Game machine
The pachinko gaming machine addresses the issue of scenario mismatch by incorporating a state transition mechanism and production execution mechanism, ensuring that the set scenario can be executed even when players do not play as expected, thereby enhancing gameplay stability and engagement.
Patent Information
- Application Number
- JP2023201547
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-29
- Publication Date
- 2025-06-10
AI Technical Summary
In pachinko gaming machines, when players do not play as expected, the scenario progression based on the number of variations of the second special symbol cannot be realized, leading to a mismatch between the set scenario and the actual game state.
The gaming machine includes a state transition mechanism to easily enter a ball entry state where winning at the winning opening of the second special symbol is easier, and a production execution mechanism to execute a production corresponding to a scenario progressing according to the fluctuations of at least one of the first and second special symbols, ensuring scenario execution even when players do not play as assumed.
This configuration allows the execution of the set scenario even when players do not follow the expected gameplay, ensuring that the gaming machine can progress the scenario as intended, enhancing player engagement and game stability.
Smart Images

Figure 2025087118000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, for example, in a pachinko gaming machine which is one type of gaming machine, when a pachinko ball wins in a start winning opening, the symbols displayed on an image display device start to change and stop after a certain period of time. When the stopped symbols align in a specific combination, it is a big win and a large winning opening is opened, and the player can obtain a large number of pachinko balls.
[0003] In addition, in the above pachinko gaming machine, as a means for notifying the determination result of a big win, for the purpose of not boring the player with the game, in addition to the symbol variation, various effects are performed using images, sounds, lamps, and accessories. Further, it has been proposed that such effects are not independent effects for each variation, but are performed along a scenario (story) that progresses according to the number of variations (for example, Japanese Patent Application Laid-Open No. 2006-326136).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, generally in a pachinko gaming machine, there are two types of special symbols, a first special symbol and a second special symbol, each having a corresponding winning opening. In the gaming machine, for each gaming state, a main special symbol, which is the special symbol mainly to be notified to the player from among the first special symbol and the second special symbol, is determined in advance. Basically, the player plays the game aiming at the winning opening corresponding to the main special symbol determined based on the current gaming state, assuming that only the variation of the main special symbol is repeatedly performed. However, there are players who do not play the game as assumed. As a result, for example, even in a gaming state where the second special symbol is the main special symbol, events such as the variation mainly being performed on the first special symbol or the variation of the first special symbol that is not originally assumed being sandwiched between the variations of the second special symbol occur. Therefore, when setting a scenario so as to progress according to the number of variations of the second special symbol, there is a problem that the set scenario cannot be realized as assumed.
[0006] The present invention has been made to solve the above-described conventional problems, and an object thereof is to provide a gaming machine that enables an effect along a set scenario to be executed even when a player does not play the game as assumed.
Means for Solving the Problem
[0007] In order to achieve the above object, the gaming machine according to the present invention includes a state transition means for transitioning to a ball entry easy state in which winning at the winning opening of the second special symbol is easier than in the normal gaming state until a predetermined condition is satisfied, and after transitioning to the ball entry easy state, there is provided a production execution means for executing a production corresponding to a scenario that progresses according to the number of fluctuations of at least one of the first special symbol and the second special symbol. The predetermined condition is that the number of fluctuations of the second special symbol reaches the first rotation number after transitioning to the ball entry easy state, or the total number of fluctuations of the first special symbol and the second special symbol reaches the second rotation number that is a predetermined number of rotations more than the first rotation number after transitioning to the ball entry easy state. The production execution means progresses the scenario according to the total number of fluctuations of the first special symbol and the second special symbol when the number of fluctuations of the first special symbol from the transition to the ball entry easy state to the current time is equal to or more than the predetermined number of rotations, and progresses the scenario according to the number of fluctuations of the second special symbol when the number of fluctuations of the first special symbol from the transition to the ball entry easy state to the current time is less than the predetermined number of rotations.
Effect of the Invention
[0008] According to the gaming machine according to the present invention having the above configuration, even when the player does not play the game as expected, it is possible to execute the production along the set scenario.
Brief Description of the Drawings
[0009]
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Embodiments for Carrying Out the Invention
[0010] The gaming machines according to the embodiments of the present invention will be described below with reference to the drawings by taking the first embodiment and the second embodiment as examples. In the following embodiments, a pachinko gaming machine will be described as the gaming machine according to the embodiments of the present invention. In the following description, when explaining the directions of each part of the pachinko gaming machine, the direction seen from the player who plays the game facing the pachinko gaming machine is used as a reference. Specifically, the left - right direction and the up - down direction of each part of the pachinko gaming machine are the left - right direction and the up - down direction seen from the player. Also, the direction approaching the player is the front, and the direction moving away from the player is the rear.
[0011] [First Embodiment] [Main Configuration of Pachinko Machine] As shown in FIG. 1, the pachinko machine 1 includes a game machine frame 16. The game machine frame 16 is composed of a front frame 18, an inner frame (not shown), and an outer frame (not shown) in order from the front side. The front frame 18 includes a handle 4, a ball supply tray (also referred to as the upper tray) 24, an excess ball receiving tray (also referred to as the lower tray) 25, an effect button 9, an effect lever 6, a speaker 8, a left side lamp 23a, and a right side lamp 23b.
[0012] The handle 4 is provided at the lower right of the front frame 18, that is, at a position where a player who plays the game facing the pachinko machine 1 can hold it with the right hand. The handle 4 includes a touch switch 92 (FIG. 3), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is arranged at a portion where the right hand of the player holding the handle 4 touches. The firing lever 4a is for adjusting the firing intensity of the game ball, and is rotatably provided on the handle 4. The firing stop button 4b is for stopping the firing of the game ball when the game ball is being fired, and is provided at a position operable by the thumb of the right hand holding the handle 4. The ball supply tray (also referred to as the upper tray) 24 is provided at the lower center of the front frame 18. The ball supply tray 24 is for storing the game balls supplied to the firing device 90 (FIG. 3). The ball supply tray 24 stores the game balls paid out from the loan ball payout device 80 (FIG. 3) and the prize ball payout device 400 (FIG. 3). The excess ball receiving tray (also referred to as the lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The excess ball receiving tray 25 stores the game balls exceeding the storage capacity of the ball supply tray 24.
[0013] The performance button 9 is provided in a portion of the front frame 18 that covers above the ball supply tray 24. In other words, the performance button 9 is provided at a position on the front frame 18 where a player facing the pachinko gaming machine 1 can press it with the right or left hand. In the present embodiment, the performance button 9 is a push-on type button switch. The performance button 9 incorporates a performance button lamp 9c (Fig. 4) and a performance button vibration motor 9b (Fig. 4). The performance button lamp 9c lights up or blinks when the performance button 9 is pressed during a period when the pressing operation of the performance button 9 is valid. The surface of the performance button 9 is formed of a light-transmissive material, and is designed so that the player can visually recognize the light emitted by the performance button lamp 9c. The performance button vibration motor 9b vibrates the performance button 9 and vibrates at a predetermined timing during a period when the pressing operation of the performance button 9 is valid. In the present embodiment, the performance button lamp 9c is an LED. The performance button 9 incorporates an elastic member such as a spring (not shown) for returning the pressed performance button 9 to its position before the pressing operation. When the pressing operation state of the performance button 9 is released, the performance button 9 returns to its state before the pressing operation by the restoring force of the elastic member. When the player presses the performance button 9 during a period when the pressing operation of the performance button 9 is valid, a specific performance is performed. Hereinafter, the specific performance performed triggered by the operation of the performance button 9 is referred to as a button performance.
[0014] An effect lever 6 is provided to the left of the surplus ball tray 25 in the front frame 18, that is, near the lower left end of the front frame 18. In other words, the effect lever 6 is provided at a position on the front frame 18 where a player facing the pachinko gaming machine 1 can operate it with the left hand. That is, the effect lever 6 is provided at a position on the front frame 18 where a player facing the pachinko gaming machine 1 can operate it with the left hand, and the performance button 9 is provided at a position on the front frame 18 where the player can press it with the right hand while operating the effect lever 6 with the left hand. The effect lever 6 is formed in a rod shape that can be grasped with the left hand, and in addition to rotational operations in the clockwise or counterclockwise directions, a pushing operation backward is also possible. Further, the effect lever 6 is provided with an effect lever vibration motor 6d (Fig. 4). The effect lever vibration motor 6d vibrates the effect lever 6 and vibrates at a predetermined timing during the period when the operation of the effect lever 6 is valid. When the player operates the effect lever 6 during the period when the operation of the effect lever 6 is valid, a specific effect is performed. Hereinafter, the specific effect performed triggered by the operation of the effect lever 6 is referred to as a lever effect.
[0015] Among the front frames 18, a left side lamp 23a is provided on the left side, and a right side lamp 23b is provided on the right side. The front frame 18 in the portions where the left side lamp 23a and the right side lamp 23b are provided has translucency, and a plurality of LEDs are arranged inside the translucent portions. Each LED can emit a plurality of colors, lights up or blinks according to the effect content, and further changes the emission color. The speakers 8 are respectively provided at the upper left and right corners of the front frame 18 and output sounds such as music, sound effects, and notification sounds according to the effect content.
[0016] Further, the pachinko gaming machine 1 includes a game board 2, a glass plate 5, and an effect display device 7. The game board 2 is arranged substantially at the center of the game board 2, that is, at a position substantially facing the face of the player. The effect display device 7 is arranged on the rear side of the game board 2, and its screen is exposed from substantially the center of the game board 2. The game board 2 includes a fixed winning device 10, a first major winning device 30, a second major winning device (V attacker) 33, a gate 12, a normal variable winning device (also referred to as a normal electric accessory or electric chew) 20, a general winning opening 13, displays 50, a center decorative body 14, and a rail member 17.
[0017] On the game board surface of the game board 2, a game area 3 through which game balls flow down (roll) is formed. The game area 3 includes a left game area 3a formed to the left of the screen of the effect display device 7 and a right game area 3b formed to the right of the screen of the effect display device 7. A plurality of game pins (not shown) for changing the flow direction of the game balls are driven into the game board surface of the game board 2. The front of the game board surface of the game board 2 is covered by a transparent glass plate 5. Also, although not shown in FIG. 1, LEDs are provided at multiple locations on the game board 2. Collectively, these LEDs are called the board lamps (denoted by reference numeral 2a in FIG. 4). Each LED constituting the board lamp 2a can emit multiple colors, lights up or blinks according to the effect content, and further changes the emission color. That is, the pachinko gaming machine 1 lights up or blinks the left side lamp 23a, the right side lamp 23b, and the board lamp 2a according to the effect content during game control, and outputs sound from each speaker 8.
[0018] The fixed prize device 10 is arranged approximately at the center of the lower side of the game board 2. The fixed prize device 10 has a first start port 11 into which game balls can enter one by one. The first start port 11 is always open, and the probability of a game ball entering the first start port 11 hardly fluctuates. Note that although the first start port 11 exists near the center, only the game balls flowing down the left game area 3a can pass through, and it is configured as an entrance port arranged in the left game area 3a. The gate 12 is arranged in the right game area 3b and is configured to allow the game balls flowing down the right game area 3b to pass through. The normal variable prize device 20 is arranged below the gate 12 in the right game area 3b. The normal variable prize device 20 includes a movable member 21. The movable member 21 is a plate-shaped member that serves as a bridge to the second start port 22 with the entrance port facing the right side. When winning the normal symbol, the movable member 21 protrudes to the front side by the internal mechanism according to the selected operation pattern (a state where a bridge is formed), and the game balls flowing down the right game area 3b can enter (fall into) the second start port 22 through the movable member 21. That is, the state where the movable member 21 is housed on the back side is the closed state that closes the second start port 22, and the state where it protrudes to the front side is the open state that opens the second start port 22.
[0019] The first major winning device 30 is disposed downstream of the normal variable winning device 20 in the right game area 3b of the game board 2, and the second major winning device 33 is disposed further downstream thereof. The first major winning device 30 includes a first opening / closing member 31 that opens and closes the first major winning opening 32, and the second major winning device 33 includes a second opening / closing member 34 that opens and closes the second major winning opening 35. The first major winning opening 32 and the second major winning opening 35 are each formed to be large enough for a plurality of game balls to win (enter the ball) simultaneously. In the present embodiment, the first opening / closing member 31 is formed in a plate shape that is long in the left-right direction, and is configured to be rotatable about the left and right lower ends as rotation axes. On the other hand, the second opening / closing member 34 is a lid-shaped member that closes the upper part of the second major winning opening 35, and is configured to be switchable between a state of protruding to the front side (a state of closing the second major winning opening 35) and a state of being housed on the back side (a state of opening the second major winning opening 35) by an internal mechanism. Hereinafter, when explaining matters common to the first major winning opening 32 and the second major winning opening 35, it is simply referred to as the major winning opening.
[0020] Also, inside the second major winning device 33, a specific area 36 (also referred to as the V winning area), which is an area through which the game balls that have won in the second major winning opening 35 can pass, and a non-specific area (not shown) are formed. Further, inside the second major winning device 33, a distributing member (movable piece) 37 that distributes the game balls that have won in the second major winning opening 35 to the specific area or the non-specific area, and a distributing member solenoid 37d (FIG. 3) that drives this distributing member 37 are provided. Note that the distributing member 37 has a lid shape that closes the specific area 36, and in the second major winning opening 35, the specific area 36 is located upstream of the non-specific area. Therefore, in a state where the distributing member 37 operates and the specific area 36 is opened, the game balls that have entered the second major winning opening 35 preferentially enter the specific area 36, while in a state where the specific area 36 is closed by the distributing member 37, the game balls that have entered the second major winning opening 35 flow into the non-specific area.
[0021] The display devices 50 are provided below the first major winning device 30 outside the game area 3 of the game board 2. As shown in FIG. 2, the display devices 50 include a first special symbol display 51 that variably displays a first special symbol (also referred to as the first special figure), a second special symbol display 52 that variably displays a second special symbol (also referred to as the second special figure), and a normal symbol display 53 that variably displays a normal symbol (also referred to as the normal figure). Further, the display devices 50 include a first special figure hold display 51a that displays the number of stored operations on hold of the first special symbol display 51, a second special figure hold display 52a that displays the number of stored operations on hold of the second special symbol display 52, and a normal figure hold display 53a that displays the number of stored operations on hold of the normal symbol display 53. Hereinafter, when explaining matters common to the first special symbol and the second special symbol, they are simply referred to as special symbols. Also, when explaining matters common to the first special symbol display 51 and the second special symbol display 52, they are simply referred to as special symbol displays.
