Gaming machine

The gaming machine addresses the issue of players missing effects by incorporating an auxiliary display system that alerts players to high-reliability events, allowing them to switch focus from their mobile terminal to the gaming machine's effects.

JP2025084634APending Publication Date: 2025-06-03SANSEI R&D KK
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Patent Information

Application Number
JP2023198692
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-22
Publication Date
2025-06-03

AI Technical Summary

Technical Problem

Players using mobile information terminals like smartphones during games may not notice highly reliable effects produced by the gaming machine's effect device.

Method used

The gaming machine includes an acquisition information storage means, identification information display means, specific state generation means, an effect device for preview effects, and auxiliary display means to convey supplementary information, allowing players to easily switch their line of sight from the mobile terminal to the effect device.

Benefits of technology

This configuration enables players to be aware of and engage with highly reliable effects, enhancing gaming interest even when playing with mobile information terminals.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable a player, who is playing a game while viewing a screen of a mobile information terminal, to shift their line of sight to an effect device of the gaming machine when necessary.SOLUTION: The gaming machine stores, up to a predetermined number, pieces of acquired information acquired based on detection of game balls by predetermined detection means. Based on the acquired information, the machine variably displays identification information and, when the display is stopped in a specific mode, generates a specific state advantageous for the player. An effect device can preliminarily suggest the likelihood of the display stopped in the specific mode. Furthermore, the position of a mobile information terminal 300 of the player relative to the gaming machine can be fixed using fixing means 12, and auxiliary display means 13a to 13d are provided at positions visible to the player while viewing a screen of the fixed mobile information terminal. The auxiliary display means are capable of displaying: the presence of each piece of stored acquisition information; and auxiliary information regarding the likelihood that the variable display of the identification information corresponding to each piece of the acquired information is stopped in the specific mode.SELECTED DRAWING: Figure 15
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Description

Technical Field

[0001] The present invention relates to a gaming machine (pachinko machine) that conducts a game by launching a game ball toward a game area formed on a game board.

Background Art

[0002] In a gaming machine that conducts a game by launching a game ball toward a game area formed on a game board, acquisition information obtained based on the fact that a game ball flowing down the game area is detected by a predetermined detection means (for example, a start port sensor) is stored up to a predetermined number, and a variable display of identification information (for example, a special symbol) is performed based on the stored acquisition information. Such gaming machines are widespread. When the identification information stops and is displayed in a specific mode, a specific state advantageous to the player (for example, a jackpot game) is generated.

[0003] In such gaming machines, it is common to include an effect device composed of a liquid crystal display or the like, and various effects can be executed for the player. For example, it is known that an effect device performs an effect suggesting a high possibility (reliability) that the identification information stops and is displayed in a specific mode (Patent Document 1). By generating an effect with high reliability on the premise that the identification information stops and is displayed in a specific mode while the effect device performs an effect with various ingenuities, it is possible to enhance the gaming interest.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in recent years, the number of players who play games while looking at the screens of mobile information terminals such as smartphones has been increasing. Even if highly reliable effects are produced by the effect device, there is a problem that players who are looking at the screen of the mobile information terminal may not notice (the highly reliable suggestion may not be conveyed to the players).

[0006] The present invention has been made to solve the above-described problems, and an object thereof is to provide a technology that enables a player who plays a game while looking at the screen of a mobile information terminal such as a smartphone to switch the line of sight from the mobile information terminal to the effect device of the gaming machine as needed.

Means for Solving the Problems

[0007] In order to solve at least a part of the above-described problems, the gaming machine of the present invention employs the following configuration. That is,[[]]END]] In a gaming machine that plays a game by firing a game ball toward a game area formed on a game board,[[]]END]] acquisition information storage means for storing, up to a predetermined number, acquisition information obtained based on the fact that the game ball flowing down the game area is detected by a predetermined detection means; identification information display means for variably displaying and then stopping the display of identification information based on the acquisition information stored in the acquisition information storage means; specific state generation means for generating a specific state advantageous to the player when the identification information stops displaying in a specific mode; an effect device capable of executing a preview effect for preliminarily suggesting the likelihood that the identification information will stop displaying in the specific mode; fixing means capable of fixing the arrangement of a mobile information terminal owned by the player with respect to the gaming machine; separately provided from the effect device at a position that enters the field of view of a player who is looking at the screen of the mobile information terminal fixed by the fixing means, and the presence of each of the acquisition information stored in the acquisition information storage means, and the likelihood that the variable display of the identification information corresponding to each of the acquisition information will stop displaying in the specific mode Supplementary display means capable of displaying supplementary information; It is characterized by comprising.

[0008] In the gaming machine of the present invention described above, Of the acquisition information stored in the acquisition information storage means, the display mode of the auxiliary information indicating the presence of high-level acquisition information in which the variable display of the corresponding identification information is likely to stop being displayed in the specific mode is equal to or higher than a specified height, and the display mode of the auxiliary information indicating low-level acquisition information that is less than the specified height are made discriminably different for the player. This may be the case.

[0009] Also, in the gaming machine of the present invention described above, Input detection means for detecting a predetermined input by a player, Setting change means capable of changing the setting for the preview effect based on the input detected by the input detection means, Presentation means capable of presenting the setting items of the preview effect that can be changed to the player Comprising In conjunction with the display of the auxiliary information indicating the presence of the high-level acquisition information on the auxiliary display means, the presentation of the setting items on the presentation means is activated. This may be the case.

Effect of the Invention

[0010] According to the present invention, even a player who plays a game while looking at the screen of a portable information terminal such as a smartphone can switch the line of sight from the portable information terminal to the effect device of the gaming machine as needed.

Brief Description of the Drawings

[0011]

Figure 1

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Mode for Carrying Out the Invention

[0012] To clarify the content of the present invention described above, an embodiment in which the present invention is applied to a pachinko machine (gaming machine) of the type called "Seven Machine" or "Digital Pachi" will be described. In the embodiment, "front" and "front side" indicate "the front with respect to the gaming machine", that is, "the direction close to the player (the front side as seen from the player)", and "rear" and "back side" indicate "the rear with respect to the gaming machine", that is, "the direction away from the player (the back side as seen from the player)". Also, "up" indicates "up" as seen from the player, "down" indicates "down" as seen from the player, "left" indicates "left" as seen from the player, and "right" indicates "right" as seen from the player.

[0013] A. Configuration of the pachinko machine device: A-1. Configuration on the front side of the device: FIG. 1 is a front view of the pachinko machine 1 of the present embodiment. As shown in FIG. 1, a front frame 4 is provided on the front part of the pachinko machine 1. One end (the left side in FIG. 1) of the front frame 4 is pivotally supported by the middle frame 3 so as to be rotatable. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3. When the front frame 4 is rotated (opened) forward with respect to the middle frame 3 of the pachinko machine 1, the game board 20 is in an exposed state. One end (the left side in FIG. 1) of the middle frame 3 is pivotally supported by the main body frame 2 so as to be rotatable. The main body frame 2 is a substantially rectangular frame body formed by assembling wooden plate-like members, and forms the outer frame of the pachinko machine 1.

[0014] A window portion 4a is formed at a substantially central portion of the front frame 4, and a transparent plate 4b such as a glass plate is fitted into the window portion 4a. The player can visually recognize a game area (described later) of the game board 20 arranged on the back side through the window portion 4a (transparent plate 4b). Also, a small window portion 4c is formed at the lower right of the window portion 4a in the front frame 4, and a transparent plate 4d such as a synthetic resin plate is fitted into the small window portion 4c. The player can visually recognize a segment display portion (described later) of the game board 20 arranged on the back side through the small window portion 4c (transparent plate 4d).

[0015] Above the window portion 4a in the front frame 4, an upper lamp 5a is provided. On the right peripheral edge of the window portion 4a, a right side lamp 5b is provided. On the left peripheral edge of the window portion 4a, a left side lamp 5c is provided. Also, a pair of upper speakers 6a are provided on the left and right above the window portion 4a, and a lower speaker 6b is provided on the front side of the lower part of the main body frame 2. These upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speakers 6a, and lower speaker 6b are driven to enhance the production effects during the game.

[0016] Below the window portion 4a in the front frame 4, an upper dish portion 7 is provided. In the upper dish portion 7, game balls lent out via the card unit 242 (see FIG. 3) and game balls paid out from the pachinko machine 1 are stored. Also, a lower dish portion 8 is provided below the upper dish portion 7, and game balls lent out exceeding the capacity of the upper dish portion 7 and game balls paid out exceeding the capacity of the upper dish portion 7 are stored.

[0017] On the right side of the lower dish portion 8 in the front frame 4, a launch handle 9 that can be rotated by the player is provided. The rotation axis of the launch handle 9 is connected to a launch device unit 261 (see FIG. 3) mounted on the back side of the launch handle 9. The launch device unit 261 is supplied with the game balls stored in the upper dish portion 7. When the player rotates the launch handle 9, the rotation is transmitted to the launch device unit 261, and by the operation of a launch motor built into the launch device unit 261, the game balls are launched with a strength corresponding to the rotation angle of the launch handle 9.

[0018] In addition, an effect button 10 that can be pressed by the player is provided at the front edge of the upper plate portion 7. In addition, a direction button 11 that can be pressed by the player is provided to the left of the effect button 10. The direction button 11 includes four buttons (an up button, a down button, a left button, and a right button) corresponding to the four directions of up, down, left, and right. These effect button 10 and direction button 11 are both effect operation parts operated by the player, and the player can participate in the game effect by operating the effect operation part when a predetermined condition is satisfied.

[0019] Furthermore, in front of the effect button 10 at the front edge of the upper plate portion 7, a stand 12 for placing a portable information terminal 300 such as a smartphone owned by the player is provided. Note that the detailed configuration of the stand 12 in this embodiment will be described later with reference to a separate drawing.

[0020] A-2. Structure of the game board: FIG. 2 is an explanatory diagram showing the board surface configuration of the game board 20 of this embodiment. As described above, the game board 20 is detachably attached to the front side of the middle frame 3. As shown in FIG. 2, a substantially circular game area 21 is formed at the center of the game board 20. The game ball launched from the launching device unit 261 (see FIG. 3) is discharged into the game area 21 through between the outer rail 22 and the inner rail 23, and flows down from above the game area 21 to below. Since the game area 21 is visible to the player through the window portion 4a (transparent plate 4b) of the front frame 4, naturally, the player can also visually recognize the state of the game balls flowing down in the game area 21 through the window portion 4a.

