presentations.
[0127] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, 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 as the held balls (for example, 125) 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 a holding of "1" or more is 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 at a winning opening, the number corresponding to the prize balls due to that win is cumulatively added to the number as the held balls, 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, and 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 in a state where a card is inserted, the number of held balls 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 game 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 game machine PY1, but the number of circulating balls can be appropriately changed.
[0136] The ball feeder TS is a device for sending out 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 when a ball holding display 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 out to the firing position, and includes a firing hammer HS1 for hitting 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 "fired ball") hit by the firing hammer HS1, and includes a rail member HR1 for guiding the fired 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 fired 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 collection passage KT is a passage for collecting 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 discharging member KT2 for discharging the safe balls and out balls to the outside, and a ball discharging sensor SE4 for detecting the circulating balls (also referred to as "discharged balls") discharged from the ball discharging member KT2. The ball discharging member KT2 is configured to be slidable in the left-right direction, and can be switched between an open position where the circulating balls collected 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 by manual operation of the operator.
[0141] The storage passage CT is a passage for storing the circulating balls collected by the foul ball passage FT and the collection 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 45 circulating balls are repeatedly launched by the player operating the handle 72k.
[0143] Also, when maintaining the circulating balls, if the handle 72k is operated with the ball discharging member KT2 of the collection passage KT switched to the open position, the circulating balls that have returned to the collection 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 discharging member KT2 are discharged to the outside through the 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 being 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 sending sensor SE6 is turned off, the number as the held balls 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 sending 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, at the time of t6, a holding of "1" or more is displayed on the ball-holding indicator 8a and the state where the touch sensor SE0 is being detected continues, 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 portion 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 microcomputer 151 for frame control. The microcomputer 151 for frame control 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 microcomputer 151 for frame control 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.), 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.), and the like. 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 or 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 and the like.
[0151] Next, with reference to FIGS. 21 to 27, the processes executable by the microcomputer 151 for frame control 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 microcomputer 151 for frame control reads out the processing program and executes the frame processing. In the frame main processing, the following processes are executed.
[0152] W-A. Output processing The "output processing" 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 or 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 fur 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 output from the main control unit 100 (such as the winning command described later).
[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 the 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 process related to the detection of the circulating ball will be described. As shown in FIG. 20, a ball-holding 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 ball-holding counter 154a1 according to the progress of the game.
[0160] The ball-holding counter 154a1 consists of numerical values from "0" to "99999". Since the update of the ball-holding counter 154a1 is related to the "input process" in S12, the details of the "input process" will be described below.
[0161] FIG. 22 is a flowchart showing the flow of the "input process". In the "input process", as shown in FIG. 22, a "prize ball-related process" (S121), a "fired ball-related process" (S122), and a "counting process" (S123) are sequentially performed.
[0162] FIG. 23 is a flowchart showing the flow of the "prize ball-related process". In the "prize ball-related process", 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 "prize ball-related process" 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 prize balls corresponding to the award command is calculated. In the first embodiment, the number of prize 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 prize balls for the winning of a game ball into the second start port 12 is "1", the number of prize balls for the winning of a game ball into the gate 13 is "0", and the number of prize 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 prize balls can be appropriately changed. After calculating the number of prize 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 in 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 updating the value of the ball-holding counter 154a1, the "bonus ball-related process" is terminated.
[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 a firing signal (a signal related to the detection of the fall 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" is terminated. 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 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 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" is terminated. 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 of the card inserted into the card unit is updated. In the first embodiment, the value of the ball-holding counter 154a1 is added by "125" each time a detection signal from the ball lending sensor SE3 is received (each time the player operates the ball lending button KB), but the value to be added may be changed as appropriate. Then, after updating the value of the ball-holding counter 154a1, the "fired ball-related process" is terminated.
[0168] Also, in S1222, when 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 delivery sensor SE6. Then, when it is determined that the signal is from the delivery 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. Then, after updating the value of the ball holding counter 154a1, the process proceeds to S1228 to generate a ball launch command and end the "ball launch related process". Note that the generated ball launch command is output to the main control unit 100 in the output process (S11).