[0022] In the present embodiment, the first special symbol display 51 and the second special symbol display 52 are each composed of eight LEDs. The lit LEDs (□) and the unlit LEDs (■) each represent a special symbol, and the state in which the lit positions of the LEDs flow in a predetermined direction (for example, from left to right) represents the variable display of the special symbol. Hereinafter, the variable pattern of the special symbol from the start of the variable display of the special symbol until the special symbol is fixedly displayed is referred to as the special figure variable pattern. Also, in this embodiment, the normal symbol display 53 is composed of two LEDs. The lit LED (□) and the unlit LED (■) represent the normal symbol, and the state where each LED lights up alternately represents the variable display of the normal symbol. Also, when the game ball passes through the gate 12, a lottery for the normal symbol to determine whether it is a winning hit is executed, and the normal symbol display 53 variably displays the normal symbol. Then, after a predetermined time has elapsed since the start of the variable display of the normal symbol, the normal symbol display 53 definitely displays the normal symbol corresponding to the lottery result of the normal symbol. If the normal symbol definitely displayed by the normal symbol display 53 is a normal symbol indicating a winning hit, the normal variable winning device 20 operates and the movable member 21 protrudes toward the front side, and the game ball can enter the second start port 22 (however, even if winning the normal symbol, in the non-time-saving state, it protrudes for a very short time, so it is practically impossible to enter the ball).
[0023] When the game ball wins a prize through the first start port 11, a jackpot determination (also called a jackpot lottery) to determine whether it is a jackpot is executed, and the first special symbol display 51 variably displays the first special symbol. Then, after a predetermined time has elapsed since the start of the variable display of the first special symbol, the first special symbol display 51 definitely displays the first special symbol corresponding to the result of the jackpot determination. Here, if the first special symbol definitely displayed is a special symbol indicating a jackpot, a jackpot occurs, the first big winning device 30 operates, the first opening / closing member 31 opens and closes, and the first big winning port 32 opens and closes. Also, as will be described later, when winning a small jackpot, the second big winning device 33 operates, the second opening / closing member 34 opens and closes, and the second big winning port 35 opens and closes. When the game ball wins a prize through the first start port 11 while the first special symbol display 51 is variably displaying the first special symbol, the operation of the first special symbol display 51 triggered by that prize winning is suspended, and the storage number indicating the number of such operation suspensions is displayed by the first special symbol suspension display 51a. Hereinafter, the storage number of the operation suspension of the first special symbol display 51 is referred to as the first special symbol suspension number.
[0024] When a game ball wins a prize in the second start port 22, a jackpot determination (also referred to as a jackpot lottery) is executed, and the second special symbol display 52 variably displays the second special symbol. Then, after a predetermined time has elapsed since the start of the variable display of the second special symbol, the second special symbol display 52 fixedly displays the second special symbol corresponding to the result of the jackpot determination. Here, if the fixedly displayed second special symbol is a special symbol indicating a jackpot, a jackpot occurs, the first major prize device 30 operates, the first opening / closing member 31 opens and closes, and the first major prize opening 32 opens and closes. Also, when winning a minor jackpot as described later, the second major prize device 33 operates, the second opening / closing member 34 opens and closes, and the second major prize opening 35 opens and closes. Further, in accordance with the opening of the second major prize opening 35, the distribution member solenoid 37d operates to make the game ball passable through a specific area 36 (V winning area) only for a predetermined period. When a game ball wins a prize in the second start port 22 while the second special symbol display 52 is variably displaying the second special symbol, the operation of the second special symbol display 52 triggered by the prize winning is suspended, and the stored number indicating the number of such operation suspensions is displayed by the second special symbol suspension display 52a. Hereinafter, the stored number of the operation suspension of the second special symbol display 52 is referred to as the second special symbol suspension number. Also, when explaining matters common to the first special symbol suspension number and the second special symbol suspension number, it is simply referred to as the special symbol suspension number.
[0025] Hereinafter, the period from when the special symbol display device starts the variable display of the special symbol until the special symbol is fixedly displayed is referred to as one variation of the special symbol. Also, each time the special symbol varies once, the reduction of the number of special figure reservations by one each is referred to as the digestion of the special figure reservations. Further, the period required from when the big winning opening opens until it closes is referred to as the opening period of the big winning opening, and the period from when the big winning opening opens until it opens next time is referred to as a round. Also, the game from the start of the first round until the end of the final round is referred to as a big hit game. Also, when it is determined to be a big hit in the big hit determination, the type of big hit is determined by lottery. Depending on the type of big hit, the opening period of the big winning opening, the maximum number of executable rounds, etc. are different. Furthermore, in the pachinko gaming machine 1, there is also a hit called a small hit in addition to the big hit. When winning a small hit, the big hit game is not performed, but the big winning opening is opened only for a predetermined period. In particular, in this embodiment, in the big hit game, the first big winning opening 32 is opened, and when winning a small hit, the second big winning opening 35 is opened.
[0026] Also, in the pachinko gaming machine 1 of this embodiment, in addition to being determined to be a big hit in the normal big hit determination, when the game ball that has won in the second big winning opening 35 during the game passes through the above-described specific area 36 (V winning), the big hit game is also started. The pachinko gaming machine 1 of this embodiment is a model called a so-called one-type two-type hybrid machine. Also, the probability of being determined to be a big hit in the big hit determination (hereinafter referred to as the big hit probability) is basically fixed, and there is no high probability state in this model where the big hit probability is higher than normal.
[0027] The general winning opening 13 is arranged to the left of the fixed winning device 10 on the game board 2. The rail member 17 is arranged along the periphery of the game board 2. The rail member 17 guides the game ball launched by the launching device 90 (FIG. 3) to the game area 3. An out port 19 for discharging the game ball that has not won anywhere is opened at the lower center of the game board 2. The center decorative body 14 is arranged in the upper part of the game board 2. The center decorative body 14 has translucency, and a plurality of LEDs that light up and blink according to the production content are provided inside thereof. Further, the pachinko gaming machine 1 includes a movable body 15. The movable body 15 is disposed behind the center decorative body 14. FIG. 1 shows a state where the movable body 15 is substantially hidden by the center decorative body 14. The movable body 15 descends downward at a predetermined timing according to the content of the performance and is displaced to a state visible to the player.
[0028] The effect display device 7 displays moving images and still images such as effect images, message images, and demonstration images. The player plays the game while viewing those images from the front of the pachinko gaming machine 1. As the effect image, the effect (decoration) symbol is variably displayed in synchronization with the variable display of the special symbol. In the present embodiment, the effect symbol is a symbol representing arithmetic numbers from 1 to 9. Note that the effect symbol may include symbols representing other than numbers, such as alphabets and special characters, or may be combined with symbols representing other than numbers. In the present embodiment, as the area where the effect display device 7 variably displays the effect symbol, from left to right, a left effect symbol display area, a middle effect symbol display area, and a right effect symbol display area are set. The left effect symbol 9L is variably displayed in the left effect symbol display area, the middle effect symbol 9C is variably displayed in the middle effect symbol display area, and the right effect symbol 9R is variably displayed in the right effect symbol display area. Hereinafter, when explaining matters common to the left effect symbol display area, the middle effect symbol display area, and the right effect symbol display area, it is simply referred to as the effect symbol display area.
[0029] In this embodiment, the main variation patterns (variation modes) of each effect symbol are variation patterns in which the numbers represented by the effect symbols move from the top to the bottom of the screen so that the numbers are in ascending order, that is, variation patterns that scroll vertically. Note that as the variation pattern, a horizontal scroll method in which the effect symbol moves from one side to the other side of the screen, a method in which the effect symbols are sequentially displayed in ascending order of numbers at the same display position, etc. can also be used. Further, the effect display device 7 displays a background image as a background for each effect symbol as an effect image. For example, the background image is a moving image such as a TV drama or a movie, a moving image obtained by animating the moving image, an animation, a moving image original to the pachinko game machine manufacturer, or the like. In this embodiment, the effect display device 7 is a liquid crystal display device. Note that as the effect display device 7, an organic EL display device, a display device using dot matrix LEDs, or the like can also be used. The effect display device 7 variably displays each effect symbol in synchronization with the variable display of the special symbol, and when the special symbol is fixedly displayed, each effect symbol is fixedly displayed at the same time, and the jackpot determination result is displayed. Here, the fixed display means a stopped display state in which the effect symbol does not swing up and down or change again and completely stops.
[0030] Further, the pachinko game machine 1 according to this embodiment is a model capable of performing the variation of the first special symbol and the variation of the second special symbol in parallel. However, the effect symbol variably displayed by the effect display device 7 corresponds to only one special symbol (hereinafter referred to as the main special symbol) selected based on the game state of the game machine among the first special symbol and the second special symbol. And, regarding the variation of the other special symbol (hereinafter referred to as the non-main special symbol), it is not a display target for the effect display device 7 (however, it is displayed on the displays 50), so it is substantially difficult for the player to recognize the variation of the non-main special symbol. For example, in this embodiment, as the game states of the pachinko game machine 1, there are three types: 'normal game state', 'time-saving A state (first ball entry easy state)', and 'time-saving B state (second ball entry easy state)'. And, in the 'normal game state', the first special symbol becomes the main special symbol. On the other hand, in the 'time-saving A state' and the 'time-saving B state', the second special symbol becomes the main special symbol.
[0031] Hereinafter, an effect symbol indicating that the result of the big win determination is a big win is referred to as a big win effect symbol, and an effect symbol indicating that the result of the big win determination is a loss is referred to as a loss effect symbol. In this embodiment, the big win effect symbol is a state in which each effect symbol is aligned with an effect symbol representing the same number, that is, a so-called all-the-same state. For example, as shown in FIG. 1, the left effect symbol 9L, the middle effect symbol 9C, and the right effect symbol 9R that are fixedly displayed are all aligned with "7". Further, the loss effect symbol is a state in which each effect symbol is not aligned with an effect symbol representing the same number, that is, a symbol in a state that is not all-the-same. For example, it is a state in which the fixedly displayed left effect symbol 9L is "7", the middle effect symbol 9C is "6", and the right effect symbol 9R is "7". Hereinafter, an effect symbol that the effect display device 7 variably displays in synchronization with the special symbol is referred to as an effect symbol variation pattern, and an image displayed in the background of the effect symbol variation pattern is referred to as a background image. The background image is a still image or a moving image.
[0032] The effect symbol variation pattern is variably displayed in synchronization with the variable display of the special symbol variation pattern. When the operation hold of the special symbol display device occurs, the operation of the effect display device 7 is also held. That is, the number of operation holds of the special symbol display device and the number of operation holds of the effect display device 7 match. Incidentally, the number of operation holds of the effect display device 7 corresponding to the first special symbol hold number and the number of operation holds of the effect display device 7 corresponding to the second special symbol hold number are displayed on the effect display device 7 by a hold image. Therefore, the player can know the first special symbol hold number and the second special symbol hold number by counting the number of hold images displayed on the effect display device 7, and can also know the number of operation holds of the effect display device 7 caused by the first special symbol hold number and the second special symbol hold number. Incidentally, regarding the number of operation holds of the effect display device 7, the player may be notified using a lamp or the like around the effect display device 7 without displaying it on the effect display device 7.
[0033] In addition, in the pachinko gaming machine 1, in addition to notifying the result of the jackpot determination based on the above-described effect symbols, the result of the jackpot determination is notified by comprehensively using the background image displayed on the effect display device 7, the sound output from the speaker 8, the lighting of the panel lamp 2a, the operation of the accessory, and the like. Specifically, various effects such as a preview effect and a reach effect apply.
[0034] [Main Electrical Configuration of Pachinko Gaming Machine] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to FIGS. 3 and 4. The pachinko gaming machine 1 includes a main control board 60 (FIG. 3), a payout control board 73 (FIG. 3), a sub-control board 100 (FIG. 4), an image control board 200 (FIG. 4), a lamp control board 79 (FIG. 4), and an audio control board 78 (FIG. 4).
[0035] As shown in FIG. 3, a game control one-chip microcomputer (hereinafter referred to as a game control microcomputer) 61 is mounted on the main control board 60. The game control microcomputer 61 includes a CPU 62, a ROM 63, an RWM 64, and an input / output circuit 65. The CPU 62 executes detection of winning, jackpot determination, update of various random numbers, and the like. The ROM 63 stores various tables such as a computer program executed by the CPU 62, a jackpot determination table Ta1 (FIG. 5), a normal pattern hit determination table Ta2 (FIG. 6), a jackpot type determination table Ta3 (FIG. 7), a reach determination table Ta4 (FIG. 8), and a special pattern variation pattern selection table Ta5 (FIG. 9). The game control microcomputer 61 generates random numbers used in various determinations (lotteries) such as a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number.
[0036] The RWM64 is used as a working memory or the like when the CPU 62 executes a computer program. The RWM64 is provided with a first special drawing storage unit 64a, a second special drawing storage unit 64b, a general drawing storage unit 64c, and a variation count storage unit 64d. As shown in FIG. 10, the first special drawing storage unit 64a includes first to fourth storage areas. That is, the maximum number of first special drawing reserves that can be stored is 4. In each storage area, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number acquired by the game control microcomputer 61 due to a winning of a game ball in the first start port 11 (FIG. 1) are stored. When a game ball wins in the first start port 11 (FIG. 1) while the first special symbol display 51 (FIG. 2) is variably displaying the first special symbol, the variable display of the first special symbol due to the winning is temporarily suspended (operation suspension), and the jackpot random number and the like acquired due to the winning are stored in the first special drawing storage unit 64a.
[0037] On the other hand, as shown in FIG. 11, the second special drawing storage unit 64b includes first to fourth storage areas. That is, the maximum number of second special drawing reserves that can be stored is 4. In each storage area, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number acquired by the game control microcomputer 61 due to a winning of a game ball in the second start port 22 (FIG. 1) are stored. When a game ball wins in the second start port 22 (FIG. 1) while the second special symbol display 52 (FIG. 2) is variably displaying the second special symbol, the variable display of the second special symbol due to the winning is temporarily suspended (operation suspension), and the jackpot random number and the like acquired due to the winning are stored in the second special drawing storage unit 64b.
[0038] The jackpot random numbers and the like are stored in order of the occurrence of the operation hold, that is, in order of acquisition by the game control microcomputer 61, from each first storage area of the first special drawing hold memory unit 64a and the second special drawing hold memory unit 64b. For this reason, when the jackpot random numbers and the like are stored up to the first to fourth storage areas, the jackpot random numbers and the like stored in the fourth storage area are the latest information in terms of time, and the jackpot random numbers and the like stored in the first storage area are the oldest information in terms of time. The jackpot random numbers and the like stored in each storage area shift one by one to the storage area with the older storage order every time the variable display of the special symbol ends. For example, the jackpot random numbers and the like stored in the second storage area shift to the first storage area. Also, the determination (lottery) based on the jackpot random numbers and the like stored in the first storage area is executed before the variable display of the special symbol by the special symbol display ends and the next variable display starts. In addition, in the present embodiment, the processes related to the lottery and variation of the first special symbol and the processes related to the lottery and variation of the second special symbol are performed in parallel.