[0021] A central device 40 is provided substantially at the center of the game area 21, and the central device 40 includes an effect display device 41. The effect display device 41 is constituted by a liquid crystal display, and various images for effects can be displayed on its display screen. Note that the display content of the effect display device 41 will be described later with reference to a separate drawing.

[0022] In addition, a decorative item 60 is installed in the central device 40 of this embodiment. The decorative item 60 is equipped with a plurality of light-emitting diodes (hereinafter referred to as LEDs), and it is possible to emit light (turn on or blink) from the LEDs. Furthermore, the decorative item 60 of this embodiment is movable in the vertical direction. In FIG. 2, a state where the decorative item 60 is located above the effect display device 41 is shown. Note that the movement mode of the decorative item 60 will be described later with reference to a separate drawing.

[0023] On the right side of the central device 40 (effect display device 41) in the game area 21, a normal symbol operation gate 27 is provided. When a game ball passes through the normal symbol operation gate 27, it is detected by a built-in gate sensor 27s (see FIG. 3) and then flows downward.

[0024] Below the central device 40 (effect display device 41) in the game area 21, a first start port 24 is provided. The first start port 24 opens upward, the possibility of a game ball entering is constant (fixed), and a game ball can always enter. The game ball that enters the first start port 24 is guided through a passage to the back side of the game board 20 and is detected by a first start port sensor 24s (see FIG. 3).

[0025] Below the first start port 24 in the game area 21, a second start port 25 with a variable possibility of a game ball entering is provided. The second start port 25 of this embodiment opens forward and is provided with an opening / closing door 26 that can rotate with the lower end side as the axis and the upper end side tilted forward. The opening / closing door 26 can change between a closed state where it is substantially upright and a game ball cannot enter (or has difficulty entering) and an open state where the opening / closing door 26 rotates forward and a game ball can enter (or enters easily). In FIG. 2, a state where the second start port 25 is in the open state is shown. The game ball that enters the second start port 25 is guided through a passage to the back side of the game board 20 and is detected by a second start port sensor 25s (see FIG. 3).

[0026] To the right of the first start port 24 in the gaming area 21, there is a large winning port 28 that opens wide in a substantially rectangular shape facing forward. The large winning port 28 is provided with an opening and closing door 29 that can rotate with the lower end side as the axis and the upper end side tilted forward. The opening and closing door 29 can change between a closed state where it is substantially upright and gaming balls cannot enter, and an open state where the opening and closing door 29 rotates forward and gaming balls can enter. In FIG. 2, the state where the large winning port 28 is in the open state is shown. The gaming balls that enter the large winning port 28 are guided to the back side of the game board 20 through a passage and detected by a large winning port sensor 28s (see FIG. 3).

[0027] To the left of the first start port 24 in the gaming area 21, two other winning ports 30 are provided. The other winning ports 30 open upward, and there is no change in the possibility of gaming balls entering. Gaming balls can always enter. The gaming balls that enter the other winning ports 30 are guided to the back side of the game board 20 through a passage and detected by other winning port sensors 30s (see FIG. 3).

[0028] Also, around each of the above-described gaming devices, there are provided a windmill-type wheel 31 that affects the path along which gaming balls flow down, and a number of gaming pins (not shown in FIG. 2). Further, at the lowermost part of the gaming area 21, there is an out port 33. The gaming balls that did not enter any of the above-described first start port 24, second start port 25, large winning port 28, and other winning ports 30 are discharged from the out port 33 to the back side of the game board 20.

[0029] In the pachinko machine 1 of this embodiment, due to the arrangement of a plurality of game pins and the like, the game balls flowing down in the area to the left of the central device 40 (the effect display device 41) can enter the above-described first starting port 24 and other winning ports 30. On the other hand, for the normal symbol operation gate 27, the second starting port 25, and the big winning port 28, the game balls flowing down in the area to the right of the central device 40 (the effect display device 41) can pass through or enter. Hereinafter, firing the game balls so as to flow down in the area to the left of the central device 40 is also expressed as "left shooting", and firing the game balls so as to flow down in the area to the right of the central device 40 is also expressed as "right shooting". In the pachinko machine 1 of this embodiment, when a game ball enters any of the first starting port 24 and other winning ports 30, three game balls are paid out as prize balls. When a game ball enters the second starting port 25, one game ball is paid out as a prize ball. When a game ball enters the big winning port 28, thirteen game balls are paid out as prize balls.

[0030] Furthermore, a segment display unit 50 for displaying information related to the game by a combination of a plurality of LEDs is provided in the lower right of the game area 21 on the game board 20. The segment display unit 50 is visible to the player through a small window portion 4c (see FIG. 1) provided in the front frame 4. The display content of the segment display unit 50 will be described later with reference to another figure.

[0031] A-3. Configuration of the control circuit: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. FIG. 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, etc. When classified by function, there are a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the production of the game, an image and audio control board 230 that controls the display of images and the output of audio under the control of the sub-control board 220, a lamp control board 226 that controls the lighting of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, a launch control board 260 that controls the launch of game balls, etc. These control boards are composed of CPUs (CPU201, 221, 231, etc. in FIG. 3) that execute various logical operations and arithmetic operations, ROMs (ROM202, 222, 232, etc. in FIG. 3) that store various programs and data executed by the CPUs, RAMs (RAM203, 223, 233, etc. in FIG. 3) that the CPUs temporarily store data when executing programs, input / output circuits, etc., and various peripheral LSIs are interconnected by a bus.

[0032] Connected to the main control board 200 are a first start port sensor 24s that detects a game ball entering the first start port 24, a second start port sensor 25s that detects a game ball entering the second start port 25, a gate sensor 27s that detects a game ball passing through the normal symbol operation gate 27, a big winning port sensor 28s that detects a game ball entering the big winning port 28, and other winning port sensors 30s that detect game balls entering other winning ports 30. When the CPU 201 of the main control board 200 receives an input of a detection signal of a game ball from the first start port sensor 24s, the second start port sensor 25s, the gate sensor 27s, the big winning port sensor 28s, the other winning port sensors 30s, etc., it transmits a command corresponding to the sensor that received the input of the detection signal to the sub-control board 220, the payout control board 240, etc.

[0033] In addition, on the main control board 200, there are connected a start port solenoid 26m that drives an opening / closing door 26 capable of switching between the open state and the closed state of the second start port 25, a big winning port solenoid 29m that drives an opening / closing door 29 capable of switching between the open state and the closed state of the big winning port 28, a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by sending drive signals to the start port solenoid 26m, the big winning port solenoid 29m, and the segment display unit 50.

[0034] Connected to the sub-control board 220 are an image and audio control board 230, a lamp control board 226, a game effect operation board 228, and the like. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the content of the commands and performs game effects according to the content. That is, it sends commands specifying display images and output audio to the image and audio control board 230, or sends commands specifying the light emission patterns of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226, thereby performing game effects.

[0035] In addition, when the CPU 221 of the sub-control board 220 detects an operation by the player on the game effect buttons 10 and the direction buttons 11 (hereinafter also referred to as "game effect operation units 10, 11") via the game effect operation board 228, it reflects the operation and performs game effects. In addition, the game effect button 10 of this embodiment incorporates a vibration motor (not shown), and the CPU 221 of the sub-control board 220 can vibrate the game effect button 10 by sending a drive signal via the game effect operation board 228.

[0036] In addition, a decorative item 60 is connected to the sub-control board 220. The CPU 221 of the sub-control board 220 controls the emission of the built-in LED by transmitting a drive signal to the decorative item 60, and operates a drive motor (not shown) that drives the decorative item 60 to control the vertical movement of the decorative item 60. Further, four auxiliary LEDs 13a to 13d (described later) mounted on a stand 12 provided at the front edge of the upper plate portion 7 are connected to the sub-control board 220 of this embodiment. The CPU 221 of the sub-control board 220 controls the emission of the auxiliary LEDs 13a to 13d by transmitting a drive signal to the auxiliary LEDs 13a to 13d.

[0037] In addition to the CPU 231, ROM 232, and RAM 233, the image and audio control board 230 includes a VDP 234, an image ROM 235, and an audio ROM 236. When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads out image data (for example, sprite data, video data, etc.) used for displaying the instructed image from the image ROM 235, generates an image, and outputs it to the display screen of the effect display device 41. Also, when the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it reads out audio data corresponding to the command from the audio ROM 236, and transmits a signal of the audio data to the amplifier board 224, thereby outputting audio from the upper speaker 6a and the lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b").

[0038] Connected to the payout control board 240 are a ball lending button 241 provided in the upper tray section 7 (not shown in FIG. 1), a card unit 242 arranged in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, its detection signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend out game balls while communicating data with the payout control board 240. Also, when the payout control board 240 receives a payout command instructing the payout of game balls from the main control board 200, it drives the payout motor 243 to payout game balls.

[0039] Further, a firing control board 260 is connected to the payout control board 240, and a firing device unit 261 is connected to the firing control board 260. The firing device unit 261 includes a firing motor 262 for firing game balls and a touch switch 263 for detecting that the player is touching the firing handle 9. When the touch switch 263 detects that the player is touching the firing handle 9, the operation of the firing motor 262 becomes possible, and the game balls are fired with a strength corresponding to the rotation angle of the firing handle 9.

[0040] B. Outline of the game: In the pachinko machine 1 of this embodiment, the game progresses as follows. When the player rotates the firing handle 9 with game balls stored in the upper tray section 7, the game balls stored in the upper tray section 7 are supplied one by one to the firing device unit 261 and fired toward the game area 21 described above with reference to FIG. 2. Since the strength of hitting out the game balls corresponds to the rotation angle of the firing handle 9, the player can cause the game balls to flow down to a desired area by changing the rotation angle of the firing handle 9. For example, the player can fire the game balls so that they flow down to the left area of the central device 40 (perform a left shot) or fire the game balls so that they flow down to the right area of the central device 40 (perform a right shot).

[0041] As described above, the first starting port 24 allows left-shot game balls to enter. When a game ball enters the first starting port 24 and is detected by the first starting port sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number) is obtained, and a jackpot judgment is made to determine whether it is a jackpot or a miss based on the value of the judgment random number. After that, the segment display unit 50 performs a variable display of the first special symbol (hereinafter also referred to as the "first special figure"). In addition, the second starting port 25 allows right-shot game balls to enter. When a game ball enters the second starting port 25 and is detected by the second starting port sensor 25s, a judgment random number is obtained and a jackpot judgment is made. Then, the segment display unit 50 performs a variable display of the second special symbol (hereinafter also referred to as the "second special figure"). Incidentally, hereinafter, when it is not necessary to particularly distinguish between the first special figure and the second special figure, they may simply be referred to as "special symbols". Also, the first starting port sensor 24s and the second starting port sensor 25s in this embodiment correspond to the "detection means" of the present invention.