[0170] Also, in S1225, when it is determined that the transmission signal is not the signal from the delivery sensor SE6 (S1225: NO), in other words, when 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. Then, after updating the value of the ball holding counter 154a1, the "ball launch related process" is ended.
[0171] Figure 25 is a flowchart showing the flow of the "counting process". In the "counting process", as shown in Figure 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. Then, when it is determined that the timer is not measuring (S1231: NO), the process proceeds to S1232, while when 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" ends. On the other hand, if it is determined that the count signal is ON (S1232: YES), it proceeds to S1233, starts measuring the timer, and then ends 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, 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), it proceeds to S1235. On the other hand, if it is determined that the measurement of the timer has not reached 2000 ms (S1234: NO), it proceeds to S12313.
[0174] Also, when proceeding from S1234 to S1235, it is determined whether the value of the ball-holding counter 154a1 is "250" or more, in other words, whether the number of balls held is 250 or more. If it is determined that the value of the ball-holding counter 154a1 is "250" or more (S1235: YES), it proceeds to S1236. On the other hand, if it is determined that the value of the ball-holding counter 154a1 is not "250" or more (S1235: NO), it proceeds to S12310.
[0175] When proceeding from S1235 to S1236, subtract "250" from the ball-holding counter 154a1, proceed to S1237, and generate an addition command to add "250" to the number of balls held 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 balls held written on the card is updated. Then, it proceeds to S1238, starts re-measuring the timer, and ends the "counting process". Re-measuring 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 proceeding 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 an amount corresponding to the value (less than 250) immediately before the value of the holding ball counter 154a1 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 immediately before the value of the holding ball counter 154a1 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 proceeding 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 proceeding from S12313 to S12314, subtract "1" from the holding ball counter 154a1, then 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 once, 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 changed as appropriate.
[0180] Next, the process related to the display of the held balls will be described. As described above, the frame storage unit 151c of the frame control microcomputer 151 stores the held ball counter 154a1 that indicates the number of held balls (see FIG. 20). Each time the value of the held ball counter 154a1 is updated, the frame control microcomputer 151 can display the current number of held balls on the held ball indicator 8a.
[0181] Since the display of the number of held balls is related to the "held ball display process" described above, the details of the "held ball display process" will be described below.
[0182] FIG. 26 is a flowchart showing the flow of the "held ball display process". In the "held ball display process", as shown in FIG. 26, first, it is determined whether the value of the held ball counter 154a1 has been updated (S131). If it is determined that the value of the held ball counter 154a1 has not been updated (S131: NO), the "held ball display process" ends. On the other hand, if it is determined that the value of the held ball counter 154a1 has been updated (S131: YES), the process proceeds to S132, the updated value of the held ball counter 154a1 is read, and the process proceeds to S133.
[0183] In S133, the read value of the held ball counter 154a1 is displayed on the held ball indicator 8a. For example, when the value of the held ball counter 154a1 is "2000" and one game ball is launched and the value of the held ball counter 154a1 is updated to "1999", the number displayed on the held ball indicator 8a is updated to "1999". Then, after the number on the held ball indicator 8a is updated, the "held ball display process" ends.
[0184] Next, with reference to FIGS. 27 to 30, the processes that the game control microcomputer 101 can execute 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 The "display device processing" is a process for performing the display of the displays of the 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 a 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 the ball launch command output from the frame control unit 150 has been input (S2231). If it is determined that the ball launch command has not been input (S2231: NO), "command processing" ends. On the other hand, if it is determined that the ball launch command has been input (S2231: YES), the process proceeds to S2232. In the first embodiment, the only command that the main control unit 100 can input is the ball launch command output from the frame control unit 150, but other commands may also be input.
[0196] In S2232, the input ball launch command is stored in the command storage unit 105a1. Then, the process proceeds to S2233, where a launch effect command is generated and "command processing" ends. The generated launch 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 launched, the ball launch command is output from the frame control unit 150, which manages the number of held balls, to the main control unit 100. Therefore, both the frame control unit 150 and the main control unit 100 can grasp the number of held balls, and it is possible to give preferential treatment to the management of held balls.