[0039] The general drawing hold memory unit 64c (FIG. 3) stores the normal winning random numbers (random numbers for determining (lottery) whether the normal symbol is a winning symbol) and the operation pattern random numbers (random numbers for selecting the operation pattern of the normal variable winning device 20) acquired by the game control microcomputer 61 due to the game ball passing through the gate 12 (FIG. 1). When the game ball passes through the gate 12 while the normal symbol display 53 is variably displaying the normal symbol, the operation of the normal symbol display 53 due to the passage is temporarily held (operation hold), and the normal winning random numbers and the operation pattern random numbers acquired due to the passage are stored in the general drawing hold memory unit 64c. The held variable display of the normal symbol is performed next after the currently ongoing variable display of the normal symbol ends. In the present embodiment, the general drawing hold memory unit 64c has a storage area for performing a total of four holds, and the maximum number of stored operation holds of the normal symbol display 53 is four. Hereinafter, the number of stored operation holds of the normal symbol display 53 is referred to as the general drawing hold number.
[0040] Further, the variation count memory unit 64d stores the number of variations of the special symbol since the previous jackpot game ended (or since initialization when the RWM clear switch 66 is operated and the RWM 64 is initialized). Incidentally, the number of variations of the special symbol stored in the variation count memory unit 64d is used, for example, as an end condition for time shortening (a time shortening) after a jackpot game, or as a start condition or an end condition for time shortening (play time) b. Further, the RWM 64 also stores a flag indicating the current game state (normal game state, time shortening A state, time shortening B state) of the pachinko gaming machine 1.
[0041] Further, the main control board 60 is equipped with an RWM clear switch 66. When the pachinko gaming machine 1 is started with the RWM clear switch 66 pressed, the RWM 64 and the RWM 120 (Fig. 4) of the sub-control board 100 are initialized (the stored contents are erased). Incidentally, the RWM 64 and the RWM 120 of the sub-control board 100 are basically not initialized even when the power of the gaming machine is turned off or on (that is, the game state and the variation count are maintained), and are initialized only when the gaming machine is started with the RWM clear switch 66 pressed.
[0042] Further, the main control board 60 is electrically connected to the displays 50. Further, the main control board 60 is electrically connected to the first start port sensor 11a, the second start port sensor 22a, the gate sensor 12a, the first big winning port sensor 32a, the second big winning port sensor 35a, the specific area sensor 35b, the non-specific area sensor 35c, the general winning port sensor 13a, the electric chute solenoid 20a, the first big winning port solenoid 30a, the second big winning port solenoid 33a, and the distribution member solenoid 37d via the relay board 74.
[0043] The first start port sensor 11a is provided directly below the first start port 11 (Fig. 1), and outputs a signal indicating that a game ball has won a prize at the first start port 11 to the main control board 60. The second start port sensor 22a is provided directly below the second start port 22 (Fig. 1), and outputs a signal indicating that a game ball has won a prize at the second start port 22 to the main control board 60. The gate sensor 12a is provided in the passing area of the game ball in the gate 12 (Fig. 1), and outputs a signal indicating that the game ball has passed through the gate 12 to the main control board 60. The first big winning port sensor 32a is provided directly below the first big winning port 32 (Fig. 1), and outputs a signal indicating that a game ball has won a prize at the first big winning port 32 to the main control board 60. The second big winning port sensor 35a is provided directly below the second big winning port 35 (Fig. 1), and outputs a signal indicating that a game ball has won a prize at the second big winning port 35 to the main control board 60. The specific area sensor 35b is provided within a specific area inside the second big winning port 35 (Fig. 1), and outputs a signal indicating that a game ball has passed through the specific area to the main control board 60. The non-specific area sensor 35c is provided in the non-specific area inside the second big winning port 35 (Fig. 1), and outputs a signal indicating that a game ball has passed through the non-specific area to the main control board 60. The general winning port sensor 13a is provided directly below the general winning port 13 (Fig. 1), and outputs a signal indicating that a game ball has won a prize at the general winning port 13 to the main control board 60.
[0044] The electric pachislo solenoid 20a drives the opening and closing of the movable member 21 (Fig. 1) of the normal variable winning device 20. The first big winning port solenoid 30a drives the opening and closing of the first opening and closing member 31 (Fig. 1) of the first big winning device 30. The second big winning port solenoid 33a drives the opening and closing of the second opening and closing member 34 (Fig. 1) of the second big winning device 33. The distribution member solenoid 37d drives the distribution member provided inside the second big winning device 33. When a special small hit is won, the distribution member solenoid 37d operates in accordance with the second big winning device 33 being in an open state, and the game ball can pass through the specific area (V winning area) for only a predetermined period. When the predetermined period has elapsed, it returns to a state where the game ball cannot pass through the specific area. Also, a lending ball payout device 80, a card unit 76, and a bonus ball payout device 400 are electrically connected to the main control board 60 via a payout control board 73. The card unit 76 is provided adjacent to the pachinko gaming machine 1 and reads and writes the remaining balance on a prepaid card. The lending ball payout device 80 includes a ball lending motor 81 and a ball lending sensor 82. The ball lending motor 81 drives a member that pays out gaming balls as lent balls, and the ball lending sensor 82 outputs a signal indicating that a gaming ball has been paid out by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of lent balls paid out by the lending ball payout device 80 based on the signal output from the payout control board 73. When the remaining balance on the prepaid card inserted into the card unit 76 is recorded as being equal to or greater than the minimum payable remaining balance and a ball lending button (not shown) is operated, the lending ball payout device 80 operates and the minimum unit number of lent balls is paid out to the ball supply tray 24.
[0045] The bonus ball payout device 400 includes a bonus ball motor 401 and a bonus ball sensor 402. The bonus ball motor 401 drives a member that pays out gaming balls as bonus balls, and the bonus ball sensor 402 outputs a signal indicating that a gaming ball has been paid out by that member to the main control board 60 via the payout control board 73. The game control microcomputer 61 counts the number of bonus balls paid out by the bonus ball payout device 400 based on the signal output from the payout control board 73. Also, a firing device 90 is electrically connected to the main control board 60 via a firing control circuit 75. The firing device 90 includes a firing motor 91, a touch switch 92, and a firing volume 93. The firing motor 91 drives a striking hammer (not shown) that strikes and fires a gaming ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The firing volume 93 adjusts the intensity with which the striking hammer strikes the gaming ball according to the amount of rotation of the firing lever 4a (FIG. 1).
[0046] In addition, the pachinko gaming machine 1 is provided with a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the payout control board 73. Also, the power supply board 70 supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. Further, the power supply board 70 supplies power to each sensor and solenoid electrically connected to the relay board 74 from the main control board 60 via the relay board 74. Moreover, the power supply board 70 supplies power to the displays 50 electrically connected to the main control board 60 via the main control board 60. The power supply board 70 is provided with a backup power supply circuit 71. The backup power supply circuit 71 supplies the power necessary for information retention to the RWM64 etc. of the main control board 60 when no power is externally supplied to the pachinko gaming machine 1. An on-off power switch 72 for turning on and off the main power supply that supplies power to the power supply board 70 is electrically connected to the power supply board 70.
[0047] The main control board 60 transmits various commands to the sub-control board 100 (Fig. 4). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. That is, the communication between the main control board 60 and the sub-control board 100 is one-way communication that can only be transmitted from the main control board 60 to the sub-control board 100.
[0048] As shown in FIG. 4, an effect control one-chip microcomputer (hereinafter referred to as an effect control microcomputer) 101 is mounted on the sub-control board 100. The effect control microcomputer 101 includes a CPU 102, a ROM 110, an RWM 120, and an input / output circuit 103. The CPU 102 controls effects associated with the game. The ROM 110 stores various tables such as an effect selection table Ta6, in addition to a computer program for the CPU 102 to control effects. The RWM 120 is used as a work memory when the CPU 102 executes a computer program. Further, the RWM 120 is provided with a first special figure reserved effect storage unit 121, a second special figure reserved effect storage unit 122, and the variable effect storage unit 123. Note that the effect control microcomputer 101 is an example of the control means of the present invention.
[0049] As shown in FIG. 12, the first special figure reserved effect storage unit 121 has four storage areas composed of the first to fourth storage areas, and each storage area stores a first start winning command output from the main control board 60 and the like. The first start winning command is a command including a jackpot random number, a jackpot type random number, a variation pattern random number, and a reach random number acquired by the game control microcomputer 61 when a game ball wins in the first start port 11. On the other hand, as shown in FIG. 13, the second special figure reserved effect storage unit 122 has four storage areas composed of the first to fourth storage areas, and each storage area stores a second start winning command output from the main control board 60 and the like. The second start winning command is a command including a jackpot random number, a jackpot type random number, a variation pattern random number, and a reach random number acquired by the game control microcomputer 61 when a game ball wins in the second start port 22. The variable effect storage unit 123 stores the first start winning command or the second start winning command used for the variation of the variable effect pattern. The input / output circuit 103 transmits or receives data to and from each board connected to the sub-control board 100.
[0050] An image control board 200 is electrically connected to the sub-control board 100. The image control board 200 has an image control CPU 202, a VDP 201 (Video Display Processor), a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206 mounted thereon. The image control CPU 202 controls the effect display device 7 to display effect images such as variable effect patterns, button effect images, lever effect images, and preview images. The control ROM 203 stores a computer program for the image control CPU 202 to control the effect display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the effect display device 7 to display effect images. The VDP 201 reads out image data from the CGROM 205 according to a display list created by the image control CPU 202, and expands the read image data in an expansion area in the VRAM 206. Then, the VDP 201 synthesizes the image data expanded in the VRAM 206 and stores the synthesized image data in a frame buffer in the VRAM 206. Then, the VDP 201 converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal and outputs it to the effect display device 7. Thereby, the effect display device 7 displays an effect image. The CGROM 205 is an example of the effect storage means of the present invention.
[0051] The sub-control board 100 is electrically connected to the left side lamp 23a, the right side lamp 23b, and the panel lamp 2a via the lamp control board 79. The effect control microcomputer 101 creates light emission pattern data for determining the light emission mode of each lamp using the data stored in the ROM 110, and transmits the light emission pattern data to the lamp control board 79. Then, the lamp control board 79 performs light emission control of each lamp according to the received light emission pattern data. Note that the left side lamp 23a, the right side lamp 23b, the panel lamp 2a, the effect button lamp, and the lamp control board 79 are an example of the effect means of the present invention. The movable body 15 is electrically connected to the lamp control board 79 via the relay board 77. The movable body 15 is connected to a device (not shown) for operating the movable body 15, and a movable body motor (not shown) for driving the device is connected to the device. The effect control microcomputer 101 creates operation pattern data for determining the operation pattern of the movable body 15 using the data stored in the ROM 110, and transmits the operation pattern data to the lamp control board 79. Then, the lamp control board 79 that has received the operation pattern data drives the movable body motor via the relay board 77 according to the operation pattern, and performs operation control of the movable body 15.
[0052] The sub-control board 100 is electrically connected to each speaker 8 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads out audio data from the audio data ROM based on the command received from the sub-control board 100, and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data, converts the synthesized audio data into an analog audio signal, and outputs it to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Then, each speaker 8 outputs the sound indicated by the input audio signal.
[0053] In addition, an effect button detection switch 9a, an effect lever push-in detection switch 6g, an effect lever rotation detection switch 6h, an effect button vibration motor 9b, and an effect lever vibration motor 6d are electrically connected to the sub-control board 100. The effect button detection switch 9a outputs a signal indicating that the effect button 9 has been pressed to the sub-control board 100, and the effect control microcomputer 101 executes button effects based on the signal input from the effect button detection switch 9a. The effect lever push-in detection switch 6g outputs a signal indicating that the effect lever 6 has been pushed in to the sub-control board 100, and the effect control microcomputer 101 executes lever effects performed when the effect lever 6 is pushed in based on the signal input from the effect lever push-in detection switch 6g. The effect lever rotation detection switch 6h outputs a signal indicating that the effect lever 6 has been rotated to the sub-control board 100, and the effect control microcomputer 101 executes lever effects performed when the effect lever 6 is rotated based on the signal input from the effect lever rotation detection switch 6h.
[0054] The effect button vibration motor 9b is a member that vibrates the effect button 9 and is housed inside the effect button 9. The effect lever vibration motor 6d is a member that vibrates the effect lever 6 and is provided at a portion in contact with the effect lever 6 or inside the effect lever 6. The ROM 110 stores operation pattern data for determining the operation pattern of the effect button vibration motor 9b and operation pattern data for determining the operation pattern of the effect lever vibration motor 6d. When it is time to vibrate the effect button 9, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 and drives and controls the effect button vibration motor 9b based on the read operation pattern data. Also, when it is time to vibrate the effect lever 6, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 and drives and controls the effect lever vibration motor 6d based on the read operation pattern data.
[0055] In addition, a real-time clock (RTC) 124 is implemented on the sub-control board 100. The RTC 124 measures the current date and time (date and time). The RTC 124 operates by the power supplied from an external power supply device when power is supplied from the external power supply device to the pachinko machine 1, for example. When power is not supplied from the external power supply device, it operates by the power supplied from the backup power circuit 71 provided in the power supply board 70. For this reason, the RTC 124 can measure the current date and time even when the power of the pachinko machine 1 is not turned on. Note that a backup power circuit for supplying power to the RTC 124 may be provided on the sub-control board 100.
[0056] [Description of game state] Next, the game state of the pachinko machine 1 will be described. The normal symbol display 53 of the pachinko machine 1 does not have a probability variation function and only has a variation time shortening function. On the other hand, the special symbol display also does not have a probability variation function and only has a variation time shortening function. Also, the state in which the variation time shortening function of the special symbol display is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state (normal state)". In the time shortening state, the variation time of the special symbol (the time required from the start of the variation display to the determined display) is shorter than that in the non-time shortening state.
[0057] The variation time shortening function of the normal symbol display 53 is configured to operate in synchronization with the variation time shortening function of the special symbol display. That is, the variation time shortening function of the normal symbol display 53 operates in the time shortening state and does not operate in the non-time shortening state. In the time shortening state, the variation time of the normal symbol is shorter than that in the non-time shortening state. For example, the variation time of the normal symbol is 10 seconds in the non-time shortening state, but is 1 second in the time shortening state. Note that the variation time shortening function may be eliminated, and the variation time of the normal symbol may be made the same in any state.