[0042] Figure 4 is an explanatory diagram showing an enlarged segment display unit 50. As described above, the segment display unit 50 is visible to the player through a small window portion 4c (see FIG. 1) provided in the front frame 4. As shown in the figure, the segment display unit 50 is provided with a first special figure display unit 51 for displaying the first special figure and a second special figure display unit 52 for displaying the second special figure, each of which is composed of nine LEDs. The first special figure and the second special figure are variably displayed by blinking (switching the lit LEDs) nine LEDs in the corresponding display units 51 and 52, and are stopped and displayed with a predetermined combination of LEDs lit. At this time, if the result of the jackpot judgment is a jackpot, the LEDs corresponding to the jackpot symbol are lit, and if it is a miss, the LEDs corresponding to the miss symbol are lit. Incidentally, the first special figure and the second special figure in this embodiment correspond to the "identification information" of the present invention, and the segment display unit 50 in this embodiment corresponds to the "identification information display means" of the present invention.

[0043] Even if a game ball enters the first start port 24 or the second start port 25, if the start condition for a new variable display, such as during the variable display of the first special figure or the second special figure, is not satisfied, the value of the determination random number obtained by the entry of the game ball into the first start port 24 is stored as the first special figure hold, and the value of the determination random number obtained by the entry of the game ball into the second start port 25 is stored as the second special figure hold. Then, when the start condition for a new variable display of the special figure (the first special figure or the second special figure) is satisfied, a jackpot determination is made based on the first special figure hold or the second special figure hold, and a variable display of the corresponding special figure is performed. In the pachinko machine 1 of this embodiment, such first special figure hold and second special figure hold can each be stored up to a maximum of four.

[0044] In addition, in the pachinko machine 1 of this embodiment, when the first special figure hold and the second special figure hold are stored, even if the variable display of the special figure cannot be started yet (before the start condition for the variable display is satisfied), it is possible to determine in advance whether it is a jackpot or a miss based on the stored first special figure hold and second special figure hold. This determination is called a "preliminary determination", and naturally, the result of the preliminary determination coincides with the result of the jackpot determination made when starting the variable display of the special figure. Then, as will be described later, it is possible to give a notice as a game effect reflecting the result of the preliminary determination before the start of the variable display of the special figure corresponding to the first special figure hold and the second special figure hold.

[0045] As shown in FIG. 4, the segment display unit 50 is provided with a first special figure hold display unit 53 that displays the number of stored first special figure holds (the first special figure hold number) and a second special figure hold display unit 54 that displays the number of stored second special figure holds (the second special figure hold number), each of which is composed of two LEDs. In these hold display units 53 and 54, if the number of holds is 0, both LEDs are turned off; if the number of holds is 1, one LED is lit; if the number of holds is 2, both LEDs are lit; if the number of holds is 3, one LED blinks; and if the number of holds is 4, both LEDs blink.

[0046] When the first special symbol or the second special symbol stops and is displayed as a jackpot symbol, a jackpot game is executed in which the big winning opening 28 is opened. In the jackpot game, a round game is repeatedly played a plurality of times in which the opened big winning opening 28 is closed when a specified number (for example, nine) of game balls enter or when a predetermined opening time (for example, 30 seconds) elapses. In the pachinko machine 1 of this embodiment, a plurality of jackpot symbols are provided, and the number of round games performed in the jackpot game differs depending on the type of the jackpot symbol that has stopped and is displayed (for example, 4 times, 6 times, 10 times). As described above, when a game ball enters the big winning opening 28, 13 game balls are paid out as prize balls. Therefore, the more the number of round games (number of rounds) in the jackpot game, the more prize balls the player can obtain.

[0047] As shown in FIG. 4, the segment display unit 50 is provided with a right-shot display unit 55 composed of three LEDs. As described above, the big winning opening 28 can receive the right-shot game balls. Since right-shot is advantageous for the player during the jackpot game, the LEDs of the right-shot display unit 55 are lit.

[0048] Also, as described above, a normal symbol operation gate 27 is provided to the right of the central device 40 (the effect display device 41), and the right-shot game balls can pass through the normal symbol operation gate 27. When a game ball passing through the normal symbol operation gate 27 is detected by the gate sensor 27s, a predetermined determination random number (such as a normal symbol winning determination random number) is acquired, and a normal symbol winning determination is made to determine whether it is a normal symbol win or a miss based on the value of the determination random number. Then, the normal symbol is variably displayed on the segment display unit 50.

[0049] As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 for displaying normal symbols, which is composed of two LEDs on the left and right. The normal symbols are variably displayed by blinking the two LEDs (switching the lit LED) in the normal symbol display unit 56, and are stopped and displayed with one of the LEDs lit. At this time, if the result of the normal symbol hit determination is a normal symbol hit, the left LED corresponding to the normal symbol hit symbol is lit, and if it is a miss, the right LED corresponding to the miss symbol is lit. When the normal symbol is stopped and displayed as a normal symbol hit symbol, a normal symbol hit game is executed in which the second start port 25 is opened for a predetermined time and then returns to the closed state.

[0050] In addition, even if the game ball passes through the normal symbol operation gate 27, if the start condition for a new variable display is not satisfied during the variable display of the normal symbol, etc., it is possible to store up to four values of the acquired determination random number as normal symbol holds. After that, when the start condition for a new variable display of the normal symbol is satisfied, a normal symbol hit determination and a variable display of the normal symbol are performed based on the normal symbol holds. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol hold display unit 57 composed of two LEDs, and the number of stored normal symbol holds (normal symbol hold number) is displayed on the normal symbol hold display unit 57.

[0051] The opening time of the second start port 25 in the normal symbol hit game differs depending on whether it is in the "electric support state" or the "non-electric support state". In the electric support state, the opening time of the second start port 25 is set longer than in the non-electric support state. Also, in the electric support state, the probability (normal symbol hit probability) that the result of the normal symbol hit determination is a normal symbol hit is higher than in the non-electric support state, and the variable time of the normal symbol is set shorter. Therefore, in the electric support state, the possibility that a game ball enters the second start port 25 (that is, the possibility that the variable display of the second special symbol is performed) is higher than in the non-electric support state. During the electric support state, since right hitting is advantageous for the player, the LED of the right hitting display unit 55 is lit in the same way as during the big win game.

[0052] In the pachinko machine 1 of this embodiment, a plurality of jackpot symbols are roughly classified into a "normal jackpot symbol" and a "probability-variable jackpot symbol". Regardless of which jackpot symbol the special symbol stops and is displayed as, an electric support state is set after the end of the jackpot game. When the special symbol stops and is displayed as a normal jackpot symbol, after the end of the jackpot game, the probability that the result of the jackpot determination is a jackpot (jackpot probability) is set to a predetermined normal probability (low probability), and when the number of fluctuations of the special symbol reaches a preset number of electric support times (for example, 100 times), it is set to a non-electric support state. On the other hand, when the special symbol stops and is displayed as a probability-variable jackpot symbol, after the end of the jackpot game, the jackpot probability is set to a high probability higher than the normal probability and continues until the next jackpot game together with the electric support state. Hereinafter, the state in which the jackpot probability is set to a high probability may be referred to as a "probability-variable state". Also, in the electric support state, since the fluctuation time of the special symbol is more likely to be set shorter than in the non-electric support state, the state that is in the electric support state and in which the jackpot probability is set to the normal probability may be referred to as a "time-shortened state".

[0053] In addition, in the pachinko machine 1 of this embodiment, opportunities for setting the electric support state are provided not only after the end of the jackpot game. When the number of consecutive times that the special symbol stops and is displayed as a non-jackpot symbol (hereinafter also referred to as the "number of misses") reaches a specified number (for example, 800 times) while the jackpot probability is in the normal probability (low probability) state and the special symbol does not stop and is displayed as a jackpot symbol, the electric support state is set and it enters the time-shortened state (so-called game time). The time-shortened state that thus enters when the number of misses reaches the specified number continues until the special symbol stops and is displayed as a jackpot symbol or until the number of fluctuations of the special symbol reaches a preset number of electric support times (for example, 1000 times), and when either condition is satisfied, it is set to the non-electric support state.

[0054] In addition, in conjunction with the variable display of the above-described special symbols (the first special figure and the second special figure), various images for effect are displayed on the effect display device 41. FIG. 5 is an explanatory diagram illustrating one aspect of the display on the effect display device 41. On the display screen of the effect display device 41, three decorative symbols 41a, 41b, 41c as symbols for effect and a background image 41d (an image of a car in the example of FIG. 5) serving as the background thereof can be displayed. When the variable display of the special symbol is started in the first special figure display unit 51 or the second special figure display unit 52 of the segment display unit 50, an effect in which the decorative symbols 41a, 41b, 41c sequentially switch and variably display a plurality of numbers (for example, nine numbers from "1" to "9") (hereinafter also referred to as "symbol variable effect") is performed on the effect display device 41. Note that the decorative symbol may be a symbol in which characters, figures, symbols, etc. are designed other than numbers, as long as the player can identify the type.

[0055] FIG. 5(a) conceptually shows a state in which the three decorative symbols 41a, 41b, 41c are variably displayed all at once. As shown in the figure, the three decorative symbols 41a, 41b, 41c in the present embodiment are arranged side by side in the horizontal direction, and each variably displays by vertically scrolling from top to bottom. After the start of the variable display, first, the left decorative symbol 41a stops and is displayed as any one of "1" to "9", then the right decorative symbol 41c stops and is displayed, and finally the middle decorative symbol 41b stops and is displayed. At this time, when the special symbol (the first special figure or the second special figure) stops and is displayed as an off symbol, the three decorative symbols 41a, 41b, 41c stop and are displayed in a combination (a scattered state) that does not align with the same number, whereas when the special symbol stops and is displayed as a big win symbol, they stop and are displayed in a combination (a matching state) that aligns with the same number. In particular, when the special symbol stops and is displayed as a probability-variable win symbol, which is more advantageous for the player than a normal win symbol, the decorative symbols 41a, 41b, 41c stop and are displayed aligned with the same number of "3" or "7".

[0056] In this way, by making the display contents of the decorative symbols 41a, 41b, and 41c in the effect display device 41 correspond to the display contents of the special symbol, as shown in FIG. 5(b), when two of the three decorative symbols are stopped and displayed with the same number, the player may think that the last decorative symbol to be stopped and displayed will also be the same number, so the player will pay attention to the variable display (symbol variation effect) of the decorative symbols. The effect performed while variably displaying the last decorative symbol with two decorative symbols stopped and displayed with the same symbol is called the "reach effect", and it is possible to enhance the gaming interest by generating the reach effect. In addition, such reach effects include a normal reach effect (normal reach effect) and a reach effect that lasts longer than the normal reach effect (super reach effect). By developing into a super reach effect, the possibility (reliability) that the decorative symbols 41a, 41b, and 41c will stop and be displayed as a triple is increased.