[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, inevitably, the launch hammer HS1 operates, and the circulating ball sent to the launch 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 their hand from the handle 72k), it is possible to prevent the circulating ball from remaining at the launch position.
[0200] (3) The subtraction of the held balls due to the launch of the circulating balls is carried out when the delivery sensor SE6 that detects the circulating balls at the tip of the transfer member TS1 turns OFF (it is detected that the circulating balls have been sent to the launch position). Therefore, it is possible to quickly and surely detect the launch of the circulating balls before the circulating balls are actually launched. (If the subtraction of the held balls is carried out when the actually launched circulating balls are detected, the detection of the circulating balls 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 sensor SE2 detects a foul ball because the circulating ball launched by the launch hammer HS1 does not reach 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 inputs 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, 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 are provided. 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 ON / OFF of the power supply of the pachinko gaming machine PY1.
[0205] On the other hand, a backup power supply 105 is provided on the main control board 1001. For example, when the power supply of the pachinko gaming machine PY1 is turned off due to a power outage or when the power supply of the pachinko gaming machine PY1 is turned off at the end of business at the game parlor, the game control microcomputer 101 can back up and hold the game data stored in the RAM of the game storage unit 101c. Then, when the power supply 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 supply 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 the initial state. The initialization switch 119 is set to be effective only when the power supply 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 supply of the pachinko gaming machine PY1 is off or when the power supply of the pachinko gaming machine PY1 is on, the pachinko gaming machine PY1 will not be set to the initial state. Therefore, in order to set the pachinko gaming machine PY1 to the initial state, it is necessary to operate the power switch 191 to switch the power supply 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 distribution member 16k capable of distributing game balls. The distribution member 16k is configured to be able to advance and retreat by a distribution solenoid (not shown). The distribution solenoid is electrically connected to the game control microcomputer 101, and the game control microcomputer 101 can control the distribution solenoid according to the progress of the game.
[0209] Also, 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 uses the distribution solenoid to advance and retreat the distribution member 16k, 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 which of the specific area 16 and the non-specific area 17 the game balls entering the second large winning opening 15 have passed through.
[0210] Also, the distribution 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 distribution member 16k in the small hit game will be described later.
[0211] Next, the stop symbols that can be selected by the game control microcomputer 101 will be described. As shown in FIG. 33, a symbol A determination table 103c2 is stored in the game memory section 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 contents 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 seven types of stop symbols: "jackpot X4a symbol", "jackpot X4b symbol", "jackpot X10 symbol", "small win A symbol", "loss a symbol", "loss b symbol", and "loss 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 "loss", the "loss a symbol" is selected at a rate of 20% and the "loss 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 "loss", the "loss 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 "minor jackpot 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 "minor jackpot win" can be changed as appropriate.
[0216] Also, in the second embodiment, the upper limit number of the hold count in Special Figure 1 is set to "4", and the upper limit number of the hold count in Special Figure 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 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 in 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 in the first big winning port 14.
[0220] Also, when the "Small Hit A Symbol" is selected by the Symbol A Judgment 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 the 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 the 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 types of large winning openings 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 changed as appropriate.
[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 distribution 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 distribution 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, the game balls that won the prize at the second large winning opening 15, in the first passing state, since the vibrating member 16k is in the retracted position, do not flow down to the non-specific area 17 and pass through the specific area 16. On the other hand, in the second passing state, since the vibrating member 16k is in the advanced position, it flows down on the vibrating member 16k and passes through the non-specific area 17. And when the game ball passes through the specific area 16, the "big hit game X9" is carried out. On the other hand, when the game ball does not pass through the specific area 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 the prize at the second large winning opening 15, the game ball can pass through the specific area 16 with a high probability. However, the time of the first normal state can be shortened so that it becomes difficult for the game balls that won the prize at the second large winning opening 15 to pass through the specific area 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 the 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 is carried out in which the game ball is launched toward the left side of the game area 6 (so-called "left shot"). In the "low probability high base game state" and the big hit game state, a game is carried out in which the game ball is launched toward the right side of the game area 6 (so-called "right shot").