[0058] Also, in the time-saving state, the probability of being determined as a winning in the normal symbol lottery is the same as that in the non-time-saving state. However, when it is determined as a winning, the operation pattern of the movable member 21 of the normal variable winning device 20 is significantly different between the time-saving state and the non-time-saving state. In the non-time-saving state, the movable member 21 is in an open state where it opens the second start port 22 for only a very short time when it is substantially impossible for the game ball to enter the second start port 22. On the other hand, in the time-saving state, the time during which the movable member 21 of the normal variable winning device 20 is in the open state is longer than that in the non-time-saving state, and it is in a state where it is very easy for the game ball to enter the second start port 22. That is, in the time-saving state, the opening time extension function of the normal variable winning device 20 is operating. In particular, in this embodiment, there are two types of time-saving states, time-saving A and time-saving B. The lottery probabilities of the special symbols and normal symbols and the operation pattern of the normal variable winning device 20 described above do not change between time-saving A and time-saving B. However, as will be described later, the special symbol variation pattern to be selected changes, and the game properties are different. Note that time-saving A and time-saving B can be switched by, for example, setting a small win as the end condition of one of the time-saving states, so as to divide the presence or absence of the time-saving state at the time of winning the big win (in the time-saving state where a small win is set as the end condition, it becomes non-time-saving at the time of winning the big win (V winning), and in the time-saving state where a small win is not set as the end condition, it becomes time-saving at the time of winning the big win (V winning)). By changing the distribution of the big win according to the presence or absence of the time-saving state, it is possible to realize two types of time-saving states with one gaming machine. In the above configuration, once it shifts to time-saving A, it can loop time-saving A thereafter (except when winning the c time-saving as described later), and once it shifts to time-saving B, it can loop time-saving B thereafter.
[0059] When the function of shortening the variation time of the normal symbol display device 53 and the function of extending the opening time of the normal variable winning device 20 are operating, the normal variable winning device 20 is opened frequently and game balls frequently win the second start port 22 compared to the case where these functions are not operating. As a result, since the ratio of the number of prize balls to the number of launched balls increases, the player can aim for a jackpot without significantly reducing the number of game balls in hand. Note that, as described above, the control that supports winning the second start port 22 by the normal variable winning device 20 in the situation where the function of shortening the variation time of the normal symbol display device 53 and the function of extending the opening time of the normal variable winning device 20 are operating is called electric support control.
[0060] In the pachinko gaming machine 1 of the present embodiment, when winning a jackpot by lottery with the first special symbol and the second special symbol (including a jackpot by V winning), after the jackpot game ends, electric support control is performed at a certain ratio and the machine shifts to a time-saving state (hereinafter, this state is referred to as a time-saving game state). In this time-saving game state (also referred to as a time-saving), the variable display of special symbols for the number of times of time-saving (for example, 100) set based on the type of jackpot is executed, or the game ends when winning a jackpot (including a jackpot by V winning) within the number of times of time-saving and the jackpot game is executed. Since the pachinko gaming machine 1 of the present embodiment is a one-type and two-type mixed machine, there is no probability-variable state. However, the lottery of the second special symbol is set with a higher probability of a minor win compared to the lottery of the first special symbol, and a minor win during the time-saving game state will result in a jackpot with a virtual 100% probability if the player does not make an operation mistake thereafter. That is, in the present embodiment, the time-saving game state corresponds to a rush state where it is easier for the player to obtain a jackpot than in the normal game state. Note that when playing the pachinko gaming machine 1 for the first time, the game state after power-on is a non-time-saving state without performing electric support control.
[0061] [Jackpot Judgment Table] The jackpot determination table Ta1 shown in FIG. 5 is a table referred to when the game control microcomputer 61 (FIG. 3) executes a jackpot determination as to whether or not it is a jackpot. The jackpot determination table Ta1 is configured by associating the type of lottery (the lottery of Special Figure 1 or the lottery of Special Figure 2) with the jackpot random number. The jackpot random number is a predetermined random number selected from among the jackpot random numbers generated by the jackpot random number counter. A computer program for operating the jackpot random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the jackpot random number counter operates and the jackpot random number is generated. The jackpot random number counter may use a random number generation circuit such as a counter IC. In the present embodiment, the jackpot random number counter counts a total of 65,536 jackpot random numbers from 0 to 65,535. That is, a total of 65,536 jackpot random numbers from 0 to 65,535 are generated. In the present embodiment, in the jackpot determination table Ta1, a total of 205 jackpot random numbers from 0 to 204 are set as the random numbers corresponding to the jackpot in the case of the lottery of the first special symbol (the lottery of Special Figure 1). When the jackpot random number acquired from the jackpot random number counter by the game control microcomputer 61 is any of 0 to 204, it is determined to be a jackpot in the jackpot determination, and when it is other than 0 to 204 among 0 to 65,535, it is not a jackpot, that is, it is determined to be a loss. However, even when the jackpot random number is other than 0 to 204 and it is determined to be a loss in the lottery of Special Figure 1, it is determined to be a winning of c time shortening (sudden time shortening) only when it is in the time shortening state. Note that this machine is a model with simultaneous variation of Special Figure 1 and Special Figure 2, and even during time shortening, when Special Figure 2 wins a small jackpot or a jackpot during the variation of Special Figure 1, the ongoing variation is forcibly determined to be a loss. As will be described later, Special Figure 2 wins a jackpot or a small jackpot at a rate of 1 / 1, so that is, only when the variation of Special Figure 1 is determined after Special Figure 2 after the start of time shortening, it wins the c time shortening. In the present embodiment, there are two types of time shortening states, time shortening A and time shortening B, and after winning the c time shortening, it shifts to time shortening B.
[0062] On the other hand, in the big win determination table Ta1, 205 big win random numbers from 0 to 204 are set as the random numbers corresponding to big wins in the draw of the second special symbol (the draw of special figure 2). When the big win random number obtained from the big win random number counter by the game control microcomputer 61 is any one of 0 to 204, it is determined as a big win in the big win determination, and when it is other than 0 to 204 among 0 to 65535, it is determined as a small win. That is, in the draw of special figure 1 and the draw of special figure 2, the probability of being determined as a big win does not change, but the probability of being determined as a small win is higher in the draw of special figure 2 than in the draw of special figure 1. Also, in the draw of special figure 2, if not winning the big win, the winning probability of the small win is about 1 / 1, and it is set to win the small win if not winning the big win. Incidentally, particularly for the small win of special figure 2, it is a hit that activates the second big winning device 33 in an open pattern in which the game ball can pass through the specific area (V winning area) of the second big winning device 33.
[0063] [Normal symbol hit determination table] The normal symbol hit determination table Ta2 shown in FIG. 6 is a table referred to when the game control microcomputer 61 (FIG. 3) determines whether or not it is a hit of the normal symbol. The normal symbol hit determination table Ta2 is configured by associating the game state with the normal symbol hit random number. However, in this embodiment, since the probability of a normal symbol hit does not change depending on the game state, a common table is used. The normal symbol hit random number is a predetermined random number selected from the random number counter as the game ball passes through the gate 12. In this embodiment, in the normal symbol hit determination table Ta2, 255 hit random numbers from 0 to 254 are set as the normal symbol hit random numbers regardless of the game state. When the normal symbol hit random number obtained from the random number counter by the game control microcomputer 61 is any one of 0 to 254, it is determined as a hit, and when it is other than 0 to 254, it is determined as not a hit, that is, a miss.
[0064] [Big win type determination table] The jackpot type determination table Ta3 shown in FIG. 7 is a table that the game control microcomputer 61 (FIG. 3) refers to when performing jackpot type determination when a jackpot is determined. The jackpot type determination table Ta3 is configured by associating the type of lottery (lottery of special figure 1, lottery of special figure 2, or jackpot by V winning) with a jackpot type random number. The jackpot type random number is a predetermined random number selected from the jackpot type random numbers generated by the jackpot type random number counter. The computer program for operating the jackpot type random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the jackpot type random number counter operates to generate a jackpot type random number. The jackpot type random number counter may use a random number generation circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 10 jackpot type random numbers from 0 to 9. That is, a total of 10 jackpot type random numbers from 0 to 9 are generated. In the pachinko gaming machine 1 of this embodiment, as jackpot types, there are "5R jackpot (no time shortening after jackpot)", "5R jackpot (shift to time shortening A after jackpot)", "10R jackpot (no time shortening after jackpot)", and "10R jackpot (the current time shortening continues after jackpot)". And in the pachinko gaming machine 1, as shown in FIG. 7, in the lottery of the first special symbol (lottery of special figure 1), if the jackpot type random number is from 0 to 2, it is determined that the "5R jackpot (no time shortening after jackpot)" is won, and if it is from 3 to 9, it is determined that the "5R jackpot (shift to time shortening A after jackpot)" is won. On the other hand, in the lottery of the second special symbol (lottery of special figure 2), if the jackpot type random number is from 0 to 2, it is determined that the "10R jackpot (no time shortening after jackpot)" is won, and if it is from 3 to 9, it is determined that the "10R jackpot (the current time shortening continues after jackpot)" is won. Incidentally, "the current time shortening continues" means that if winning in time shortening A, it will shift to time shortening A even after the jackpot game, and if winning in time shortening B, it will shift to time shortening B even after the jackpot game. Also, the number of times of time shortening when shifting to time shortening is, for example, 100 times, and the time shortening state is maintained with the upper limit that the variable display of the special symbol is performed 100 times.However, as described above, in this embodiment, since the winning probability of the big win or small win in Special Figure 2 is 1 / 1, the actual time reduction is to win the big win in one rotation (excluding the variations in Special Figure 1), and including the big win by V winning), and when the big win game is executed, the time reduction state ends once.
[0065] As described above, for each type of big win, the presence or absence of time reduction after the big win game and the number of time reduction times are set. In particular, in the non-time reduction state, since the electric support control is not performed as described above, basically the variation by the first special symbol is performed, and in the time reduction state, since the electric support control is performed, basically the variation by the second special symbol is performed. In the time reduction state, the game can be played without significantly reducing the held balls, and as described above, in the lottery of Special Figure 2, it is easy to obtain a big win via a small win (Fig. 5), and furthermore, it is easy to shift to the time reduction state again after winning the big win. The time reduction state corresponds to a so-called rush state.
[0066] [Reach Judgment Table] The reach judgment table Ta4 shown in Fig. 8 is a table referred to when the game control microcomputer 61 (Fig. 3) determines whether to select a special symbol variation pattern in which a reach appears when the result of the big win judgment is a miss. Here, a reach means a state in which among a plurality of special symbols, the special symbol being variably displayed remains one, and depending on which special symbol the variably displayed special symbol is determined and displayed as, it becomes a combination of special symbols indicating a big win. Also, a reach means a state in which among the effect symbols variably displayed in a plurality of display areas of the effect display device 7, the effect symbol being variably displayed remains one, and depending on which effect symbol the variably displayed effect symbol is determined and displayed as, it becomes a combination of effect symbols for a big win effect. For example, when one of the combinations of jackpot winning display symbols is "777", "7" is fixedly displayed as the left performance symbol 9L in the left performance symbol display area, "7" is fixedly displayed as the right performance symbol 9R in the right performance symbol display area, and the middle performance symbol 9C is variably displayed in the middle performance symbol display area. Note that the concept of reach includes not only the state where the middle performance symbol 9C is scrolling, but also the state where it is swaying, the state of repeating expansion and contraction, and the like.
[0067] The reach random number is a random number for determining whether to select a special symbol variation pattern in which a reach appears when the result of the jackpot determination is a miss. The reach determination table Ta4 is configured by associating the game state with the reach random number. The reach random number is a predetermined random number selected from the reach random numbers generated by the reach random number counter. In the present embodiment, the reach random number counter counts a total of 256 reach random numbers from 0 to 255. That is, a total of 256 reach random numbers from 0 to 256 are generated. The computer program for operating the reach random number counter is stored in the ROM63, and when the CPU62 executes the computer program, the reach random number counter operates and reach random numbers are generated. In the present embodiment, a total of 28 reach random numbers from 0 to 27 are set as the reach random numbers when the game state is the non-time-limited state. When the reach random number acquired from the reach random number counter by the game control microcomputer 61 is any one of 0 to 27 when the game state is the non-time-limited state, it is determined that there is a reach in the reach determination, and when it is other than 0 to 27 among 0 to 255, it is determined that there is no reach.
[0068] Also, in the present embodiment, a total of 12 reach random numbers from 0 to 11 are set as the reach random numbers when the game state is the time-limited state. When the reach random number acquired from the reach random number counter by the game control microcomputer 61 is any one of 0 to 11 when the game state is the time-limited state, it is determined that there is a reach in the reach determination, and when it is other than 0 to 11 among 0 to 255, it is determined that there is no reach. The reach random number determined to have a reach is set to be less in the time-saving state than in the non-time-saving state. As a result, in the time-saving state, the probability of being determined to have a reach is lower than in the non-time-saving state. That is, since the probability of being determined to have no reach becomes higher, the probability of selecting a special pattern variation pattern with no reach is higher when selecting a special pattern variation pattern accordingly. For this reason, in the time-saving state, the pace of consuming the number of reserved special patterns becomes faster.
[0069] Incidentally, FIG. 8 basically shows a reach determination table corresponding to the first special symbol. The reach determination table corresponding to the second special symbol may have the same content as the first special symbol or may be a different table.
[0070] [Special Pattern Variation Pattern Selection Table] The special pattern variation pattern selection table Ta5 shown in FIG. 9 is a table referred to when the game control microcomputer 61 (FIG. 3) determines a special pattern variation pattern by lottery. The special pattern variation pattern selection table Ta5 is configured by associating a game state, a determination (big win determination and reach determination) result, the number of reserved special patterns, a variation pattern random number, a special pattern variation pattern, a variation time, and a stop time. Incidentally, the big win type may also be associated.
[0071] In the pachinko gaming machine 1 of the present embodiment, when the player plays a game in accordance with the intention of the development side, in the non-time-saving state (normal state), the variation of the first special symbol is mainly performed, and in the time-saving state, the variation of the second special symbol is performed. Therefore, in the example shown in FIG. 9, the special pattern variation pattern selection table corresponding to the first special symbol in the non-time-saving state and the time-saving state, and the special pattern variation pattern selection table corresponding to the second special symbol in the time-saving state will be described as examples. Further, in the present embodiment, there are two types of time-saving states, time-saving A and time-saving B, and the variation patterns to be selected are different between time-saving A and time-saving B.
[0072] The variable effect pattern in the special figure change pattern selection table Ta5 is the variable effect pattern that the effect display device 7 variably displays corresponding to the selected special figure change pattern, and is described for reference. The variable pattern random number is a predetermined random number selected from the variable pattern random numbers generated by the variable pattern random number counter. In the present embodiment, the variable pattern random number counter counts a total of 100 variable pattern random numbers from 0 to 99. That is, a total of 100 variable pattern random numbers from 0 to 99 are generated. The computer program for operating the variable pattern random number counter is stored in the ROM 63, and when the CPU 62 executes the computer program, the variable pattern random number counter operates to generate a variable pattern random number.