[0057] And in the pachinko machine 1 of this embodiment, it is possible to execute a battle effect as a super reach effect. FIG. 6 is an explanatory diagram showing an example of the battle effect executed by the effect display device 41. The illustrated battle effect is one in which the player-side character 45 and the opponent character 46 fight, and the player-side character 45 is marked with the display of "PLAYER".

[0058] In the battle effect, depending on the victory or defeat of the player-side character 45, it suggests whether the special symbol (the first special figure or the second special figure) during variable display will stop and be displayed as a jackpot symbol or a non-winning symbol. That is, if the player-side character 45 wins against the opponent character 46, the special symbol will stop and be displayed as a jackpot symbol, and if the player-side character 45 loses against the opponent character 46, the special symbol will stop and be displayed as a non-winning symbol. By executing such a battle effect, the player can be expected to win with the player-side character 45, and the gaming interest can be enhanced.

[0059] During the execution of the battle performance, the variable display of the decorative patterns 41a, 41b, and 41c on the performance display device 41 is still continued. In the illustrated example, in order to secure a wider display range for the battle performance, the reduced decorative patterns 41a, 41b, and 41c are moved to the upper right corner of the performance display device 41 for display. When the result (win or loss) of the battle performance is shown, all of these decorative patterns 41a, 41b, and 41c stop being displayed. When the player-side character 45 wins, they stop being displayed in a checkerboard pattern, while when the player-side character 45 loses, they stop being displayed in a broken pattern.

[0060] Also, as shown in FIG. 5, it is possible to provide a hold display area 42 (the portion surrounded by the broken line in the figure) for displaying hold symbols corresponding to special figure holds (first special figure hold and second special figure hold) at the lower part of the display screen of the performance display device 41. In the hold display area 42 of this embodiment, as hold symbols (small circles in the figure), an unexecuted symbol 43 corresponding to a special figure hold for which the variable display of the special symbol has not been executed and an in-execution symbol 44 corresponding to a special figure hold that has become an opportunity to start the variable display of the special symbol that has already started the variable display are displayed.

[0061] Corresponding to the fact that the first special figure hold and the second special figure hold can each store up to four as described above, up to four unexecuted symbols 43 can be displayed in the hold display area 42 as in the example of FIG. 5. In the non-electric support state (when hitting the left), the hold symbol corresponding to the first special figure hold is displayed, and in the electric support state (when hitting the right), the hold symbol corresponding to the second special figure hold is displayed. And in the hold display area 42 of the present embodiment, by making the display mode (shape, color, etc.) of the hold symbol different from the normal mode reflecting the result of the above-described preliminary determination, an effect (hold preview effect) suggesting the possibility of a big win game can be executed. Although the details of the hold preview effect will be described later, the hold preview effect of the present embodiment corresponds to the "preview effect" of the present invention, and the hold display area 42 of the present embodiment corresponds to the "effect device" of the present invention. Incidentally, during the execution of the battle effect described above (FIG. 6), the hold display area 42 is omitted, but the display of the hold symbol may be continued by reducing the hold display area 42 during the execution of the battle effect as well.

[0062] Also, as described above, the electric decoration unit 60 is installed in the central device 40 of the present embodiment, and it is possible to execute an effect of causing the electric decoration unit 60 to emit light or move in the vertical direction in accordance with the variable display of the decorative patterns 41a, 41b, 41c on the effect display device 41. FIG. 7 is an explanatory diagram showing the movement mode of the electric decoration unit 60 of the present embodiment. The electric decoration unit 60 of the present embodiment is basically in an upper arrangement located above the effect display device 41 as shown by the broken line in the figure.

[0063] However, the effect display device 41 is installed behind the electric decoration unit 60, and when the electric decoration unit 60 moves downward by driving the drive motor, it becomes a lower arrangement located in front of the effect display device 41. And in the pachinko machine 1 of the present embodiment, as an effect (so-called premium effect) suggesting that the possibility (reliability) that the special symbol stops and is displayed as a big win symbol is particularly high, the electric decoration unit 60 is moved to the lower arrangement and made to emit light intensely. After the end of the premium effect, the electric decoration unit 60 is moved back to the upper arrangement.

[0064] Furthermore, as described above, a stand 12 is provided at the front edge of the upper plate portion 7 of the present embodiment, and it is possible to place a portable information terminal 300 such as a smartphone owned by the player on the stand 12. FIG. 8 is a perspective view showing an enlarged view of the stand 12 of the present embodiment. As shown in the figure, the stand 12 of the present embodiment includes an inclined plate 12a with an inclination that slopes downward toward the front, and a lower support portion 12b that supports the lower part of the portable information terminal 300 in contact with the back surface of the inclined plate 12a. By placing the portable information terminal 300 on such a stand 12, the arrangement of the player's portable information terminal 300 can be fixed with respect to the pachinko machine 1 of the present embodiment, and in that state, the player can view and operate the screen 301 of the portable information terminal 300. Incidentally, the player may be able to adjust the inclination angle of the inclined plate 12a of the stand 12. Further, the stand 12 of the present embodiment corresponds to the "fixing means" of the present invention.

[0065] And on the stand 12 of the present embodiment, four auxiliary LEDs 13a to 13d are mounted side by side in the horizontal direction at the upper part of the inclined plate 12a. These four auxiliary LEDs 13a to 13d are located above the portable information terminal 300 placed on the stand 12 and enter the field of view of the player looking at the screen 301 of the portable information terminal 300. Further, the four auxiliary LEDs 13a to 13d are configured to light up corresponding to four unexecuted symbols 43 that can be displayed in the hold display area 42 of the effect display device 41. The player can grasp the storage status of the special figure hold (the first special figure hold or the second special figure hold) by looking at the lighting state of the auxiliary LEDs 13a to 13d. Incidentally, the lighting state of the auxiliary LEDs 13a to 13d of the present embodiment corresponds to the "auxiliary information" of the present invention, and the auxiliary LEDs 13a to 13d of the present embodiment correspond to the "auxiliary display means" of the present invention.

[0066] C. Control Contents of the Pachinko Machine of the Present Embodiment: C-1. Game Control Process: FIG. 9 is a flowchart showing a rough flow of game control processing performed by the CPU 201 of the main control board 200 as control related to the progress of the game. The CPU 201 of the main control board 200 executes the game control processing in FIG. 9 based on a timer interrupt that occurs at a predetermined cycle (for example, every 4 msec). In the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 201 are omitted from the description.

[0067] When the CPU 201 of the main control board 200 starts the game control processing, it first performs output processing (S10). In the main control board 200 of the present embodiment, various commands to be transmitted to various control boards including the sub-control board 220 in each process described later are temporarily stored in the output buffer secured in the RAM 203, and in the output processing (S10), the various commands stored in the output buffer are transmitted to the various control boards. By doing so, for example, in the sub-control board 220, control of the effect according to the progress of the game is performed, and in the payout control board 240, payout of the game balls is performed.

[0068] The CPU 201 of the main control board 200 performs input processing (S20) following the output processing (S10). As described above, when a game ball enters any of the first start port 24, the second start port 25, the big winning port 28, or the other winning ports 30, game balls are paid out as bonus balls. Therefore, in the input processing (S20), for various sensors (such as the first start port sensor 24s, the second start port sensor 25s, the big winning port sensor 28s, and the other winning port sensors 30s) that detect ball entry accompanied by the payout of bonus balls, it is determined whether a game ball has been detected. And when a game ball is detected, a payout command for instructing the payout of the game ball is stored in the above-mentioned output buffer. The payout command thus stored in the output buffer is transmitted toward the payout control board 240 in the next output processing (S10). The payout control board 240 that has received the payout command pays out 3 game balls if the entry of the game ball is through either the first start port 24 or the other winning port 30, pays out 1 game ball if it is through the second start port 25, and pays out 13 game balls if it is through the big winning port 28, as described above.

[0069] When the input processing (S20) is completed, next, the random number update processing (S30) is performed. As described above, the normal pattern hit determination and the big hit determination of the special symbol are performed based on the value of a predetermined determination random number. Also, in addition to this, various other determinations described later are performed based on the value of a dedicated random number. In the random number update processing (S30), these random numbers are updated. Note that the update of the random number may be performed not only in the random number update processing (S30) within the game control processing but also between the time when the game control processing is once completed and the start of the next game control processing (when a timer interrupt occurs). Also, a dedicated circuit for updating the random number may be provided, and the random number may be updated by this dedicated circuit.

[0070] When the random number update process (S30) ends, the gate sensor detection process (S40) is performed. In the gate sensor detection process (S40), when the gate sensor 27s detects a game ball passing through the normal symbol operation gate 27, it is determined whether the normal symbol hold count has reached the upper limit value (in this embodiment, "4"). If it has not reached, a normal symbol determination random number or the like is obtained, and the obtained random number value is stored in the RAM 203 as a normal symbol hold.

[0071] Subsequent to the gate sensor detection process (S40), the start port sensor detection process (S50) is performed. In the start port sensor detection process (S50), when the first start port sensor 24s detects a game ball entering the first start port 24, it is determined whether the first special symbol hold count has reached the upper limit value (in this embodiment, "4"). If it has not reached, a predetermined determination random number is obtained, and the obtained random number value is stored in the RAM 203 as the first special symbol hold. Also, when the second start port sensor 25s detects a game ball entering the second start port 25, it is determined whether the second special symbol hold count has reached the upper limit value (in this embodiment, "4"). If it has not reached, a predetermined determination random number is obtained, and the obtained random number value is stored in the RAM 203 as the second special symbol hold.

[0072] Here, as the determination random number, a jackpot determination random number for performing a jackpot determination, a symbol determination random number for determining the type of jackpot symbol of a special symbol that is stopped and displayed in the case of a jackpot, a variation pattern determination random number for determining the variation pattern from the start of the variation display to the stop display of the special symbol, etc. are obtained. Note that the determination random number stored as the first special symbol hold or the second special symbol hold in this embodiment corresponds to the "acquired information" of the present invention, and the RAM 203 of the main control board 200 of this embodiment that stores the special symbol hold corresponds to the "acquired information storage means" of the present invention.