[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 hardly wins the second start port 12, similar to the "low probability low base gaming state" described above. "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. "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 after the big win gaming state 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 symbol 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 symbol 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 Win 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 win game state where the "Big Win Game X10" is executed. This "Low Probability High Base Game State" can continue until the variable display of the second special figure reaches the upper limit of 10 times, and after reaching the upper limit, the "Low Probability Low Base a Game State" is set.
[0230] Also, when the "Small Win A Symbol" is selected by the Symbol A determination table 103c2 and the game ball passes through the specific area 16 in the small win game, regardless of the current game state, the "Low Probability High Base Game State" is set after the big win game state where the "Big Win Game X9" is executed. This "Low Probability High Base Game State" can continue until the variable display of the second special figure reaches the upper limit of 10 times, and after reaching the upper limit, the "Low Probability Low Base a Game State" is set.
[0231] Also, when the "Small Win 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 win 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 of the second special figure has not reached the upper limit, the "Low Probability High Base Game State" continues, and if the variable display of the second special figure has 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 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 explained. In the "low-probability low-base a gaming state", the variable display time of the normal 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 normal 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 normal diagram or the opening time of the second start port 12. Note that the variable display time of the normal diagram and the opening time of the second start port 12 can be changed as appropriate.
[0237] Next, the variable display variation patterns of the first special diagram that can be selected by the game control microcomputer 101 will be explained. 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 symbol of the special figure, the result of the reach determination, and the number of special figure holds. As shown in FIG. 36, there are 10 types of variable patterns as the type of variable pattern: "THP001A", "THP002A", "THP004A", "THP011A", "THP012A", "THP013A", "THP014A", "THP015A", "THP021A", "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 symbol of the special figure, the result of the reach determination, and the number of special figure holds, 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%. The variable display time of the special figure when "THP001A" is selected is 120,000 ms, and "THP001A" is called "SPSP jackpot variation". Also, the variable display time of the special figure when "THP002A" is selected is 100,000 ms, and "THP002A" is called "SP jackpot variation".
[0241] Also, when the current game state is the "low probability low base b game state", the jackpot determination result is "miss", the stop symbol of the special figure is the "miss a symbol" or "miss b symbol", and the reach determination result is "with reach", regardless of the number of special figure holds, any one of the three variation patterns of "THP011A", "THP012A", and "THP013A" is selected, and "THP011A" is selected at a rate of 10%, "THP012A" is selected at a rate of 20%, and "THP013A" is selected at a rate of 70%. Note that when "THP011A" is selected, the variable display time of the special figure is 120,000 ms, and "THP011A" is referred to as "SPSP miss variation". Also, when "THP012A" is selected, the variable display time of the special figure is 100,000 ms, and "THP012A" is referred to as "SP miss variation". Also, when "THP013A" is selected, the variable display time of the special figure is 20,000 ms, and "THP013A" is referred to as "N miss variation".
[0242] Also, when the current game state is the "low probability low base b game state", the jackpot determination result is "miss", the stop symbol of the special figure is the "miss a symbol" or "miss b symbol", and the reach determination result is "without reach", if the number of special figure 1 holds is from "0" to "2", one variation pattern of "THP021A" is selected at a rate of 100%, and if the number of special figure 1 holds is from "3" to "4", one variation pattern of "THP022A" is selected at a rate of 100%. Note that when "THP021A" is selected, the variable display time of the special figure is 13,000 ms, and when "THP022A" is selected, the variable display time of the special figure is 2,000 ms, and "THP021A" and "THP022A" are referred to as "normal miss variation".
[0243] Also, when the current game state is the "low probability low base a game state" and the jackpot determination result is "jackpot win", regardless of the stop symbol of the special figure, the reach determination result, and the number of special figure holds, one variation pattern of "THP004" is selected at a rate of 100%. Note that when "THP004A" is selected, the variable display time of the special figure is 20,000 ms, and "THP004A" is referred to as "special jackpot variation".