[0073] When the game state is a non-time-saving state and a jackpot is determined in the jackpot determination of the first special symbol, if the variable pattern random number obtained from the variable pattern random number counter is any one of 0 to 94, regardless of the number of special figure holds, the special figure change pattern P1 is selected. That is, the probability of selecting the special figure change pattern P1 is 95%. Also, if the variable pattern random number is any one of 95 to 99, regardless of the number of reserved balls, the special figure change pattern P2 is selected. That is, the probability of selecting the special figure change pattern P2 is 5%. The change time of the special figure change pattern P1 is 400,000 ms, and the stop time of the special symbol, that is, the time when the special symbol is fixedly displayed, is 500 ms. The change time of the special figure change pattern P2 is 50,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special figure change pattern P1 is selected, the effect display device 7 displays an SP (super) reach developed from the reach state as the variable effect pattern. Also, when the special figure change pattern P2 is selected, the effect display device 7 displays a normal reach as the variable effect pattern.
[0074] Also, when it is determined as a loss during a non-time-limit game state and it is determined as having a reach in the reach determination, that is, in the case of a losing reach, if the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 9, regardless of the number of special figure holds, the special figure variation pattern P3 is selected. That is, the probability of selecting the special figure variation pattern P3 is 10%. Also, if the variation pattern random number is any one of 10 to 99, regardless of the number of held balls, the special figure variation pattern P4 is selected. That is, the probability of selecting the special figure variation pattern P4 is 90%. The variation time of the special figure variation pattern P3 is 400,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P4 is 50,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special figure variation pattern P3 is selected, the effect display device 7 displays an SP reach developed from the reach state as a variation effect pattern. Also, when the special figure variation pattern P4 is selected, the effect display device 7 displays a normal reach as a variation effect pattern.
[0075] Also, when it is determined as a loss during a non-time-limit game state and it is determined as having no reach in the reach determination, that is, in the case of a non-reaching loss, if the number of special figure holds is 0 to 2 and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P5 is selected. That is, the probability of selecting the special figure variation pattern P5 is 100%. Also, if the number of special figure holds is 3 to 4 and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special figure variation pattern P6 is selected. That is, the probability of selecting the special figure variation pattern P6 is 100%. The variation time of the special figure variation pattern P5 is 5,000 ms, and the stop time of the special symbol is 500 ms. The variation time of the special figure variation pattern P6 is 2,000 ms, and the stop time of the special symbol is 500 ms. Also, when the special figure variation pattern P5 or the special figure variation pattern P6 is selected, the effect display device 7 displays a normal variation as a variation effect pattern.
[0076] Regarding the variation of the first special symbol when the game state is the time-saving state (common to time-saving A and time-saving B), regardless of the jackpot determination result or the variation pattern random number, for the variation in the first rotation when the time-saving state starts, the special symbol variation pattern P7 is selected. The variation time of the special symbol variation pattern P7 is 15,000 ms, and the stop time of the special symbol, that is, the time when the special symbol is fixedly displayed, is 500 ms. Also, for variations other than the first rotation when the time-saving state starts, the special symbol variation pattern P8 is selected. The variation time of the special symbol variation pattern P7 is 1,000 ms, and the stop time of the special symbol, that is, the time when the special symbol is fixedly displayed, is 500 ms. Note that in the time-saving state, since the main symbol that varies on the effect display device 7 is the second special symbol, the effect display device 7 does not perform any particular effect for the first special symbol.
[0077] When it is determined that there is a jackpot for the second special symbol when the game state is the time-saving A state, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special symbol variation pattern P11 is selected. Note that when winning a minor jackpot with the second special symbol, if the player does not make a mistake in the operation thereafter, it will become a jackpot. Therefore, when winning a minor jackpot, the same special symbol variation pattern as when it is determined to be a jackpot is selected. Also, as described above, in this embodiment, since the winning probability of the jackpot or minor jackpot of the second special symbol is 1 / 1, the only variation pattern that is substantially the selection target in time-saving A is P11. The variation time of the special symbol variation pattern P11 is 3,000 ms, and the stop time of the special symbol is 500 ms each. The effect display device 7 displays an effect dedicated to the rush state of time-saving A as a variation effect pattern. Here, time-saving A is set to have a shorter variation time compared to time-saving B. For example, it is a simple effect content that uses only effect symbols and immediately stops and displays the final symbol combination on the screen.
[0078] On the one hand, when the game state is the time-saving B state and it is determined as a big win of the second special symbol, and the variation pattern random number obtained from the variation pattern random number counter is any one of 0 to 99, the special symbol variation pattern P21 is selected. In addition, when winning a small win with the second special symbol, since it will become a big win if the player does not make a mistake in the operation afterwards, the same special symbol variation pattern as when it is determined as a big win is also selected when winning a small win. Also, as described above, in this embodiment, since the winning probability of a big win or a small win of the second special symbol is 1 / 1, the only variation pattern that is substantially the selection target in time-saving B is P21. The variation time of the special symbol variation pattern P21 is 10,000 ms, and the stop time of each special symbol is 500 ms. The effect display device 7 displays an effect dedicated to the rush state of time-saving B as a variation effect pattern. Here, the time-saving B is set to have a longer variation time compared to the time-saving A, and in addition to the symbol variation, it has a more complex effect content using a preview effect and a reach effect. That is, the variation time per variation is significantly different between the time-saving A and the time-saving B, and there is also a big difference in the game properties.
[0079] As described above, the probability that the development is selected up to the SP reach in the non-time-saving state is 95% when it is determined as a big win in the big win determination, but it is 10% when it is determined as a loss in the big win determination and it is determined that there is a reach. Also, the probability that the normal reach stop is selected in the non-time-saving state is 5% when it is determined as a big win in the big win determination, but it is 90% when it is determined as a loss in the big win determination and it is determined that there is a reach. That is, when the effect display device 7 develops up to the SP reach as the variation effect pattern, there is a high possibility of a big win occurring. In other words, the SP reach is a variation effect pattern with a higher expectation of the occurrence of a big win than in the case of the normal reach stop.
[0080] In addition, although the special symbol variation pattern selection table corresponding to the non-time-saving state of the second special symbol is omitted, it may be the same as the special symbol variation pattern selection table corresponding to the time-saving state of the second special symbol, or it may be a different table.
[0081] [Main processing of game control microcomputer 61] Next, the main processing executed by the game control microcomputer 61 (Fig. 3) will be described with reference to the drawings. (Main side main control processing) First, the content of the main side main control processing executed by the game control microcomputer 61 will be described with reference to Fig. 14 showing it. When the power of the pachinko game machine 1 is turned on, the game control microcomputer 61 reads out and executes the computer program of the main side main control processing shown in Fig. 14 from the ROM 63 (Fig. 3). The game control microcomputer 61 first performs initial settings (step (hereinafter abbreviated as S) 1). In this initial setting, for example, stack setting, constant setting, interrupt time setting, CPU 62 setting, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time) setting, reset of various flags, counters, and timers, etc. are performed. However, when the power is turned on with the RWM clear switch 66 pressed, initialization (erasure of stored content) of the RWM 64 is also performed. Further, a command is also sent to the sub-control board 100, and the RWM 120 of the sub-control board 100 is also initialized.
[0082] Subsequently, the game control microcomputer 61 executes interrupt prohibition (S2) and executes the main random number update process for the normal symbol and special symbol (S3). In this main random number update process for the normal symbol and special symbol, the initial values of the respective random number counters that generate the jackpot random number, jackpot type random number, reach random number, and variation pattern random number described above are each incremented by "1" and updated. When the count value of each random number counter reaches the upper limit value, it returns to "0" and is incremented by "1" again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, the count value of each random number counter may be updated by adding a numerical value of "2" or more to each. Further, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like. When using this hardware random number, the random number update process (S3) by software is not necessary.
[0083] Subsequently, the game control microcomputer 61 executes interrupt permission (S4). During interrupt permission, execution of the main side timer interrupt process (S5) becomes possible. The main side timer interrupt process (S5) is executed based on, for example, an interrupt pulse input to the CPU 62 at a cycle of 4 msec. That is, it is executed at a cycle of 4 msec. And, after the main side timer interrupt process (S5) ends and before the next main side timer interrupt process (S5) starts, the initial value update process of various counters by the main random number update process for the normal symbol and special symbol (S3) is executed. Note that when an interrupt pulse is input to the CPU 62 in the interrupt prohibited state, the main side timer interrupt process (S5) is not started immediately and is started after the interrupt permission (S4) is executed.
[0084] (Main side timer interrupt process) Next, the content of the main side timer interrupt process (S5 in FIG. 14) executed by the game control microcomputer 61 will be described with reference to FIG. 15 showing it. The gaming control microcomputer 61 executes output processing (S10). In this output processing, commands and the like set in the output buffer provided in the RWM 64 (Fig. 3) of the main control board 60 are output to the sub-control board 100 (Fig. 4), the payout control board 73 (Fig. 3), and the like in each process described below. In particular, in this embodiment, when the normal symbol starts to vary, a normal symbol variation start command indicating that the normal symbol has started to vary, and when the special symbol starts to vary, a special symbol variation start command indicating that the special symbol has started to vary are also output. Further, in S10, a status command for designating the current gaming state of the gaming machine (non-time-reduced state, time-reduced state, small win gaming state, big win gaming state, etc.) and a reset command indicating that the RWM 64 has been cleared are also output when the RWM 64 is cleared.
[0085] Subsequently, the game control microcomputer 61 executes input processing (S11). In this input processing, mainly detection signals detected by various sensors (such as the first start port sensor 11a, the second start port sensor 22a, the first big winning port sensor 32a, the second big winning port sensor 35a, the gate sensor 12a, etc. (Fig. 3)) attached to the pachinko game machine 1 are read. Subsequently, the game control microcomputer 61 executes timer update processing (S12). In this timer update processing, the update (subtraction) of the subtraction counter operating as a timer is performed. Subsequently, the game control microcomputer 61 executes prize ball control processing (S13). In this prize ball control processing, based on the detection signals of the various sensors read in the input processing (S11), a payout command for paying out prize balls according to the type of the winning port is set in the output buffer of the RWM 64. The payout command is a command output to the payout control board 73. Subsequently, the game control microcomputer 61 executes normal symbol and special symbol main random number update processing (S14). This normal symbol and special symbol main random number update processing is the same as the normal symbol and special symbol main random number update processing (S3) executed in the main side main control processing of Fig. 14. That is, the update processing of the initial values of the respective random number counters is performed in both the execution period of the main side timer interrupt processing (S5) and the other period (the period after the end of the main side timer interrupt processing (S5) until the next main side timer interrupt processing (S5) is started).
[0086] Subsequently, the game control microcomputer 61 executes the start port sensor detection process (S15), V winning detection process (S16), normal operation process (S17), special symbol standby process (S18), special symbol variation process (S19), special electric operation process (S20), and other processes (S21) described below, and ends the main side timer interrupt process (S5). The other processes (S21) include security control processes for detecting and reporting illegal winnings, magnetic detection processes for detecting and reporting illegal acts using magnetism, door opening processes for detecting and reporting the opening of the front frame 18 (Fig. 1) and the inner frame, illegal radio wave detection processes for detecting and reporting illegal acts using radio waves, impact detection processes for detecting and reporting illegal acts that vibrate the pachinko game machine 1, and the like. Then, until an interrupt pulse is input to the CPU 62, the processes of S2 to S5 of the main side main control process are repeatedly executed (Fig. 14). When an interrupt pulse is input (about 4 msec later), the main side timer interrupt process (S5) is executed again. In the output process (S10) of the main side timer interrupt process (S5) executed again, commands and the like set in the output buffer of the RWM 64 (Fig. 3) in the previous main side timer interrupt process (S5) are output to a predetermined board.
[0087] (Start Port Sensor Detection Process) Next, the content of the start port sensor detection process (S15 in Fig. 15) executed by the game control microcomputer 61 will be described with reference to Fig. 16 showing it. The game control microcomputer 61 determines whether or not the game ball has passed through the gate 12 (Fig. 1) (S20). If it is determined that the ball has passed (S20: Yes), the gate passage process is executed (S21). In this gate passage process, it is determined whether or not the number of general pattern reservations is 4 or more. If the number of general pattern reservations is less than 4, the number of general pattern reservations is incremented by "1", and a winning random number for performing a lottery of the general pattern is acquired and stored.
[0088] Also, in S20, if it is determined that the game ball has not passed through the gate 12 (S20: No), it is determined whether the game ball has won a prize at the second start port 22 (Fig. 1) (S22). Here, if it is determined that the game ball has won a prize at the second start port 22 (S22: Yes), it is determined whether the second special figure reservation number U2 has reached the upper limit value of "4" (S23). Here, if it is determined that the second special figure reservation number U2 has reached "4" (S23: Yes), the process proceeds to S28. However, if it is determined that the second special figure reservation number U2 has not reached "4" (S23: No), 1 is added to the second special figure reservation number U2 (S24). Subsequently, the game control microcomputer 61 executes a second special figure related random number acquisition process (S25). In this second special figure related random number acquisition process, the jackpot random number counted by the jackpot random number counter, the jackpot type random number counted by the jackpot type random number counter, the reach random number counted by the reach random number counter, and the variation pattern random number counted by the variation pattern random number counter are acquired, and each of the acquired random numbers is stored in the storage area corresponding to the current second special figure reservation number in the second special figure reservation storage unit 64b (Fig. 11). For example, if the current second special figure reservation number is "3", each random number is stored in the fourth storage area.
[0089] Subsequently, the game control microcomputer 61 executes a second start winning command creation process (S26). In this second start winning command creation process, a second start winning command is created based on each random number group stored in the second special figure reservation storage unit 64b in S25. This second start winning command is composed of data indicating that the game ball has won a prize at the second start port, data indicating each random number stored in the second special figure reservation storage unit 64b in S25, and the like. Subsequently, the game control microcomputer 61 sets the second start winning command created in S26 in the output buffer of the RWM64 (S27). This set second start winning command is output to the sub-control board 100 (Fig. 4) in the output process (S10 in Fig. 15), and the effect control microcomputer 101 executes an effect based on each random number included in the second start winning command.