[0073] Also, in the start port sensor detection process (S50), the above-described preliminary determination is performed. That is, based on the value of the jackpot determination random number stored as the first special symbol hold or the second special symbol hold, it is determined in advance whether it is a jackpot or a miss. This preliminary determination is basically the same as the jackpot determination described later when starting the variation display of the special symbol, and thus the details will be described later.

[0074] Furthermore, in accordance with the memory of the first special figure hold or the second special figure hold, a hold addition command indicating the addition of a special figure hold (the first special figure hold or the second special figure hold) is stored in the output buffer of the RAM 203. This hold addition command is transmitted toward the sub-control board 220 in the next output process (S10). When the CPU 221 of the sub-control board 220 receives the hold addition command, it adds an unexecuted symbol 43 to the hold display area 42 of the effect display device 41. Note that the hold addition command of the present embodiment includes information about the result of the pre-determination, and the CPU 221 of the sub-control board 220 can execute a game effect (hold preview effect) that reflects the result of the pre-determination.

[0075] When the start port sensor detection process (S50) is completed, next, a normal operation process (S60) is performed. In the normal operation process (S60), mainly the following processes are performed. First, it is determined whether the normal symbol is in the process of variable display or the game per normal symbol is being executed. If it is neither in the process of variable display of the normal symbol nor in the execution of the game per normal symbol, after confirming that a predetermined determination time has elapsed since the stop display of the normal symbol, it is determined whether the number of normal symbol holds is "0". If the number of normal symbol holds is not "0" (if a normal symbol hold is stored), the earliest stored normal symbol hold is read out, and a determination per normal symbol is made based on the read normal symbol hold (the value of the determination random number per normal symbol). In this determination per normal symbol, if the value of the determination random number per normal symbol read as the normal symbol hold is a predetermined winning value, it is determined as a win, and if it is an off-value other than the winning value, it is determined as a miss. Note that as described above, in the electrically supported state, the probability of winning per normal symbol is set higher (there are more winning values) than in the non-electrically supported state. For example, in the non-electrically supported state, the probability of winning per normal symbol is set to 1 / 100, while in the electrically supported state, the probability of winning per normal symbol is set to 99 / 100.

[0076] Then, based on the result of the general symbol winning determination, it is determined whether to stop displaying the normal symbol as the winning symbol for the general symbol or as the losing symbol. Further, the variation time of the normal symbol is set, and the variation display of the normal symbol is started while subtracting "1" from the number of reserved general symbols. As described above, in the power support state, the variation time of the normal symbol is set shorter than in the non-power support state. For example, in the non-power support state, the variation time is set to 20 seconds, while in the power support state, the variation time is set to 1 second.

[0077] When the normal symbol is in the variation display, it is determined whether the variation time has elapsed. When the variation time has elapsed, the normal symbol is stopped and displayed as the winning symbol for the general symbol or the losing symbol that has been determined. Then, after waiting for the elapse of the confirmation time, if the stopped normal symbol is the losing symbol, the process of starting the variation display of the normal symbol again is performed. On the other hand, if the stopped normal symbol is the winning symbol for the general symbol, the general symbol winning game is started.

[0078] During the general symbol winning game, after driving the start port solenoid 26m to open the second start port 25, the process of returning to the closed state is performed when the opening time has elapsed. As described above, in the power support state, the opening time of the second start port 25 is set longer than in the non-power support state. For example, in the non-power support state, the opening time is set to 0.3 seconds (0.1 second × 3 openings), while in the power support state, the opening time is set to 4.5 seconds (1.5 seconds × 3 openings).

[0079] When the normal operation process (S60) ends, subsequently, a special operation process (S70) is performed. In the special operation process (S70), mainly the following processes are performed. First, it is determined whether it is during the variable display of the special symbol (the first special figure or the second special figure), during the fixed display of the special symbol, or during a big win game. If it is none of these, it is determined whether the reserved number of the first special figure and the reserved number of the second special figure are "0". If the reserved number of the first special figure or the reserved number of the second special figure is not "0", the values of the various determination random numbers (big win determination random number, symbol determination random number, variation pattern determination random number) stored as special figure reservation are read out. In the pachinko machine 1 of this embodiment, first, if the second special figure reservation is stored, the first stored second special figure reservation is read out. If the second special figure reservation is not stored, the first stored first special figure reservation is read out (prioritize digestion of the second special figure reservation).

[0080] Based on the value of the big win determination random number read out as the second special figure reservation or the first special figure reservation in this way, a big win determination is made. In the big win determination, if the value of the read big win determination random number is a value corresponding to "big win" (big win value), it is determined as a big win, and if it is a value corresponding to "miss" (miss value), it is determined as a miss. As described above, in the probability-variable state, the big win probability is set higher (more big win values) than in the non-probability-variable state. For example, in the non-probability-variable state, the big win probability is set to about 1 / 300, while in the probability-variable state, the big win probability is set to about 1 / 100. Still, in the same way as in the above-mentioned preliminary determination, based on the value of the big win determination random number stored as the first special figure reservation or the second special figure reservation, it is determined whether it is a big win or a miss.

[0081] And if the result of the big win determination is a big win, the big win symbol to be stopped and displayed is determined. As described above, a plurality of big win symbols are provided, and they are roughly classified into a normal win symbol and a probability-variable win symbol. From among these plurality of big win symbols, one is determined as the symbol to be stopped and displayed (stop symbol) based on the value of the symbol determination random number read out as the first special figure reservation or the second special figure reservation. On the other hand, if the result of the big win determination is a miss, a miss symbol is determined as the stop symbol.

[0082] Once the stop symbol of the special symbol is determined in this way, the variation pattern of the special symbol is determined. The variation pattern is for identifying the time (variation time) from when the special symbol (the first special figure or the second special figure) starts the variation display until it stops the display. Among the plurality of prepared variation patterns, the set variation times are different from each other. The determination of the variation pattern is performed based on the value of the variation pattern determination random number read as the retention of the first special figure or the retention of the second special figure. In the electric support state, a variation pattern with a shorter variation time is more likely to be determined compared to the non-electric support state. Also, when the result of the big win determination is a big win, the reach effect etc. described above are often performed. To facilitate ensuring the execution time thereof, a variation pattern with a longer variation time is more likely to be determined compared to the case where the result of the big win determination is a miss.

[0083] When the variation pattern is determined, the variation display of the special symbol is started. If it is the second special figure, "1" is subtracted from the second special figure retention count. If it is the first special figure, "1" is subtracted from the first special figure retention count. Also, a variation pattern designation command for designating the variation pattern of the special symbol and a stop symbol designation command for designating the stop symbol are stored in the output buffer of the RAM 203. These commands are transmitted toward the sub-control board 220 in the next output process (S10). By receiving these commands, the CPU 221 of the sub-control board 220 executes a symbol variation effect on the effect display device 41 in accordance with the variation display of the special symbol, and moves one of the unexecuted symbols 43 (the left end in the example of FIG. 5) in the retention display area 42 of the effect display device 41 to the position of the executing symbol 44, and also moves the positions of the other unexecuted symbols 43 one by one toward the executing symbol 44.

[0084] When the special symbol is in the variable display state, it is determined whether the variable time has elapsed. As described above, the variable time of the special symbol is set in the variable pattern. When the variable time elapses, the special symbol is stopped and displayed with the determined stop symbol (big win symbol or losing symbol). Also, a time (confirmation time) for confirming and displaying the stopped special symbol is set. Further, a variable stop command indicating the stop display of the special symbol is stored in the output buffer of RAM203 and transmitted to the sub-control board 220 in the next output process (S10). When receiving the variable stop command, the CPU221 of the sub-control board 220 ends the symbol variable effect on the effect display device 41 and erases the executing symbol 44 displayed in the hold display area 42.

[0085] During the confirmation display of the special symbol, it is determined whether the confirmation time has elapsed. If the confirmation time has elapsed, it is determined whether the confirmed special symbol is a big win symbol or a losing symbol. As a result, if it is a losing symbol, it is determined whether it is in the time-saving state. If it is in the time-saving state, the number of times the special symbol fluctuates during the time-saving state is counted. When the counted number of fluctuations reaches a preset number of times for power-saving (for example, 100 times in the time-saving state after the end of a big win game, 1000 times in the time-saving state entered when the number of hammering times reaches the specified number), the power-saving state is ended and set to the normal state which is a non-power-saving state. Also, if the big win probability is set to the normal probability (low probability), "1" is added to the number of hammering times and updated. When the updated number of hammering times reaches the specified number (for example, 800 times), the power-saving state is set and the game enters the time-saving state (play time). Further, along with the change of the game state, a game state designation command indicating the game state is stored in the output buffer of RAM203 and transmitted to the sub-control board 220 in the next output process (S10).

[0086] On the other hand, when the determined special symbol is a jackpot symbol, the opening pattern (number of rounds, opening time, closing time, etc.) of the big winning opening 28 in the jackpot game is set, and the jackpot game is started. As described above, the number of rounds varies according to the type of jackpot symbol that has stopped (been determined). Also, a jackpot game start command indicating the start of the jackpot game is stored in the output buffer of the RAM 203 and transmitted to the sub-control board 220 in the next output process (S10). Note that the jackpot game in this embodiment corresponds to the "specific state" of the present invention, and the CPU 201 of the main control board 200 in this embodiment corresponds to the "specific state generation means" of the present invention.

[0087] During the jackpot game, the big winning opening solenoid 29m is driven to open the big winning opening 28 to start the round game. Then, when a specified number of game balls enter the big winning opening 28 or the opening time elapses, the big winning opening 28 is closed to end the round game, and after the closing time elapses, the next round game is started. And when all the set number of rounds is completed, the jackpot game ends. Also, a jackpot game end command indicating the end of the jackpot game is stored in the output buffer of the RAM 203 and transmitted to the sub-control board 220 in the next output process (S10).

[0088] Furthermore, the game state after the end of the jackpot game is set according to the type of jackpot symbol that has stopped (been determined). That is, if the jackpot symbol is a probability-variable jackpot symbol, it is set to the probability-variable state (the electric assist state where the jackpot probability is set to a high probability), and if the jackpot symbol is a normal jackpot symbol, it is set to the time-saving state (the electric assist state where the jackpot probability is set to the normal probability). Also, a game state designation command indicating the game state is stored in the output buffer of the RAM 203 and transmitted to the sub-control board 220 in the next output process (S10). Note that after the end of the jackpot game, the number of consecutive losing times described above is reset once.