[0244] Also, when the current game state is the "low probability low base a game state", the jackpot determination result is "loss", and the stop symbol of the special figure is the "loss 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%. Note that 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 game state is the "low probability low base a game state", the jackpot determination result is "loss", and the stop symbol of the special figure is the "loss 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%. Note that 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 where the left effect symbol EZ1 and the right effect symbol EZ3 stop and display as the same type of effect symbol. Since "Reach" may occur when the jackpot determination result 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., 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 jackpot determination result 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 jackpot determination result is "Jackpot Win", it also functions as an effect suggesting that a jackpot game may be played. Also, since "RUSH Entry Inciting Variation" may then enter the "Low Probability High Base Game State" without going through the jackpot game state, it also functions as an effect suggesting that it may enter the "Low Probability High Base Game State".
[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. The effect control microcomputer 121 can display an effect image on the display unit 50a in each effect constituting the effect flow, and execute a light emission effect using the frame lamp 53 and the panel lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.
[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 effect where the variation pattern is "SP jackpot variation" or "SP loss variation", an effect 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 effect where the variation pattern is "N-loss variation", an effect flow composed of "normal variation" → "reach" → "N-reach" is executed.
[0258] Also, as shown in FIG. 37(D), in the special figure variation effect where the variation pattern is "normal loss variation", an effect flow composed of only "normal variation" is executed.
[0259] Also, as shown in FIG. 37(E), in the special figure variation effects where the variation patterns are "special jackpot variation", "special loss A variation", and "special loss B variation", an effect flow composed of only "RUSH entry excitement variation" is executed.
[0260] Next, the main effects executed in the special figure variation effect will be specifically described. In the special figure variation effects described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0261] First, "RUSH entry excitement variation" will be specifically described. The effect control microcomputer 121 can execute "RUSH entry excitement variation" in the special figure variation effects where the variation patterns are "special jackpot variation", "special loss A variation", and "special loss B variation".
[0262] FIG. 38(A) to FIG. 38(E) are diagrams showing how the "RUSH entry excitement variation" is performed. When the special figure variation performance starts, as shown in FIG. 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 manner as in the "normal variation". After a predetermined time has elapsed, as shown in FIG. 38(B), the left performance symbol EZ1 and the right performance symbol EZ3 stop displaying with 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 displaying 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 FIG. 38(C), the same type of performance symbol as the left and right performance symbols EZ1 and EZ3 stops displaying 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 FIG. 38(D), the special symbol EZ2t stops displaying 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 FIG. 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 gaming state" is a gaming state in which a game ball is more likely to win the second start port 12 than in the "low-probability low-base a gaming state" and the "low-probability low-base b gaming state". The probability of "small hit winning" at the second start port 12 is "1 / 8", which is higher than "0", which is the probability of "small hit winning" at the first start port 11.
[0266] Therefore, in the "low-probability high-base gaming state", it is easy to execute the "big win game X9" when the game ball passes through the specific area 16 in the small hit game. That is to say, it can be said that the "low-probability high-base gaming state" is a gaming state in which a big win game is more likely to be executed than the "low-probability low-base a gaming state" and the "low-probability low-base b gaming 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", "loss a symbol", and "loss b symbol", can be selected as the stop symbol of the first special symbol. When the "loss a symbol" is selected among the four types of stop symbols, if the current gaming state is the "low-probability low-base a gaming state", the "low-probability high-base gaming state" is set without passing through the big win gaming 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 gaming state" without passing through the big win gaming state.
[0270] Next, consider the relationship between the probability of changing from the "low-probability low-base a gaming state" to the "low-probability high-base gaming state" and the probability of changing from the "low-probability low-base b gaming state" to the "low-probability high-base gaming 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 in the first special figure by the figure 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 figure A determination table 103c2 in the "low-probability low-base a gaming state" than in the "low-probability low-base b gaming state".
[0273] <Effects 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 game machine PY1 of the above-described basic embodiment, first embodiment, and second embodiment is also applicable to the third embodiment.