[0090] Subsequently, the game control microcomputer 61 determines whether or not a game ball has won a prize at the first start port 11 (Fig. 1) (S28). Here, when it is determined that the game ball has won a prize at the first start port 11 (S28: Yes), it is determined whether or not the first special figure reservation number U1 has reached the upper limit value of "4" (S29). Here, when it is determined that the first special figure reservation number U1 has reached "4" (S29: Yes), this start port sensor detection process ends. However, when it is determined that the first special figure reservation number U1 has not reached "4" (S29: No), 1 is added to the first special figure reservation number U1 (S30). Subsequently, the game control microcomputer 61 executes a first special figure related random number acquisition process (S31). In this first special figure related random number acquisition process, a jackpot random number, a jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of the acquired random numbers is stored in a storage area corresponding to the current first special figure reservation number in the first special figure reservation storage unit 64a (Fig. 10). For example, when the current first special figure reservation number is "3", each random number is stored in the fourth storage area.
[0091] Subsequently, the game control microcomputer 61 executes a first start winning command creation process (S32). In this first start winning command specification process, a first start winning command is created based on each random number group stored in the first special figure reservation storage unit 64a in S31. This first start winning command is composed of data indicating that a game ball has won a prize at the first start port 11, data indicating each random number stored in the first special figure reservation storage unit 64a in S31, and the like. Subsequently, the game control microcomputer 61 sets the first start winning command created in S32 in the output buffer of the RWM64 (S33). This set first start winning command is output to the sub-control board 100 (Fig. 4) in the output process (S10 in Fig. 15), and the effect control microcomputer 101 executes an effect based on each random number included in the first start winning command.
[0092] (V Winning Detection Process) Next, the content of the V winning detection process (S16 in Fig. 15) executed by the game control microcomputer 61 will be described with reference to Fig. 17 showing it. The game control microcomputer 61 determines whether or not the game ball has passed through a specific area provided within the second large winning opening 35 (S35). If it is determined that the ball has passed through (S35: Yes), the process proceeds to S36. Note that whether or not the game ball has passed through the specific area provided within the second large winning opening 35 is detected by the specific area sensor 35b. If it is determined that the game ball has not passed through the specific area provided within the second large winning opening 35 (S35: No), the V winning detection process ends.
[0093] When the game control microcomputer 61 determines that the game ball has passed through the specific area provided within the second large winning opening 35, that is, when it determines a big win, it reads out the big win type random number stored in the first storage area (FIGS. 10 and 11) of the special figure reservation memory unit, refers to the big win type determination table Ta3 (FIG. 7) in which the types of big wins are set, and determines the type of big win (S36). Depending on the type of big win, the big win symbols of the special figure, the stopped symbols of the special figure, the distribution rate, the maximum number of rounds, and the big win effect symbols, etc. are different. Also, depending on the type of big win, the presence or absence of a time reduction at time a and the number of time reduction times after the end of the big win game are also determined. Here, the distribution rate refers to the probability that a predetermined big win is selected among a plurality of types of big wins set in the big win type determination table. Also, the maximum number of rounds refers to the maximum number of rounds that can be executed in the big win game. However, the determination of the big win type may be performed at the time of winning a small win immediately before the opportunity to open the second large winning opening 35 (that is, at the time of winning a special symbol).
[0094] Subsequently, in the big win determination, the game control microcomputer 61 turns on a big win flag indicating that a big win has been determined (S37), and ends this V winning detection process.
[0095] (Normal operation process) Next, the content of the normal operation process (S17 in FIG. 15) executed by the game control microcomputer 61 will be described. The game control microcomputer 61 performs processes such as addition of the general symbol hold count, variable display of the general symbol by the general symbol display 53, winning determination as to whether the general symbol is a winning symbol, and opening / closing operation of the general variable winning device 20 when the result of the winning determination is a win.
[0096] (Special symbol standby process) Next, with reference to FIG. 18 showing the content of the special symbol standby process (S18 in FIG. 15) executed by the game control microcomputer 61, an explanation will be given. The game control microcomputer 61 determines whether the second special symbol hold count U2 is "0" (S40). If it is determined that it is not "0" (S40: No), it executes the second special symbol big win determination process (FIG. 19) described later (S41). Subsequently, the game control microcomputer 61 executes the second special symbol variation pattern selection process (FIGS. 20 and 21) described later (S42). Subsequently, the game control microcomputer 61 subtracts "1" from the second special symbol hold count U2 (S43), and shifts each data stored in each storage area of the second special symbol hold memory unit 64b (FIG. 11) one by one to the storage area with the older storage order, that is, the side to be read (S44). Subsequently, the game control microcomputer 61 executes the second special symbol variation start process (S45). That is, the second special symbol display 52 performs variable display of the second special symbol in the order in which the game control microcomputer 61 makes a win / loss determination based on the big win random number stored in the second special symbol hold memory unit 64b (FIG. 12). Also, every time the second special symbol display 52 performs variable display of the second special symbol, each data stored in each storage area of the second special symbol hold memory unit 64b is shifted to the storage area with the older storage order. Thereafter, it proceeds to S46. In this second special symbol variation start process, a variation start command is set in the output buffer of the RAM 64 to start variable display of the second special symbol. The variation start command set in the output buffer of the RAM 64 includes data of the special symbol stop symbol set in the second special symbol big win determination process (FIG. 19) described later and data of the special symbol variation pattern set in the second special symbol variation pattern selection process (FIGS. 20 and 21) described later.
[0097] In S46, it is determined whether the first special figure reserved number U1 is "0". If it is determined that it is not "0" (S46: No), the first special figure big win determination process (Fig. 19) described later is executed (S47). Subsequently, the game control microcomputer 61 executes the first special figure variation pattern selection process (Figs. 20 and 21) described later (S48). Subsequently, the game control microcomputer 61 subtracts "1" from the first special figure reserved number U1 (S49), and shifts each data stored in each storage area of the first special figure reserved memory unit 64a (Fig. 11) one by one to the storage area with the older storage order, that is, the side to be read. Subsequently, the game control microcomputer 61 executes the first special figure variation start process (S51). That is, the first special symbol display 51 performs the variation display of the first special symbol in the order in which the game control microcomputer 61 executes the win / loss determination based on the big win random number stored in the first special figure reserved memory unit 64a (Fig. 10). Also, every time the first special symbol display 51 performs the variation display of the first special symbol, each data stored in each storage area of the first special figure reserved memory unit 64a is shifted to the storage area with the older storage order. In this first special figure variation start process, a variation start command is set in the output buffer of the RAM64 to start the variation display of the first special symbol. The variation start command set in the output buffer of the RAM64 includes the data of the special figure stop symbol set in the first special figure big win determination process (Fig. 19) described later and the data of the variation pattern set in the first special figure variation pattern selection process (Figs. 20 and 21).
[0098] Further, when the game control microcomputer 61 determines in S46 that the first special figure reserved number U1 is "0" (S46: Yes), it ends the special symbol standby process. On the other hand, when the game control microcomputer 61 determines in S40 that the second special figure reserved number U2 is "0" (S40: Yes), it determines whether the first special figure reserved number U1 is "0" or not (S52). And when it determines that the first special figure reserved number U1 is "0" (S52: Yes), it determines whether the effect display device 7 is displaying a standby screen (a demo screen for waiting for customers) (S53). On the other hand, when it determines that the first special figure reserved number U1 is not "0" (S52: No), it proceeds to S47. Also, when it determines that the standby screen is being displayed (S53: Yes), it ends this special symbol standby process, and when it determines that the standby screen is not being displayed (S53: No), it executes a standby screen setting process (S54). In this standby screen setting process, after waiting for a predetermined standby time to elapse, a customer waiting standby command for displaying the standby screen is set in the output buffer of the RAM 64. Also, in the present embodiment, the variable display of the first special symbol based on the first special figure reservation is performed if the first special figure reserved number U1 is not "0" regardless of whether the second special figure reserved number U2 is "0" or not. That is, the consumption of the second special figure reservation (i.e., the processes related to the lottery, variable display, and stop display of the second special symbol in the above S41 to S45) and the consumption of the first special figure reservation (i.e., the processes related to the lottery, variable display, and stop display of the first special symbol in the above S47 to S51) are executed in parallel.
[0099] (Second special figure jackpot determination process (First special figure jackpot determination process)) Next, the second special figure jackpot determination process (first special figure jackpot determination process) executed by the game control microcomputer 61 (S41 in FIG. 18) will be described with reference to FIG. 19 showing the content thereof. Note that the second special figure jackpot determination process (S41 in FIG. 18) and the first special figure jackpot determination process (S47 in FIG. 18) have the same processing flow, so they will be described together. Also, when explaining matters common to the first special figure reservation storage unit 64a and the second special figure reservation storage unit 64b, it is simply referred to as the special figure reservation storage unit.
[0100] The game control microcomputer 61 reads out the jackpot random number stored in the first storage area (FIGS. 10 and 11) of the special figure reservation storage unit of the RWM64 (S60), and refers to the jackpot determination table Ta1 (FIG. 5) (S61). Subsequently, referring to the jackpot random numbers in the jackpot determination table Ta1, it is determined whether there is the same random number as the jackpot random number read out in S60, that is, whether it is a jackpot (S62). For example, when the jackpot random number read out in S60 in the jackpot determination process of the second special figure is "7", since "7" exists among the jackpot random numbers 0 to 204 in the jackpot determination table Ta1, it is determined as a jackpot (S62: Yes).
[0101] When the game control microcomputer 61 determines that it is a jackpot in S62 (S62: Yes), it reads out the jackpot type random number stored in the first storage area (FIGS. 10 and 11) of the special figure reservation storage unit, refers to the jackpot type determination table Ta3 (FIG. 7) in which a plurality of jackpot types are set, and determines the jackpot type (S63). Depending on the jackpot type, the jackpot symbols of the special figure, the stop symbols of the special figure, the distribution rate, the maximum number of rounds, and the jackpot effect symbols are different. Also, depending on the jackpot type, the presence or absence of a short time a after the jackpot game ends and the end conditions are determined. In particular, when the game state at the time of jackpot winning is a short time state, the type of short time to transition to after the jackpot game ends is also determined depending on whether the current short time type is short time A or short time B. Here, the distribution rate refers to the probability that a predetermined jackpot is selected among the plurality of types of jackpots set in the jackpot type determination table. Also, the maximum number of rounds refers to the maximum number of rounds that can be executed in the jackpot game.
[0102] Subsequently, in the jackpot determination, the game control microcomputer 61 turns on a jackpot flag indicating that a jackpot has been determined (S64), sets the special figure stop symbol data for determining the jackpot symbol of the special figure according to the type of jackpot determined in S63 in the special figure buffer provided in RWM64 (Fig. 3) (S65), and ends this second special figure jackpot determination process. Also, in S62, if it is determined that it is not a jackpot, that is, a loss (S62: No), the game control microcomputer 61 further refers to the range of random number values corresponding to small jackpots in the jackpot determination table Ta1, and determines whether the same random number as the jackpot random number read in S60 exists, that is, determines whether it is a small jackpot (S66). For example, if the jackpot random number read in S60 in the second special figure jackpot determination process is "1234", since "1234" exists within the random number range 205 to 2216 corresponding to small jackpots in the jackpot determination table Ta1, it is determined as a small jackpot (S66: Yes).
[0103] If the game control microcomputer 61 determines that it is a small jackpot in S66 (S66: Yes), it turns on a small jackpot flag indicating that it has been determined as a small jackpot (S67).
[0104] On the other hand, if it is determined in S66 that it is not a small jackpot (S66: No), the game control microcomputer 61 sets the special figure stop symbol data for determining the losing symbol of the special figure in the special figure buffer (S65), and ends this second special figure jackpot determination process.
[0105] On the other hand, if it is determined in S66 that it is not a small jackpot (S66: No), the game control microcomputer 61 further refers to the range of random number values corresponding to c-time shortening (sudden time shortening) in the jackpot determination table Ta1, and determines whether the same random number as the jackpot random number read in S60 exists, that is, determines whether it has won the c-time shortening (S68). However, the winning determination for c-time shortening is only performed for the first special symbol, and even if it is determined that it has won the c-time shortening, the transition to c-time shortening is limited to the case where it is already in the time shortening state.
[0106] When the game control microcomputer 61 determines a win in a short time at S68 (S68: Yes), a short-time win flag indicating a win in a short time in the current special figure variation is turned on (S69). On the other hand, when it is determined that there is no win in a short time (S68: No), special figure stop symbol data for determining the losing symbol of the special figure is set in the special figure buffer (S65), and this second special figure jackpot determination process ends.
[0107] (Second Special Figure Variation Pattern Selection Process (First Special Figure Variation Pattern Selection Process)) Next, the second special figure variation pattern selection process (first special figure variation pattern selection process) executed by the game control microcomputer 61: The content of S42 and S48 in FIG. 18 will be described with reference to FIGS. 20 and 21 showing it. Note that the second special figure variation pattern selection process (S42 in FIG. 18) and the first special figure variation pattern selection process (S48 in FIG. 18) have the same processing flow, so they will be described together. Also, when explaining matters common to the first special figure holding memory unit 64a and the second special figure holding memory unit 64b, it is simply referred to as the special figure holding memory unit.
[0108] The game control microcomputer 61 determines whether the game state is in a short-time state (including short-time A and short-time B) (S70). If it is determined that it is not in the short-time state (S70: No), it determines whether the jackpot flag is on (S71). Here, if it is determined that the jackpot flag is on (S71: Yes), a special figure variation pattern is selected by referring to the special figure variation pattern selection table Ta5 (FIG. 9) (S72). Specifically, among the special figure variation pattern selection table Ta5, the variation pattern random number in the case of a jackpot in the non-short-time state is referred to. Then, the variation pattern random number stored in the first storage area (FIGS. 10 and 11) of the special figure holding memory unit is acquired, and the special figure variation pattern associated with the same variation pattern random number as the acquired variation pattern random number is selected. For example, if the variation pattern random number acquired from the first storage area of the special figure holding memory unit is "50", the special figure variation pattern P1 associated with the variation pattern random numbers 0 to 94 in the case of a jackpot in the non-short-time state in the special figure variation pattern selection table Ta5 is selected. Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76), and ends this second special figure variation pattern selection process.
[0109] Also, when the jackpot flag is not ON in S71, that is, when it is determined as a loss (S71: No), the game control microcomputer 61 acquires the reach random number stored in the first storage area (Figs. 10 and 11) of the special figure hold memory unit, and determines whether the acquired reach random number is a reach establishment random number (S73). That is, it is determined whether the reach random number acquired from the first storage area of the special figure hold memory unit is a reach random number set in the non-time shortening state among the reach determination tables Ta4 (Fig. 8). For example, if the reach random number acquired from the first storage area of the special figure hold memory unit is "20", since the reach random number "20" exists among the reach random numbers 0 to 27 set in the non-time shortening state, it is determined as a reach establishment random number (S73: Yes). Here, when the game control microcomputer 61 determines that the reach random number is a reach establishment random number (S73: Yes), it refers to the special figure variation pattern selection table Ta5 (Fig. 9) to select a special figure variation pattern (S74). Specifically, among the special figure variation pattern selection table Ta5, the variation pattern random number in the case of a loss with a reach in the non-time shortening state is referred to. Then, the variation pattern random number stored in the first storage area of the special figure hold memory unit is acquired, and the special figure variation pattern associated with the same variation pattern random number as the acquired variation pattern random number is selected. For example, if the variation pattern random number acquired from the first storage area of the special figure hold memory unit is "30", the special figure variation pattern P4 associated with the variation pattern random numbers 10 to 99 in the special figure variation pattern selection table Ta5 is selected. Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76), and ends this second special figure variation pattern selection process.