[0089] When the special operation process (S70) is thus completed, the game control process in FIG. 9 is temporarily terminated, and when a timer interrupt occurs every 4 msec, the game control process in FIG. 9 is executed again. The CPU 201 of the main control board 200 advances the game on the pachinko machine 1 by repeatedly performing the game control process as described above. Also, the CPU 201 of the main control board 200 transmits various commands to the sub-control board 220 while executing the game control process. Then, the CPU 221 of the sub-control board 220 determines the content of specific effects based on the received commands, and executes various game effects using the effect display device 41, various speakers 6a, 6b, various lamps 5a to 5c, effect operation units 10, 11, the electric decoration unit 60, and the auxiliary LEDs 13a to 13d. Hereinafter, various processes performed by the CPU 221 of the sub-control board 220 for executing game effects will be described.

[0090] C-2. Auxiliary display process: FIG. 10 is a flowchart showing the auxiliary display process performed by the CPU 221 of the sub-control board 220 to turn on the auxiliary LEDs 13a to 13d. This auxiliary display process is performed based on a timer interrupt that occurs at a predetermined cycle. In the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 221 will be omitted.

[0091] When starting the auxiliary display process, the CPU 221 of the sub-control board 220 first determines whether a hold addition command has been received from the main control board 200 (S100). As described above, the hold addition command is a command indicating the addition of a new special figure hold (first special figure hold or second special figure hold). In the pachinko machine 1 of this embodiment, with the addition of a new special figure hold, a hold symbol (unexecuted symbol 43) is added to the hold display area 42 of the effect display device 41, and among the auxiliary LEDs 13a to 13d of the stand 12, those corresponding to the added unexecuted symbol 43 are turned on. Therefore, if the hold addition command has not been received (S100: no), the auxiliary display process in FIG. 10 is terminated as it is, and when a timer interrupt occurs at a predetermined cycle, the auxiliary display process in FIG. 10 is executed again.

[0092] When a hold addition command is received (S100: yes), a hold symbol (unexecuted symbol 43) to be added to the hold display area 42 of the effect display device 41 is displayed in the normal mode (S102). In the normal mode of the hold symbol in this embodiment, as shown in FIG. 5, the shape is a "small circle" and the color is set to "white". Also, as will be described later, by changing the display mode of the hold symbol being displayed in the hold display area 42 to a mode different from the normal mode, a hold preview effect that suggests the possibility (reliability) that the variable display of the special symbol corresponding to the hold symbol (specially reserved) will stop and be displayed as a jackpot symbol can be executed.

[0093] After adding the hold symbol in the normal mode in this way, subsequently, the rank of the reliability of the effect to be executed along with the variable display of the special symbol corresponding to the hold symbol (specially reserved) is determined in advance (S103). In the pachinko machine 1 of this embodiment, the ranks of the reliability of the effects to be executed along with the variable display of the special symbol are roughly classified into four levels: "low", "medium", "high", and "intense heat". And which level of these four levels of effects to execute is determined with different probabilities according to the result of the prior determination (jackpot or miss) made at the time of storing a new specially reserved figure.

[0094] FIG. 11 is an explanatory diagram showing an example of the determination probability of the reliability rank according to the result of the prior determination and the effect content corresponding to each reliability rank. First, FIG. 11(a) shows the relationship between the determination probability of the reliability rank and the result of the prior determination. As shown in the figure, when the result of the prior determination is a jackpot, the determination probability of the reliability rank is the lowest for "low", increases in the order of "medium" and "high", and the probability of being determined as "intense heat" is set to be the highest. On the other hand, when the result of the prior determination is a miss, the determination probability of the reliability rank is the lowest for "intense heat", increases in the order of "high", "medium", and the probability of being determined as "low" is set to be the highest.

[0095] FIG. 11(b) illustrates the production contents corresponding to each of the reliability ranks. As shown in the figure, for a low reliability, there corresponds a simple symbol variation production where the reach production described above does not occur, or a reservation notice production where the color of the reservation symbol is changed to "blue". Also, for a medium reliability, there correspond a normal reach production and a reservation notice production where the color of the reservation symbol is changed to "green". Further, for a high reliability, there correspond a super reach production and a reservation notice production where the color of the reservation symbol is changed to "red". And for the "scorching hot" with the highest reliability, in addition to the super reach production, there correspond a button vibration production that causes the production button 10 to vibrate, a premiere production that moves the lighting effect unit 60 downward and makes it emit light strongly, and a reservation notice production where the color of the reservation symbol is changed to "gold". Note that the button vibration production and the premiere production of this embodiment correspond to the "notice production" of the present invention, and the production button 10 and the lighting effect unit 60 of this embodiment correspond to the "production device" of the present invention.

[0096] In the auxiliary display process of FIG. 10, when the reliability rank is determined, it is determined whether the determined reliability rank is "scorching hot" (S103). If the determined reliability rank is not "scorching hot" but is "low" to "high" (S103: no), any one of the auxiliary LEDs 13a to 13d corresponding to the unexecuted symbol 43 added to the reservation display area 42 in the process of S101 is lit in white (S104). That is, if the unexecuted symbol 43 added to the reservation display area 42 is the first one, the auxiliary LED 13a is lit; if it is the second one, the auxiliary LED 13b is lit; if it is the third one, the auxiliary LED 13c is lit; and if it is the fourth one, the auxiliary LED 13d is lit. Also, the auxiliary LEDs 13a to 13d of this embodiment can select white or red as the lighting color. After any one of the auxiliary LEDs 13a to 13d is lit in this way, the auxiliary display process of FIG. 10 is terminated, and when a timer interrupt occurs at a predetermined cycle, the auxiliary display process of FIG. 10 is executed again. Note that the special figure reservation corresponding to the one lit in red among the auxiliary LEDs 13a to 13d of this embodiment corresponds to the "high-level acquired information" of the present invention, and the special figure reservation corresponding to the one lit in white corresponds to the "low-level acquired information" of the present invention.

[0097] On the other hand, when the determined reliability rank is "extremely hot" (S103: yes), any one of the auxiliary LEDs 13a to 13d corresponding to the unexecuted symbol 43 added to the hold display area 42 in the process of S101 is lit in red (S105). Subsequently, when a customization of the effect is presented to the effect display device 41 (S106), the auxiliary display process of FIG. 10 is terminated. After that, when a timer interrupt occurs at a predetermined cycle, the auxiliary display process of FIG. 10 is executed again.

[0098] FIG. 12 is an explanatory diagram illustrating the presentation of the customization of the effect performed by the effect display device 41. In the pachinko machine 1 of the present embodiment, a customization presentation area 47 is secured using a part of the display screen of the effect display device 41. Then, when the presentation of the customization of the effect is started, as shown in the figure, in the customization presentation area 47, a display notifying the player that the effect can be customized ( "The effect can be customized" in the figure) and a plurality of effect modes are listed. Note that the customization presentation area 47 of the present embodiment corresponds to the "presentation means" of the present invention.

[0099] In the illustrated example, four selectable effect modes are presented: the normal mode, the hold change chance mode, the button vibration rate increase mode, and the premium rate increase mode. First, the normal mode is a mode in which various effects are executed randomly. Next, the hold change chance mode is a mode in which a hold preview effect is more likely to occur than other effects. In the hold preview effect, the expectation is heightened by the color of the hold symbol changing to "gold". Also, the button vibration rate increase mode is a mode in which a button vibration effect that vibrates the effect button 10 is more likely to occur than other effects. Furthermore, the premium rate increase mode is a mode in which a premium effect that activates the decorative part 60 is more likely to occur than other effects.

[0100] In addition, within the customization display area 47, it is displayed that the selection of the effect mode is changed by the up and down operations of the direction buttons 11, and the selection of the effect mode is determined (confirmed) by the operation of the effect button 10. Note that the initial setting of the effect mode is the normal mode, and in the example of FIG. 12, a state where the hold change chance mode is selected is shown. Also, the direction buttons 11 of the present embodiment correspond to the "input detection means" of the present invention.

[0101] C-3. Customization process: FIG. 13 is a flowchart showing the customization process performed by the CPU 221 of the sub-control board 220 for customizing the effects. This customization process is performed based on a timer interrupt that occurs at a predetermined cycle. Note that in the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 221 are omitted.

[0102] When starting the customization process, the CPU 221 of the sub-control board 220 first determines whether or not the effects are being presented for customization on the effect display device 41 (S110). In the pachinko machine 1 of the present embodiment, as described above, based on the fact that the rank of the effect reliability has been determined to be "intense heat", the effects are presented for customization. If the effects are not being presented for customization (S110: no), the customization process in FIG. 13 is terminated as it is, and when a timer interrupt occurs at a predetermined cycle, the customization process in FIG. 13 is executed again.

[0103] On the other hand, when the performance presentation device 41 is presenting the customization of the performance (S110: yes), it is determined whether an operation of the direction button 11 is detected (S111). When an operation of the direction button 11 is detected (S111: yes), the selection of the performance mode is changed according to the operation of the direction button 11 (S112). That is, every time the down button of the direction button 11 is operated in a state where the initial setting normal mode is selected, it switches in the order of the hold change chance mode, the button vibration rate increase mode, and the premium rate increase mode from the normal mode, and returns to the normal mode again from the premium rate increase mode (see FIG. 12). On the other hand, when the up button of the direction button 11 is operated, it switches in the reverse order. By enabling the player to select from a plurality of performance modes by operating the direction button 11 in this way, the player's preference can be reflected in the performance and the interest can be enhanced. Note that the CPU 221 of the sub-control board 220 in the present embodiment corresponds to the "setting change means" of the present invention.

[0104] On the contrary, when an operation of the direction button 11 is not detected (S111: no), the process of S112 is omitted. Next, it is determined whether an operation of the performance button 10 is detected (S113). When an operation of the performance button 10 is not detected (S113: no), subsequently, it is determined whether a predetermined presentation period (for example, one minute) has elapsed since the presentation of the performance customization (S114). And when the presentation period has not elapsed yet (S114: no), the customization process of FIG. 13 is terminated while continuing the presentation of the performance customization, and when a timer interrupt occurs at a predetermined cycle, the customization process of FIG. 13 is executed again.

[0105] Thereafter, when an operation of the performance button 10 is detected (S113: yes), or when the presentation period of the customization has elapsed (S114: yes), the selected performance mode is confirmed and stored in the RAM 223 of the sub-control board 220 (S115). Further, the presentation of the performance customization is terminated (S116), and the customization process of FIG. 13 is terminated. And when a timer interrupt occurs at a predetermined cycle, the customization process of FIG. 13 is executed again.

[0106] C-4. Symbol Variation Presentation Process: FIG. 14 is a flowchart showing a symbol variation presentation process that the CPU 221 of the sub-control board 220 performs to execute a symbol variation presentation. This symbol variation presentation process is performed based on a timer interrupt that occurs at a predetermined cycle. In the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 221 are omitted.