[0277] First, the effects that can be executed by the effect control microcomputer 121 in accordance with 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 accordance with 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 the sound 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 sound data representing the sound (for example, 'pash') when the game ball is hit by the launch hammer HS1, and is sound data with a time from start to end of 200 ms. On the other hand, the main launch sound data b is sound data representing the sound when the game ball is hit by the launch hammer HS1, but is sound data representing a different sound (for example, 'bashu') from the main launch sound data a, and is sound 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 effect control microcomputer 121 executes the "launch effect", 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] Figure 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) of t1 to t6 (see Fig. 19), and each time, a launch ball command is generated (see Fig. 25). And since the "launch effect" is executed according to the launch effect 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 effect" 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 effect control microcomputer 121 inputs a launch effect command every 601 ms. When the launch effect 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 effect 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 firing sound is set shorter than the firing interval (601 ms) of the game balls actually fired by the firing device, so that even when game balls are continuously fired, the firing sounds do not overlap with each other.
[0287] <Effects of the Third Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the third embodiment will be described.
[0288] (8) Each time a game ball is fired, audio data is read from the firing sound data 124a1, and the firing sound is output from the speaker 52d. Therefore, the operation of firing a game ball can be produced, and the interest of the game can be enhanced.
[0289] (9) The firing sound output from the speaker 52d is composed of the sound when the game ball is hit by the firing hammer HS1 and the reverberation sound of that sound. Therefore, a realistic firing can be realized, and the interest of the game can be enhanced.
[0290] (10) Among the firing sounds output by firing one game ball, the output time of the sound when the game ball is hit by the firing hammer HS1 is shorter than the output time of the reverberation sound of that sound. Therefore, even when a plurality of game balls are continuously fired, 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 firing sound output in the "firing effect" is output from the speaker 52d located below the game board 1 and near the firing device HS, the firing sound can be made to seem like the actual sound of the game ball being fired, 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 gaming 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 according to the launch effect command generated by the game control microcomputer 101 will be described.
[0294] E-G-1. Launch effect The "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.
[0295] E-G-1-1. Normal launch effect The "normal launch effect" is a type of the "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 the "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 the game ball wins the first start port 11 before or after, and selects whether to execute the "launch effect", and when executing the "launch effect", which of the "normal launch effect" and the "special launch effect" to execute.
[0300] Specifically, when the current game state is the "low probability low base a game state" and before the game ball wins 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 after the game ball wins 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 the 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 jackpot game state, regardless of the winning situation of the 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 jackpot 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] FIGS. 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 the game by "right hitting" ends and the "low-probability low-base a gaming state" of playing the game by "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 change to 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, while 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, and as shown in FIG. 43(A), the non-variable display performance symbols EZ1, EZ2, 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 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, 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 the game ball has the possibility of returning to the "low-probability high-base gaming state". Then, 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] 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). Then, each time the firing effect command is output from the main control unit 100, the "normal firing effect" is repeatedly performed.
[0313] And when the "losing a pattern" is selected as the stop symbol of the first special figure by the symbol A determination table 103c2 and the "low-probability high-base gaming 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 pattern" 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 gaming 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 gaming state" where there is a possibility of entering the "low-probability high-base gaming state" without going through the jackpot gaming 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 gaming 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 gaming state", when a game ball wins the first start port 11 where the right to determine whether to enter the "low-probability high-base gaming 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 gaming state" has occurred, and it is possible to enhance the interest of the game.
[0318] When the effect control unit 120 inputs the launch effect 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 transitioning to the "low-probability high-base gaming state" without going through the jackpot gaming state, the effect control unit 120 performs a "special launch effect". On the other hand, if it is the "low-probability low-base b gaming state" where there is no possibility of transitioning to the "low-probability high-base gaming state" without going through the jackpot gaming state, the effect control unit 120 performs a "normal launch effect". Therefore, the main control unit 100 can realize a "launch effect" according 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.