[0110] Further, when the game control microcomputer 61 determines in S73 that the reach random number is not a reach establishment random number (S73: No), it selects a special figure variation pattern with reference to the special figure variation pattern selection table Ta5 (Fig. 9) (S75). In this embodiment, in the case of a non-reach loss, there is no selection of the special figure variation pattern based on the acquired variation pattern random number. When the special figure retention count is 0 to 2, the special figure variation pattern P5 is selected, and when the special figure retention count is 3 to 4, the special figure variation pattern P6 is selected. The variation time of the special figure variation pattern P6 is shorter than that of the special figure variation pattern P5. When the special figure retention count is 3 to 4, the variation of the special figure ends earlier, and the pace of digesting the special figure retention becomes faster. Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76), and ends this second special figure variation pattern selection process.
[0111] Further, when the game control microcomputer 61 determines that it is in the time shortening state in S70 (S70: Yes), it determines whether the jackpot flag is ON (S77 in FIG. 21). Here, when it is determined that the jackpot flag is ON (S77: Yes), a special figure variation pattern is selected by referring to the special figure variation pattern selection table Ta5 (FIG. 9) (S78). Specifically, among the special figure variation pattern selection table Ta5, the variation pattern random number in the case of a jackpot in the time shortening state is referred to. Also, even in the same time shortening state, the special figure variation patterns to be selected are different between time shortening A and time shortening B. Therefore, the special figure variation pattern is selected with reference to which of time shortening A and time shortening B the current time shortening state corresponds to. Then, the variation pattern random number stored in the first storage area of the special figure hold memory unit is acquired, and the special figure variation pattern associated with the same variation pattern random number as the acquired variation pattern random number is selected. In the present embodiment, for the jackpot in the time shortening A state of the special figure variation pattern selection table Ta5, the variation pattern random numbers in the same range as the variation pattern random numbers 0 to 99 counted by the variation pattern random number counter are set. Therefore, in the time shortening A state, the special figure variation pattern P11 is selected regardless of the acquired variation pattern random number. Similarly, in the time shortening B state, the special figure variation pattern P21 is selected regardless of the acquired variation pattern random number. Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (FIG. 3) (S76 in FIG. 20), and ends this second special figure variation pattern selection process.
[0112] Also, when the game control microcomputer 61 determines that the jackpot flag is OFF in S77, that is, when it determines a loss (S77: No), it determines whether the minor jackpot flag is ON (S79). Here, when it determines that the minor jackpot flag is ON (S79: Yes), it selects a special figure variation pattern with reference to the special figure variation pattern selection table Ta5 (Fig. 9) (S80). Incidentally, when winning a minor jackpot with the second special symbol, if the player does not make a mistake in the operation thereafter, it will be a jackpot. Therefore, when winning a minor jackpot, the same special figure variation pattern as when it is determined to be a jackpot will be selected. Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76 in Fig. 20), and finishes this second special figure variation pattern selection process.
[0113] Also, when the game control microcomputer 61 determines that the small hit flag is not ON in S79 (S79: No), it acquires the reach random number stored in the first storage area (Figs. 10 and 11) of the special figure retention memory unit, and determines whether the acquired reach random number is a reach establishment random number (S81). That is, it determines whether the reach random number acquired from the first storage area of the special figure retention memory unit is a reach random number set in the time shortening state among the reach determination tables Ta4 (Fig. 8). For example, if the reach random number acquired from the first storage area of the special figure retention memory unit is "8", since the reach random number "8" exists among the reach random numbers 0 to 11 set in the time shortening state, it is determined that it is a reach establishment random number (S81: Yes). Here, when the game control microcomputer 61 determines that the reach random number is a reach establishment random number (S81: Yes), it refers to the special figure variation pattern selection table Ta5 (Fig. 9) to select a special figure variation pattern (S82). Specifically, among the special figure variation pattern selection table Ta5, it refers to the variation pattern random number in the case of a miss with a reach in the time shortening state. Then, it acquires the variation pattern random number stored in the first storage area of the special figure retention memory unit, and selects the special figure variation pattern associated with the same variation pattern random number as the acquired variation pattern random number. However, in this embodiment, basically, the lottery of the second special symbol wins a big hit or a small hit at 1 / 1, so basically the special figure variation pattern is not selected in S82 (there is a possibility for the first special symbol). Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76 in Fig. 20), and ends this second special figure variation pattern selection process.
[0114] Further, when the game control microcomputer 61 determines in S81 that the reach random number is not a reach establishment random number (S81: No), it selects a special figure variation pattern by referring to the special figure variation pattern selection table Ta5 (Fig. 9) (S83). Specifically, among the special figure variation pattern selection table Ta5, the variation pattern random number in the case of a non-reach loss in the time-shortened state is referred to. Then, the variation pattern random number stored in the first storage area (Figs. 10 and 11) of the special figure hold memory unit is acquired, and the special figure variation pattern associated with the same variation pattern random number as the acquired variation pattern random number is selected. However, in this embodiment, basically, the lottery of the second special symbol wins a big hit or a small hit at 1 / 1, so basically the special figure variation pattern is not selected in S83 (there is a possibility for the first special symbol). Subsequently, the game control microcomputer 61 sets the variation pattern data indicating the selected variation pattern in the special figure variation pattern buffer provided in the RWM64 (Fig. 3) (S76 in Fig. 20), and ends this second special figure variation pattern selection process.
[0115] The variation pattern data set in the special figure variation pattern buffer in S76 is included in the variation start command set in S45 (Fig. 18) of the special symbol standby process described above, and is output to the sub-control board 100 (Fig. 4) by the output process (S10 in Fig. 15) of the main-side timer interrupt process. Also, the first special figure variation pattern selection process is executed in the same flow as the second special figure variation pattern selection process, and the variation pattern data set in the special figure variation pattern buffer in S76 is included in the variation start command set in S51 (Fig. 18) of the special symbol standby process described above, and is output to the sub-control board 100 (Fig. 4) by the output process (S10 in Fig. 15) of the main-side timer interrupt process.
[0116] (Special Symbol Variation Process) Next, the content of the special symbol variation process (S19 in Fig. 15) executed by the game control microcomputer 61 will be described with reference to Fig. 22 showing it. The game control microcomputer 61 determines whether the variation time of the special symbol (the variation time determined according to the special symbol variation pattern selected in S42 or S48 in FIG. 18, see FIG. 9) has ended (S90). Incidentally, the special symbol variation process shown after S90 is performed for each of the first special symbol and the second special symbol. Also, the measurement of the variation time is interrupted during one small win game or a big win game. Here, if it is determined that it has not ended (S90: No), this special symbol variation process is terminated. Thereby, the variation display of the special symbol is continued. On the other hand, if it is determined that it has ended (S90: Yes), a variation stop command for stopping the variation display of the special symbol is set in the command buffer provided in the RWM64 (FIG. 3) (S91). Subsequently, the game control microcomputer 61 executes a special symbol stop process for stopping the special symbol with a symbol (the big win symbol of the special symbol or the losing symbol of the special symbol) corresponding to the special symbol stop symbol data set in S65 (FIG. 19) of the second special symbol big win determination process (the first special symbol big win determination process) (S92). Thereby, the special symbol is determined. Incidentally, the special symbol remains in the stopped state (continues the determined state of the special symbol) for a stop time (for example, 500 ms) corresponding to the variation pattern selected in the special symbol variation pattern selection table Ta5, and then the next variation of the special symbol is started.
[0117] Subsequently, the game control microcomputer 61 executes a game state management process. In this game state management process, it is determined whether either the time-saving A flag indicating that it is in the time-saving A state or the time-saving B flag indicating that it is in the time-saving B state is ON (S93). If it is determined that it is ON, that is, it is in the time-saving state (S93: YES), the value of the time-saving counter that counts the number of variations of the special symbol during the time-saving state in a subtraction method is decremented by 1 (S94). Incidentally, the time-saving counter is set with a value (in this embodiment, "100") determined in advance at the end of a specific big win game or when winning a c time-saving. On the other hand, if it is determined that the time-saving A flag and the time-saving B flag are not ON (S93: No), the process proceeds to S95.
[0118] In S95, it is determined whether either the short-time A flag or the short-time B flag is ON and whether the value of the short-time counter has become "0". Here, the case where either the short-time A flag or the short-time B flag is ON and the value of the short-time counter is "0" indicates that the variation of the special symbol (i.e., the final variation in the short-time game state) in the final rotation of the short-time number determined according to the type of jackpot after the jackpot game ends has ended.
[0119] And when it is determined that either the short-time A flag or the short-time B flag is ON and the value of the short-time counter has become "0" (S95: YES), the short-time A flag or the short-time B flag that was ON is turned OFF (S96). The game control microcomputer 61 sets a status command (game state designation command) including the information of each flag in the output buffer of the RWM64 and ends the game state management process. The game state designation command set in the output buffer of the RWM64 is output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 16). As a result, the short-time state of the pachinko game machine 1 ends with the end of the variation of the corresponding special symbol. Note that as a specific timing for ending the short-time state of the pachinko game machine 1, it may be the timing when the variation of the special symbol ends and stops start (the head of the determination of the special symbol), or it may be the timing when the stop time of the special symbol ends (the end point of the determination of the special symbol). Alternatively, it may be before the variation of the corresponding special symbol ends, that is, at the start of the variation or during the variation.
[0120] Subsequently, the game control microcomputer 61 determines whether the special symbol has been stopped for the stop time (for example, 500 ms) corresponding to the variation pattern selected in the special symbol variation pattern selection table Ta5 (S97). And when the special symbol has been stopped for the stop time (S97: YES), it proceeds to S98.
[0121] Subsequently, in S98, it is determined whether the short-time c winning flag is ON. Note that the short-time c winning flag is in the ON state only during the variation (including the stop time) of the special symbol determined to have won the short-time c (S69). If it is determined that the short-time c winning flag is ON (S98: Yes), it is further determined whether the short-time A flag is ON, that is, whether it is in the short-time A state at the current time (S99). When it is determined that the short-time c winning flag is ON and it is in the short-time A state (S99: YES), while the short-time A flag is turned OFF, the short-time B flag indicating that it is in the short-time B state is turned ON, and the value of the short-time counter is set to "100" corresponding to the number of short-time c times (S100). When the short-time B flag is turned ON in S100, the short-time B (short-time c) starts, and the short-time counter performs a process of subtracting 1 each time the special symbol varies. When the short-time counter becomes "0" (the variation of the special symbol ends in the state where the short-time counter is 1), the short-time game state ends (S96). On the other hand, if it is determined that the short-time c winning flag is OFF (S98: No) and if it is determined that the short-time c winning flag is ON but it is not in the short-time A state (S99: No), it proceeds to S101 without shifting to the short-time B (however, if it is already in the short-time B, the short-time B continues).
[0122] Subsequently, the game control microcomputer 61 determines whether the jackpot flag is ON (S101). If it is determined that it is ON (S101: Yes), it executes the game state reset process (S102). In this game state reset process, it is determined whether the short-time A flag and the short-time B flag are ON. If it is determined that they are ON, the flags are turned OFF. That is, during the execution of the jackpot game, it is controlled to be in the normal probability state and the non-short-time state. Subsequently, the game control microcomputer 61 performs a jackpot opening setting (S103) and sets an opening command for executing the jackpot opening in order to start the jackpot game (S104). The jackpot opening is an effect such as displaying an effect image celebrating the occurrence of a jackpot on the effect display device 7 or playing a music celebrating the occurrence of a jackpot from each speaker 8. In the opening setting, the execution time of the jackpot game opening is set in a predetermined timer. Subsequently, the game control microcomputer 61 sets the value of the special electric role operation valid counter (S105) and ends this special symbol variation process. The special electric role operation valid counter is a counter that counts the remaining number of rounds in the jackpot game. Also, when it is determined in S101 that the jackpot flag is not ON (S101: No), this special symbol variation process is ended.
[0123] In addition, when it is determined in S101 that the small win flag is ON instead of the jackpot flag, a small win game that aims at the V winning area in the second big winning opening 35 is executed. And when passing through the V winning area in the small win game, the jackpot flag is turned ON in the same way as when winning the jackpot (S37), and then the processes after S101 are executed.
[0124] (Special electric operation process) Next, the content of the special electric operation process (S20 in FIG. 15) executed by the game control microcomputer 61 will be described with reference to FIG. 23 showing it. As shown in FIG. 23, in the special electric operation process, first, it is determined whether the first big winning opening 32 (special electric accessory) is open (S110). If the first big winning opening 32 is open (S110: Yes), subsequently, it is determined whether the number of game balls detected by the first big winning opening sensor 32a since the start of this round, that is, the number of game balls that have entered the first big winning opening 32, has reached a predetermined specified value (for example, 10 counts).
[0125] And when the number of game balls detected by the first major winning opening sensor 32a after the start of this round, that is, the number of game balls that have entered the first major winning opening 32, reaches a predetermined specified value (S111: Yes), the first major winning opening solenoid 30a is operated to close the first major winning opening 32 (S112). On the other hand, when the predetermined specified value has not been reached (S111: No), the open state of the first major winning opening 32 is maintained.
[0126] After closing the first major winning opening 32, in S113, when the round ends, the value of the special electric role activation effective counter is decreased by 1. Note that the special electric role activation effective counter is a counter that counts the remaining number of rounds in the jackpot game, and when the jackpot flag is turned on, the number of rounds determined by the type of jackpot won by the special symbol lottery is set (S36, S63).
[0127] Thereafter, in S114, it is determined whether the special electric role activation effective counter has become 0, that is, whether the number of rounds determined by the type of jackpot won by the special symbol lottery has ended. And when it is determined that the special electric role activation effective counter has become 0, that is, the number of rounds determined by the type of jackpot won by the special symbol lottery has ended (S114: Yes), it is further determined whether the type of jackpot won is a jackpot that transitions to a time-saving state after the jackpot game (S115).
[0128] And when it is determined that the type of jackpot won is a jackpot that transitions to a time-saving state after the jackpot game (S115: YES), it is determined whether the game state before the jackpot win is either the normal game state or the time-saving A state (S116).