[0107] When the CPU 221 of the sub-control board 220 starts the symbol variation presentation process, it first determines whether it has received a variation pattern specification command from the main control board 200 (S120). As described above, the variation pattern specification command is a command that specifies the variation pattern of a special symbol (the first special figure or the second special figure) for which the variation display is started on the segment display unit 50. If the variation pattern specification command is received (S120: yes), it determines the content of the symbol variation presentation to be executed by the presentation display device 41 in accordance with the variation display of the special symbol and the content of additional presentations that can be executed in association with the symbol variation presentation (S121).

[0108] In the process of S121, the content of the symbol variation presentation is determined according to the variation pattern specified by the variation pattern specification command. As described above, the variation pattern corresponds to the variation time of the special symbol, and among a plurality of symbol variation presentations, the symbol variation presentation with the execution time of the presentation corresponding to the specified variation pattern is determined (selected) as the current symbol variation presentation. In addition, the content of the symbol variation presentation reflects the rank of the reliability of the presentation determined in association with the storage of the new special figure reservation (see S102 in FIG. 10). That is, if the reliability is "low", it is a simple symbol variation presentation in which a reach presentation does not occur; if the reliability is "medium", a normal reach presentation occurs; and if the reliability is "high" or more, it develops into a super reach presentation.

[0109] In addition, additional effects that can be executed along with the symbol variation effect include the aforementioned hold notice effect, button vibration effect, premium effect, etc. When determining the content of the additional effect, in addition to the reliability rank, the effect mode selected by the player is referred to. That is, in the normal mode, the additional effect is randomly determined; in the hold change chance mode, the hold change effect is likely to occur; in the button vibration rate increase mode, the button vibration effect is likely to occur; and in the premium rate increase mode, the premium effect is likely to occur.

[0110] When the effect content is determined in this way, the symbol variation effect is started (S122). That is, the CPU 221 of the sub-control board 220 transmits a command specifying the determined content of the symbol variation effect to the image and audio control board 230. The image and audio control board 230 that has received the command displays an image corresponding to the command on the effect display device 41. As a result, on the effect display device 41, the variable display of the decorative symbols 41a, 41b, 41c is started, and a normal reach effect, a super reach effect (battle effect), etc. are carried out concomitantly.

[0111] In addition, along with the start of the symbol variation effect, the display of the hold symbols in the hold display area 42 is updated (S123). That is, among the unexecuted symbols 43 displayed in the hold display area 42 (see FIG. 5), the leftmost unexecuted symbol 43 is moved to the position of the executing symbol 44, and the positions of the other unexecuted symbols 43 are also moved one by one toward the executing symbol 44.

[0112] Furthermore, the lighting of the auxiliary LEDs 13a to 13d on the stand 12 is updated (S124). That is, the number of lit ones among the auxiliary LEDs 13a to 13d (see FIG. 8) is adjusted to the number of unexecuted symbols 43 displayed in the hold display area 42. If the number of lit ones is large, the rightmost lighting is turned off. However, if there is one that is lit in red among the auxiliary LEDs 13a to 13d, the red lighting is moved one to the left. For example, if the third auxiliary LED 13c from the left is lit in red, the red lighting is moved to the second auxiliary LED 23b from the left.

[0113] Subsequently, it is determined whether it is the occurrence timing of the additional effect determined in the process of S121 described above (S125). In the pachinko machine 1 of the present embodiment, the occurrence timing is set in advance for each of the additional effects. For example, for the hold notice effect, "when the first one of the decorative symbols 41a, 41b, 41c stops displaying" is set, and for the button vibration effect, "when two of the decorative symbols 41a, 41b, 41c stop displaying with the same number" is set, and for the premium effect, "when the reach develops from the normal reach effect to the super reach effect" is set. Note that the occurrence timing of each additional effect is not limited to these.

[0114] And when it is the occurrence timing of the additional effect (S125: yes), the additional effect is executed (S126). That is, in the case of the hold notice effect, the color of the hold symbol in the hold display area 42 is changed, in the case of the button vibration effect, vibration is generated in the effect button 10, and in the case of the premium effect, the lighting member 60 is moved downward and made to emit light strongly.

[0115] On the other hand, when it is not the occurrence timing of the additional effect (S125: no), the process of S126 is omitted. Note that when the execution of the additional effect is not determined in the process of S121, it naturally does not become the occurrence timing of the additional effect.

[0116] Subsequently, it is determined whether a variable stop command has been received from the main control board 200 (S127). As described above, the variable stop command is a command indicating the stop display of the special symbol. When the variable stop command has not been received yet (S127: no), while continuing the symbol variation effect, the symbol variation effect process of FIG. 14 is once terminated, and when a timer interrupt occurs at a predetermined cycle, the symbol variation effect process of FIG. 14 is executed again.

[0117] At this time, if the symbol variation effect is in progress, a new variation pattern designation command is not transmitted from the main control board 200. In the determination of S120, since the variation pattern designation command has not been received (S120: no), the processes of S121 to S124 are omitted. If it is the occurrence timing of the additional effect, after executing the additional effect (S125, S126), it is determined again whether the variation stop command has been received (S127).

[0118] When the variation stop command is received (S127: yes), the symbol variation effect being executed on the effect display device 41 is terminated (S128). The stop modes of the decorative symbols 41a, 41b, and 41c at this time are determined in advance according to the result of the big win determination. If the result of the big win determination is a miss, it is a scattered state where the same numbers are not aligned, while if it is a big win, it is a lined-up state with the same numbers. Also, with the end of the symbol variation effect, the executing symbol 44 displayed in the hold display area 42 is erased.

[0119] After thus ending the symbol variation effect, the symbol variation effect process in FIG. 14 is once terminated. When a timer interrupt occurs at a predetermined cycle, the symbol variation effect process in FIG. 14 is executed again. When a new variation pattern designation command is received from the main control board 200 (S120: yes), a series of processes from S121 onward are executed to perform a new symbol variation effect.

[0120] FIG. 15 is an explanatory diagram showing an example in which the auxiliary LEDs 13a to 13d mounted on the stand 12 of the present embodiment are lit. As described above, the auxiliary LEDs 13a to 13d correspond to the unexecuted symbols 43 that can be displayed up to a maximum of four in the hold display area 42 in order to represent the presence of each of the stored special figure holds (the first special figure hold or the second special figure hold). In the example shown in FIG. 15(a), three special figure holds are stored, and three of the auxiliary LEDs 13a to 13c are lit in white corresponding to each of the three unexecuted symbols 43 displayed in the hold display area 42.

[0121] The auxiliary LEDs 13a to 13d mounted on the upper part of the stand 12 are configured to enter the field of view of a player who is looking at the screen 301 of the portable information terminal (smartphone) 300 placed on the stand 12. For this reason, even a player who plays the game while looking at the screen 301 of the portable information terminal 300 can grasp the memory status of the reserved special figure from the lighting state of the auxiliary LEDs 13a to 13d.

[0122] Also, when a new reserved special figure is memorized from the state of FIG. 15(a), a fourth unexecuted symbol 43 is added to the reservation display area 42. At this time, when the rank of the reliability of the effect executed along with the variable display of the special symbol corresponding to the added unexecuted symbol 43 (reserved special figure) is determined to be "intense heat", as shown in FIG. 15(b), the corresponding auxiliary LED 13d lights up in a red color different from the three auxiliary LEDs 13a to 13c. By making the lighting colors different in this way, it becomes possible for the player to easily grasp that a particularly highly reliable and noteworthy effect occurs along with the variable display of the special symbol, and as a result, it is possible to suppress overlooking.

[0123] As described above, in the pachinko machine 1 of this embodiment, by placing the player's portable information terminal 300 on the stand 12, it is possible to fix the arrangement of the portable information terminal 300 with respect to the pachinko machine 1. Further, on the stand 12, the auxiliary LEDs 13a to 13d are mounted at positions that enter the field of view of a player who is looking at the screen 301 of the placed portable information terminal 300. And, depending on the lighting state of the auxiliary LEDs 13a to 13d, it is possible to represent auxiliary information regarding the existence of each of the reserved special figures stored and the rank of the reliability of the effects performed along with the variable display of the special symbols corresponding to each of the reserved special figures.

[0124] According to the pachinko machine 1 of this embodiment, even when a player is playing while looking at the screen 301 of the portable information terminal 300, the lighting states of the auxiliary LEDs 13a to 13d enter the player's field of vision, so that the number of stored special figure holds (presence or absence of storage) and the rank of the reliability of the effect in the variable display of the special symbol based on the stored special figure hold can be conveyed (recognized) to the player. As a result, the player can switch the line of sight from the screen 301 of the portable information terminal 300 to the effect display device 41 or the like as needed while referring to the lighting states of the auxiliary LEDs 13a to 13d, and enjoy various effects including the symbol variation effect.

[0125] In particular, in the pachinko machine 1 of this embodiment, when the rank of the reliability of the effect performed along with the variable display of the special symbol based on the stored special figure hold is "extremely hot", the corresponding auxiliary LEDs 13a to 13d are lit in red, while when the rank of the reliability of the effect is "low" to "high", the corresponding auxiliary LEDs 13a to 13d are lit in white. In this way, the player can easily grasp whether an effect with a reliability of "extremely hot" is performed or an effect with a reliability of "low" to "high" is performed along with the variable display of the corresponding special symbol based on the difference in the colors in which the auxiliary LEDs 13a to 13d are lit. Therefore, a player who plays while looking at the screen 301 of the portable information terminal 300 can continue (prioritize) viewing the portable information terminal 300 if the reliability of the effect is "low" to "high", and can switch the line of sight from the screen 301 of the portable information terminal 300 to the effect display device 41 or the like if the reliability of the effect is "extremely hot", and enjoy the "extremely hot" effect and the result of the symbol variation effect.

[0126] Also, in the pachinko machine 1 of this embodiment, in conjunction with lighting any of the auxiliary LEDs 13a to 13d in red, the effect customization is presented in the customization presentation area 47 of the effect display device 41. When the player operates the direction button 11 when the effect customization is presented, the player can customize (select) the effect mode according to their preference, so that the player can enjoy the effect with a reliability of "extremely hot" in the preferred effect mode.

[0127] The embodiments of the present invention have been described above. However, the present invention is not limited thereto. Without departing from the scope described in each claim, it is not limited to the literal description of each claim, and it also extends to the range that can be easily replaced by those skilled in the art, and improvements based on the knowledge commonly possessed by those skilled in the art can be appropriately added.

[0128] For example, in the above-described embodiment, the auxiliary LEDs 13a to 13d were mounted on the stand 12 on which the portable information terminal 300 was placed. However, the auxiliary LEDs 13a to 13d and the stand 12 may be provided separately.