[0319] When the effect control unit 120 inputs the launch effect command output by the main control unit 100, if it is during the customer-waiting effect mode in which the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed, the effect control unit 120 performs a "special launch effect". On the other hand, if it is during the execution of the "RUSH entry exciting variation" as the special figure variation effect, the effect control unit 120 performs a "normal launch effect". Therefore, the main control unit 100 can realize a "launch effect" according to the effect content being executed 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.
[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, the first embodiment, the second embodiment, and the third embodiment is also applicable to the fifth embodiment.
[0321] First, the effects executable by the effect control microcomputer 121 according to the launch effect command generated by the game control microcomputer 101 will be described.
[0322] E-G-2. Launch Effect "Launch effect" is an effect that may be performed when a game ball is launched towards 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 memory 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 firing effect" is selected at a rate of 100%, and the execution of the "special firing effect" is not selected.
[0329] Also, when the current gaming state is the "low probability high base gaming state" or the big win gaming state, the execution of the "special firing effect" is selected at a rate of 100%, and the execution of the "normal firing effect" is not selected.
[0330] That is, it is set so that the "special firing effect" can be performed only in the "low probability high base gaming state" and the big win gaming state. It can be said that the "special firing effect" suggests a game of "right-handed hitting". Also, it is set so that the "normal firing 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 firing effect" suggests a game of "left-handed hitting".
[0331] When the effect control microcomputer 121 executes the "firing effect", it executes the "normal firing effect" or the "special firing effect" according to the selection result by the firing effect selection table 123a2. Note that the selection ratio indicated by the firing effect selection table 123a2 can be changed as appropriate.
[0332] Figures 46(A) to 46(B) are diagrams showing how the "firing 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 fire 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 gaming state" or "low probability low base b gaming state", 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, 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 big win is won in the "low probability low base a gaming state" or "low probability low base b gaming state", a big win gaming state of playing the game with "right hitting" is set, and the player operates the handle 72k to change from "left hitting" to "right hitting" and fires the game ball aiming at the first big winning port 14.
[0336] Then, in the big win gaming 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 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 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 a performance that may be carried out when the game ball is being launched towards the game board 1, and is a performance in which a launch sound representing the launch of the game ball is output from the speaker 52d. Since the "launch performance" is carried out according to the launch performance command generated each time a launch ball command is input from the frame control unit 150, it functions as a performance 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 a performance carried out 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 a performance carried out 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 performance control microcomputer 121 inputs the launch performance command generated by the game control microcomputer 101, it can execute the "launch performance".
[0348] As shown in FIG. 47, a launch performance selection table 123a3 is stored in the performance storage unit 121b of the performance control microcomputer 121. Using the launch performance selection table 123a3, the performance control microcomputer 121 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 performance control microcomputer 121 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 before the game ball passes through the specific area 16, 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. If 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 so 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". It can be said that the "special launch effect" suggests that a small win game is being executed. Also, it is set so 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". 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 rate indicated by the launch effect selection table 123a3 can be changed as appropriate.
[0356] Figures 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 delivery 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 Figure 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 launch effect command from the main control unit 100, a "special launch effect" is performed as the "launch effect".
[0361] In the "special launch effect", as shown in FIG. 49(C), a launch 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 launch effect command is output from the main control unit 100, the "special launch 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 launch effect command is output from the main control unit 100, a "normal launch effect" is performed.
[0363] <Effect of the Sixth Embodiment> Hereinafter, the effects of the pachinko gaming 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 it is possible to pass through the specific area 16 that triggers the execution of the big hit game, 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 state that can trigger the execution of 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" instead of 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, the first embodiment, the second embodiment, the third embodiment, the fourth embodiment, the fifth embodiment, and the sixth embodiment> Hereinafter, modification examples of the pachinko gaming machine PY1 described in the basic embodiment, the first embodiment, the second embodiment, the third embodiment, the fourth embodiment, the fifth embodiment, and the 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 game state" or "low-probability low-base b game state", every time a launch effect command is output from the main control unit 100, a "normal launch effect" is always performed. However, even when a launch effect command is output from the main control unit 100, there may be a period during which the "normal launch effect" is not performed. For example, during the reach effect in the special figure variation effect, even if a launch effect command is output from the main control unit 100, the "normal launch effect" may not be performed.
[0374] Also, in the fifth embodiment, in the "low-probability low-base a game state" or "low-probability low-base b game state", every time a launch effect command is output from the main control unit 100, a "normal launch effect" is always performed. However, when a launch effect command is output from the main control unit 100, there may be a period during which the "normal launch effect" is restricted. For example, during the reach effect in the special figure variation effect, when a launch effect command is output from the main control unit 100, the output of the launch 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 launch 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 launched), a "normal launch effect" is performed. In other words, the "special launch effect" is prohibited. However, only a part of the "special launch effect" may be performed to restrict the execution of the "special launch effect". For example, only the output of the launch sound from the speaker 52d may be prohibited, and only the lighting of the panel lamp 54 in red may be performed.
[0376] Also, 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] Also, 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] Also, 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] Also, 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] Also, 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, mahjong 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 performance execution means (performance control microcomputer 121) capable of executing a performance using the sound output means, wherein the performance 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. This is the gist of the invention.
[0384] The gaming machine according to invention A2 is the gaming machine according to invention A1, Both the launching means and the sound output means are provided below the game board. This is the gist.
[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.
[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.
[0387] The gaming machine according to Invention B1 is a winning port (first starting port 11, second starting port 12) into which a game ball can enter, launching means (launching device HS, ball feeding device TS, launching rail HR) capable of launching a game ball, game control means (game control microcomputer 101) for setting a game state based on a game ball entering the winning port, 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.
[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 a game ball is more likely to enter the winning port 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, The effect execution means is In the special state, when a predetermined number of game balls enter the winning opening, the execution of the specific launch effect is restricted. It is characterized by this.
[0390] The gaming machine according to Invention C1 is Launch means (launch device HS, ball feeder TS, launch rail HR) capable of launching game balls, First control means (frame control microcomputer 151) capable of counting the number of launchable game balls, Second control means (game control microcomputer 101) capable of controlling the game, Third control means (effect control microcomputer 121) capable of controlling the effect, and is provided with The first control means is When a game ball is launched by the launch means, it is possible to output a first command (launch ball command) related to the launch of the game ball to the second control means, The second control means is Based on the input of the first command, it is possible to output a second command (launch effect command) related to the launch of the game ball to the third control means, The third control means is Based on the input of the second command, it is possible to control a specific effect (launch effect). It is characterized by this.
[0391] The gaming machine according to Invention C2 is A gaming machine according to Invention C1, The second control means is 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, it is possible to control different modes of the specific effect (normal launch effect, special launch effect). Characterized by this.
[0392] The gaming machine according to Invention C3 A gaming machine according to Invention C1, The second control means It is possible to set a plurality of game states including a specific game state (low probability low base a game state). 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, it is possible to control different modes of the specific effect (normal launch effect, special launch effect). Characterized by this.
[0393] The gaming machine according to Invention D1 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 out 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. Characterized by the above.
[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. Characterized by the above.
[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. Characterized by the above.
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… Steering Wheel 101… Game Control Microcomputer 103c2… Symbol A Judgment 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 Feeding Device
Claims
1. A winning opening into which a game ball can be inserted, launching means capable of launching a game ball, game control means for setting a game state based on the insertion of a game ball into the winning opening, effect execution means capable of executing a predetermined effect, and the game state includes a special state, the effect execution means is capable of executing a specific launch effect when a game ball is launched by the launching means in the special state. A gaming machine characterized by the above.
2. The gaming machine according to Claim 1, wherein the game state includes a specific state in which a game ball is more likely to be inserted into the winning opening than in the special state, the game control means is capable of making a special determination as to whether to set the specific state when a game ball is inserted into the winning opening in the special state. A gaming machine characterized by the above.
3. The gaming machine according to Claim 2, wherein the effect execution means restricts the execution of the specific launch effect when a predetermined number of game balls are inserted into the winning opening in the special state. A gaming machine characterized by the above.
Citation Information
Patent Citations
Pinball game machine
JP2006087756A