[0129] FIG. 16 is a perspective view illustrating another example of a stand 14 without the auxiliary LEDs 13a to 13d. In the figure, the portable information terminal (smartphone) 300 is shown transparently. As shown, the stand 14 of the other example has a back plate 14a that contacts the back of the portable information terminal 300, a lower support portion 14b that supports the lower portion of the portable information terminal 300, and a pair of clamping portions 14c that clamp the portable information terminal 300 from both the left and right sides. Each of the pair of clamping portions 14c is movable left and right. The portable information terminal 300 can be fixed by placing the lower portion on the lower support portion 14b and bringing the back into contact with the back plate 14a, and then clamping it from the left and right by the pair of clamping portions 14c. Note that the method of fixing the portable information terminal 300 is not limited thereto, and a suction cup provided on the stand 14 side may be adsorbed on the back of the portable information terminal 300 for fixing.

[0130] And behind the back panel 14a, one end of an elongated arm portion 14d that can be freely bent and deformed by the player and whose shape is maintained is joined. The other end of the arm portion 14d is joined to the front edge of the lower dish portion 8 or the like. Although not shown in the drawings, auxiliary LEDs 13a to 13d similar to those in the above-described embodiment are provided at the front edge of the upper dish portion 7, and the positional relationship between the portable information terminal 300 installed on the stand 14 and the auxiliary LEDs 13a to 13d is adjusted by bending the arm portion 14d so that the auxiliary LEDs 13a to 13d enter the field of view of the player looking at the screen 301 of the portable information terminal 300. In the illustrated example, the portable information terminal (smartphone) 300 is arranged vertically, but the portable information terminal 300 may be arranged horizontally.

[0131] Further, the fixing means for fixing the arrangement of the player's portable information terminal (smartphone) 300 to the pachinko machine 1 is not limited to the stand 12 in the above-described embodiment or the stand 14 in another example, and may be an armrest on which the hand of the player holding the portable information terminal 300 is placed. And in a state where the portable information terminal 300 is held in the hand placed on the armrest, the auxiliary LEDs 13a to 13d may be provided at the front edge of the upper dish portion 7 or the like so as to enter the field of view of the player looking at the screen 301 of the portable information terminal 300.

[0132] Also, in the above-described embodiment, the lighting colors of the auxiliary LEDs 13a to 13d are made different between the case where the rank of the reliability of the effect is "intense heat" and the case where it is "low" to "high". However, the lighting colors of the auxiliary LEDs 13a to 13d may be made different for each rank of the reliability of the effect. For example, if the rank of the reliability of the effect is "low", it may be lit in white, if it is "medium", it may be lit in green, if it is "high", it may be lit in yellow, and if it is "intense heat", it may be lit in red.

[0133] In addition, in the above-described embodiment, as auxiliary display means for representing auxiliary information regarding the presence of each of the stored special figure reservations and the rank of the reliability of the effects performed in accordance with the variable display of the special symbols corresponding to each of the special figure reservations, auxiliary LEDs 13a to 13d were used. However, the auxiliary display means is not limited to the auxiliary LEDs 13a to 13d as long as it enters the field of view of the player who is looking at the screen 301 of the portable information terminal 300, and may be a small liquid crystal display or the like.

[0134] In addition, in the above-described embodiment, an example in which the present invention is applied to a pachinko machine 1 that gives a player a profit (game value) as a result of the game by paying out game balls supplied from the island equipment in the game hall has been described. However, the present invention is not limited to this, and the present invention can also be applied to a type of gaming machine that gives a gaming profit in a form different from "paying out game balls". For example, by storing data indicating the amount of profit (the magnitude of the game value) corresponding to the ball entry when the game balls enter various ball entry ports, the present invention can also be applied to a type of pachinko machine that gives a gaming profit (game value) to the player. In this case as well, the same effects as those of the above-described embodiment can be obtained. Note that examples of pachinko machines that give a gaming profit (game value) to the player in the form of data include gaming machines that circulate and use a plurality of game balls built into the pachinko machine. Specifically, a pachinko machine configured to return the game balls discharged to the back surface of the game board through various ball entry ports or outlets to the firing position and fire them again (so-called enclosed gaming machine) can be exemplified.

[0135] <Gaming machines A1 to A3 extractable from the above-described embodiment> The pachinko machine 1 of the above-described embodiment can be regarded as the following gaming machines A1 to A3.

[0136] <Gaming machine A1> In a gaming machine that conducts a game by firing a game ball toward a game area formed on a game board, acquisition information storage means for storing, up to a predetermined number, the acquisition information obtained based on the fact that the game ball flowing down the game area is detected by a predetermined detection means; Identification information display means for variably displaying and then stopping the display of identification information based on the acquired information stored in the acquired information storage means; Specific state generation means for generating a specific state advantageous to the player when the identification information stops displaying in a specific mode; An effect device capable of executing a pre-warning effect for preliminarily suggesting the high possibility that the identification information stops displaying in the specific mode; Fixing means capable of fixing the arrangement of the portable information terminal owned by the player with respect to the gaming machine; Auxiliary display means provided separately from the effect device at a position that enters the field of view of the player looking at the screen of the portable information terminal fixed by the fixing means, for displaying the presence of each of the acquired information stored in the acquired information storage means, and auxiliary information regarding the high possibility that the variable display of the identification information corresponding to each of the acquired information stops displaying in the specific mode A gaming machine, characterized by comprising the above.

[0137] According to such a gaming machine A1, even when the player is playing the game while looking at the screen of the portable information terminal, the auxiliary information of the auxiliary display means enters the field of view of the player, so that the number of stored acquired information (presence or absence of storage) and the high possibility (reliability) that the variable display of the identification information based on the stored acquired information stops displaying in the specific mode can be conveyed (recognized) to the player. As a result, the player can enjoy the pre-warning effect by switching the line of sight from the screen of the portable information terminal to the effect device as needed while referring to the auxiliary information of the auxiliary display means.

[0138] <Gaming machine A2> In the gaming machine A1, The auxiliary display means makes the display modes of the auxiliary information representing the presence of high-order acquired information, for which the high possibility that the variable display of the corresponding identification information stops displaying in the specific mode is equal to or higher than a specified height, and the auxiliary information representing low-order acquired information, which is less than the specified height, distinguishable from each other for the player. A gaming machine, characterized by the above.

[0139] According to such a gaming machine A2, the player can easily grasp which of the high-level acquisition information with a reliability equal to or higher than a specified height and the low-level acquisition information with a reliability lower than the specified height is stored based on the difference in the display mode of the auxiliary information displayed on the auxiliary display means. Therefore, a player who plays the game while looking at the screen of the portable information terminal can continue (prioritize) viewing the portable information terminal if it is low-level acquisition information, and can switch the line of sight from the screen of the portable information terminal to the effect device and enjoy a highly reliable preview effect if it is high-level acquisition information.

[0140] <Gaming machine A3> In the gaming machine A2, input detection means for detecting a predetermined input by the player; setting change means capable of changing the setting for the preview effect based on the input detected by the input detection means; presentation means capable of presenting the setting items of the preview effect that can be changed to the player and when the auxiliary information indicating the presence of the high-level acquisition information is displayed on the auxiliary display means, activates the presentation of the setting items in the presentation means A gaming machine characterized by the above.

[0141] According to such a gaming machine A3, when the setting items of the preview effect are presented to the player, the player can customize the setting of the preview effect according to his / her preference by making a predetermined input, so that the player can enjoy the highly reliable preview effect performed with the high-level acquisition information in a preferred setting.

Industrial Applicability

[0142] The present invention can be used for gaming machines used in gaming halls.

Explanation of Signs

[0143] 1... Pachinko machine (gaming machine), 4a... Window portion, 4b... Transparent plate, 7... upper dish part, 8... lower dish part, 10... performance button (performance device), 11... direction button (input detection means), 12... stand (fixing means), 12a... back panel, 12b... lower support part, 13a, 13b, 13c, 13d... auxiliary LED, 14... stand (fixing means), 14a... back panel, 14b... lower support part, 14c... clamping part, 14d... arm part, 20... game board, 21... game area, 24... first start port, 24s... first start port sensor (detection means), 25... second start port, 25s... second start port sensor (detection means), 27... normal symbol operation gate, 28... big winning port, 30... other winning ports, 41... performance display device, 41a, 41b, 41c... decorative symbols, 42... reservation display area (performance device), 43... unexecuted symbol, 44... executing symbol, 47... customization presentation area (presentation means), 50... segment display part (identification information display means), 60... electric decoration part (performance device), 200... main control board, 201... CPU (specific state generation means), 203... RAM (acquired information storage means), 220... sub control board, 221... CPU (setting change means).

Claims

1. In a gaming machine that conducts a game by firing a game ball toward a game area formed on a game board, acquisition information storage means for storing, up to a predetermined number, acquisition information obtained based on the detection of the game ball flowing down the game area by predetermined detection means; identification information display means for variably displaying identification information and then stopping the display thereof based on the acquisition information stored in the acquisition information storage means; specific state generation means for generating a specific state advantageous to the player when the identification information stops displaying in a specific mode; an effect device capable of executing a notice effect for preliminarily suggesting the high probability that the identification information will stop displaying in the specific mode; fixing means capable of fixing the placement of a portable information terminal owned by the player with respect to the gaming machine; auxiliary display means provided separately from the effect device at a position that enters the field of view of the player looking at the screen of the portable information terminal fixed by the fixing means, and capable of displaying the existence of each piece of the acquisition information stored in the acquisition information storage means and auxiliary information regarding the high probability that the variable display of the identification information corresponding to each piece of the acquisition information will stop displaying in the specific mode A gaming machine characterized by comprising the above.

2. The gaming machine according to claim 1, wherein the auxiliary display means makes the display modes of the auxiliary information indicating the existence of high-level acquisition information, among the acquisition information stored in the acquisition information storage means, for which the high probability that the variable display of the corresponding identification information will stop displaying in the specific mode is equal to or higher than a prescribed level, and the auxiliary information indicating low-level acquisition information, which is less than the prescribed level, distinguishable from each other for the player. A gaming machine characterized by the above.

3. The gaming machine according to claim 2, input detection means for detecting a predetermined input by the player; setting change means for changing the setting regarding the notice effect based on the input detected by the input detection means; presentation means capable of presenting setting items of the notice effect that can be changed by the player comprising and starting the presentation of the setting items in the presentation means in conjunction with the display of the auxiliary information indicating the existence of the high-level acquisition information in the auxiliary display means. A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2011097966A