[0129] When the gaming state before jackpot winning is either the normal gaming state or the short-time A state (S116: Yes), since the short-time state to which the game shifts after the jackpot game is the short-time A state, the short-time A flag is turned on (S117). Further, the short-time counter (the upper limit number of times the short-time state continues) is also set, and in this embodiment, "100" is set based on the type of jackpot. As a result, it becomes an easy ball-in state where it is easy for balls to enter the second starting port 22, and particularly, it shifts to the short-time A state. Also, the game control microcomputer 61 sets a status command (gaming state designation command) including information that the short-time A flag has been turned on (i.e., the game has shifted to the short-time A state) in the output buffer of the RWM64. The status command set in the output buffer of the RWM64 is output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 15).
[0130] On the other hand, when the gaming state before jackpot winning is the short-time B state (S116: No), since the short-time state to which the game shifts after the jackpot game is the short-time B state, the short-time B flag is turned on (S118). Further, the short-time counter (the upper limit number of times the short-time state continues) is also set, and in this embodiment, "100" is set based on the type of jackpot. As a result, it becomes an easy ball-in state where it is easy for balls to enter the second starting port 22, and particularly, it shifts to the short-time B state. Also, the game control microcomputer 61 sets a status command (gaming state designation command) including information that the short-time B flag has been turned on (i.e., the game has shifted to the short-time B state) in the output buffer of the RWM64. The status command set in the output buffer of the RWM64 is output to the sub-control board 100 in the output process of the main-side timer interrupt process (S10 in FIG. 15). That is, the short-time state to which the game shifts when winning the first jackpot or winning a jackpot with short-time during the short-time A state is the short-time A, and the short-time state to which the game shifts when winning a jackpot with short-time during the short-time B state is the short-time B (the same short-time state loops).
[0131] On the other hand, when it is determined that the type of the winning jackpot is a jackpot that does not shift to the time-saving state after the jackpot game (S115: No), the time-saving A flag and the time-saving B flag are maintained in the OFF state (S119). Also, a status command (game state designation command) including information on the transition to the non-time-saving state is set in the output buffer of RWM64. As a result, a game based on the non-time-saving state is performed after the jackpot game.
[0132] On the other hand, when it is determined that the first big winning opening 32 is not open (S110: No), the special electric function operation effective counter is read, and it is determined whether or not there is one or more remaining rounds in the special electric function operation effective counter (S120). Then, when it is determined that there is one or more remaining rounds in the special electric function operation effective counter (S120: Yes), the first big winning opening solenoid 30a is operated to open the first big winning opening 32 (S121). On the other hand, when it is determined that the number of remaining rounds in the special electric function operation effective counter is 0 (S120: No), the closed state of the first big winning opening 32 is continued.
[0133] In addition, although the above special electric operation process has described the operation process of the special electric accessory in the jackpot game, the operation process of the corresponding special electric accessory is also performed in the small jackpot game executed after winning the small jackpot. In the small jackpot game, instead of the first big winning opening 32, the second big winning opening 35 (V attacker) is opened for a predetermined time, and further, the distribution member 37 is operated to open the specific area 36.
[0134] As a result, in the pachinko machine of the present embodiment, as shown in FIGS. 24 and 25, the player wins a jackpot with time-saving from the normal state, and after the jackpot game ends, all the states once shift to the time-saving A state (a time-saving). Since the power-saving control is performed in the time-saving A state, it becomes easier to enter the ball into the second starting port 22, and basically, the player plays the game aiming at the second starting port 22. On the one hand, if there is still a hold in Special Figure 1 after the transition to the Short Time A state, the change in Special Figure 1 will start simultaneously with the start of Short Time A. However, this machine is a simultaneous change model in which the changes in Special Figure 1 and Special Figure 2 occur in parallel. Furthermore, as shown in Figure 9, the first change in Special Figure 1 immediately after the start of the short time has a relatively long change time (15 seconds) set. For example, if the player makes a right hit aiming at the right game area 3b at the start of Short Time A, the game ball can be awarded to the second start port 22, and the change in Special Figure 2 can be determined before the change in Special Figure 1 is finalized. More specifically, the change time of Special Figure 1 in the short time state is set to be longer than the time required for the game ball to be launched into the game area, enter the second start port 22, and for the change in Special Figure 2 to be determined. And, as shown in Figure 5, when the change in Special Figure 1 is finalized in the short time state, except for a jackpot, it will suddenly be selected for a short time (c short time) and transition to Short Time B without going through a jackpot. However, if the change in Special Figure 2 is finalized before the change in Special Figure 1 is finalized, Special Figure 2 will be selected for a jackpot or a minor jackpot at 1 / 1, and after the jackpot game, it will transition back to Short Time A as shown in Figure 7 (but only when selected for a jackpot with a short time in Special Figure 2). Note that when the minor jackpot game or jackpot game of Special Figure 2 is started, Special Figure 1 during the change will be treated as a forced loss, so it will not transition to Short Time B. As a result, as shown in Figure 24, when winning a jackpot with a short time from the normal state and transitioning to the Short Time A state, if the player immediately makes a right hit, then as long as the short time continues, Short Time A will loop. On the other hand, when winning a jackpot with a short time from the normal state and transitioning to the Short Time A state, if the player does not make a right hit and the change in Special Figure 1 is finalized before the change in Special Figure 2 is finalized, it will transition to Short Time B. When selected for a jackpot with a short time in Special Figure 2 in the state of having transitioned to Short Time B, it will transition to Short Time B again, so as long as the short time continues, Short Time B will loop. That is, the player can choose whether to play the game in either Short Time A or Short Time B depending on whether to make a right hit immediately after the first jackpot and then transitioning to the short time for the first time.
[0135] Immediately after the time limit is first shifted after the first big win, the effect display device 7 displays a screen notifying that the subsequent game can be selected depending on whether a right hit is performed or the device waits without performing a right hit as shown in Fig. 26. Also, the effect display device 7 displays the time until the first variation in Fig. 1 of the special drawings ends, that is, the remaining time during which game selection is possible. If the player desires the short time limit A, a right hit must be performed before the remaining time reaches 0.
[0136] Also, as described above, the lottery probabilities in the special drawings and general drawings and the operation patterns of the normal variable winning device 20 do not change between the short time limit A and the short time limit B, but the special drawing variation patterns to be selected change, resulting in different gameplay. Specifically, for the short time limit A, the variation time per variation is set very short. For example, the effects performed by the effect display device 7 use only the effect symbols, and the final symbol combination is immediately stopped and displayed on the screen, resulting in a simple effect content. That is, players who want to play the game quickly without the need for effects will select the short time limit A. On the other hand, for the short time limit B, the variation time per variation is set relatively long. For example, the effects performed by the effect display device 7 include effect symbols, and the effect content is similar to the normal variation using a preview effect and a reach effect in addition to the symbol variation. That is, players who do not prefer the results to be obtained quickly and want to enjoy the effects will select the short time limit B.
[0137] [Effects of the First Embodiment] (1) By implementing the pachinko gaming machine 1 of the above-described embodiment, it is a gaming machine capable of performing the variation of the first special symbol and the variation of the second special symbol in parallel. In the normal gaming state, it wins the jackpot, and after the jackpot game ends, it shifts to a first ball entry easy state where the entry of balls into the second special symbol ball entry port corresponding to the second special symbol is easier than in the normal gaming state. A first state transition means; when the variation of the first special symbol is determined earlier than the variation of the second special symbol is determined after shifting to the first ball entry easy state, from the first ball entry easy state, the entry of balls into the second special symbol ball entry port is easier than in the normal gaming state and the second special symbol varies in a manner different from the first ball entry easy state. Second state transition means for transitioning to a second ball entry easy state; the variation of the second special symbol started after transitioning to the second ball entry easy state is in a manner corresponding to the second ball entry easy state. As a result, depending on the timing of launching the game balls after the jackpot game, it is determined whether to transition to either the first ball entry easy state or the second ball entry easy state after the jackpot game ends. Therefore, the player can select whether to transition to either the first ball entry easy state or the second ball entry easy state after the jackpot game ends according to his own will. Furthermore, not only the on-surface effects are changed between the first ball entry easy state and the second ball entry easy state, but different game properties can also be realized. Therefore, there is an effect that the player can select the game property executed by the gaming machine according to his own will. (2) Also, the variation time of the first special symbol in the first ball entry easy state is set longer than the time required for the game ball to be launched when it is launched into the game area and then enter the second special symbol ball entry port until the variation of the second special symbol is determined. As a result, if the player aims at the second special symbol ball entry port and launches the game ball after the jackpot game, the variation of the second special symbol can be determined earlier than the variation of the first special symbol. That is, a player who desires to play in the first ball entry easy state can achieve it by launching the game ball. (3) Also, in the second special symbol lottery, if the player wins either a jackpot or a minor win where a jackpot is awarded on the condition that the game ball passes through a specific area, and the variation of the second special symbol is determined earlier than the variation of the first special symbol is determined after transitioning to the first ball entry easy state, the variation of the second special symbol is performed in a manner corresponding to the first ball entry easy state, and after the jackpot game awarded based on the second special symbol lottery ends, the player transitions back to the first ball entry easy state. As a result, a player who wishes to play a game in the first ball entry easy state can continue to play the game in the first ball entry easy state after hitting the game ball. (4) Also, since the variation patterns for varying the second special symbol are different between the first ball entry easy state and the second ball entry easy state, it is possible to make the fundamental gameplay as well as the superficial effects different between the first ball entry easy state and the second ball entry easy state. (5) Also, if the player wins a jackpot in the second ball entry easy state and after the jackpot game ends, the player transitions to the second ball entry easy state. As a result, a player who wishes to play a game in the second ball entry easy state can continue to play the game in the second ball entry easy state after determining the variation of the first special symbol without hitting the game ball.
[0138] [Modification Example of the First Embodiment] (1) In the above-described embodiment, the special symbol variation pattern is changed between time-saving A and time-saving B, but other than the special symbol variation pattern may be changed. For example, the distribution of jackpot types during a jackpot may be changed. In that case, for example, time-saving A can always be made to win a jackpot with 70 time-saving rotations to realize an ST type game, and time-saving B can realize a probability-variable machine game by distributing time-saving 10,000 times (next jackpot determined) and time-saving 0 times (time-saving ended) at a predetermined ratio during a jackpot. As a result, more different gameplay can be realized between time-saving A and time-saving B. (2) Also, in the above-described embodiment, an example of applying the pachinko gaming machine 1 to a one-two type mixed machine has been described, but it can also be applied to general probability-variable machines, V winning machines, ST machines, etc., as long as they are models that perform the variations of special symbol 1 and special symbol 2 in parallel. (3) Also, in the above-described embodiment, it has been described that the "easy ball entry state" substantially refers to the short-time game state. However, the "easy ball entry state" may refer to a state other than the short-time game state as long as it is a state in which winning at the special symbol winning opening is easier than in the normal game state. For example, it may refer to the probability-variable state (high-probability game state). Also, since the pachinko game machine 1 described above is a type 1 / type 2 hybrid machine, there is no probability-variable state. However, if it is other than a type 1 / type 2 hybrid machine, the "easy ball entry state" may refer to the probability-variable state and the short-time game state, or may refer to the non-probability-variable state and the short-time game state.
[0139] [Second Embodiment] Subsequently, the pachinko game machine 1 according to the second embodiment will be described. In the following description, the same reference numerals as those of the pachinko game machine 1 according to the first embodiment indicate the same or corresponding parts as those of the pachinko game machine 1 according to the first embodiment.
[0140] The schematic configuration of the pachinko game machine 1 according to this second embodiment is substantially the same as that of the pachinko game machine 1 according to the first embodiment. That is, it is a machine type called a so-called type 1 / type 2 hybrid machine. Also, various control processes are substantially the same as those of the pachinko game machine 1 according to the first embodiment. However, it is different from the pachinko game machine 1 according to the first embodiment in the following content.
[0141] [Jackpot Determination Table] The jackpot determination table Ta11 shown in FIG. 27 is a table referred to when the game control microcomputer 61 (FIG. 3) in the pachinko game machine 1 of the second embodiment executes jackpot determination as to whether it is a jackpot or not. In the second embodiment, 205 jackpot random numbers from 0 to 204 are set in the jackpot determination table Ta1 as the random numbers corresponding to the jackpot in the lottery of the first special symbol (the lottery of Special Figure 1). When the jackpot random number acquired from the jackpot random number counter is any one of 0 to 204, the game control microcomputer 61 determines it as a jackpot in the jackpot determination, and when it is other than 0 to 204 among 0 to 65535, it determines that it is not a jackpot, that is, a loss. In addition, in the second embodiment, the lottery at the time of c-time short performed in the first embodiment is not performed.
[0142] On the other hand, 205 jackpot random numbers from 0 to 204 are set in the jackpot determination table Ta11 as the random numbers corresponding to the jackpot in the lottery of the second special symbol (the lottery of Special Figure 2). When the jackpot random number acquired from the jackpot random number counter is any one of 0 to 204, the game control microcomputer 61 determines it as a jackpot in the jackpot determination, and when it is other than 0 to 204 among 0 to 65535, it determines that it is not a jackpot, that is, a loss. However, even when it is determined as a loss in the lottery of Special Figure 2, if the jackpot random number is 205 to 1025, it is determined as a minor jackpot. In the lottery of Special Figure 2, if the jackpot is not won, the winning probability of the minor jackpot is about 1 / 80. That is, in the lottery of Special Figure 1 and the lottery of Special Figure 2, the probability of being determined as a jackpot does not change, but the probability of being determined as a minor jackpot is higher in the lottery of Special Figure 2 than in the lottery of Special Figure 1. In addition, particularly for the minor jackpot of Special Figure 2, it is a hit that activates the second big winning device 33 in an open pattern in which the game ball can pass through the specific area (V winning area) of the second big winning device 33.
[0143] [Jackpot Type Determination Table] The jackpot type determination table Ta12 shown in FIG. 28 is a table referred to when the game control microcomputer 61 (FIG. 3) executes jackpot type determination when a jackpot is determined in the pachinko gaming machine 1 of the second embodiment. In the pachinko gaming machine 1 of the second embodiment, as jackpot types, there are "5R jackpot (non-time reduction after jackpot)", "5R jackpot (time reduction transition after jackpot)", and "10R jackpot (time reduction transition after jackpot)". In the first embodiment, there were two types of time reduction states, time reduction A and time reduction B, but in the second embodiment, there is only one type of time reduction state. And in the pachinko gaming machine 1, as shown in FIG. 28, in the lottery of the first special symbol (lottery of special symbol 1), if the jackpot type random number is 0 to 2, it is determined that the "5R jackpot (non-time reduction after jackpot)" has been won, and if it is 3 to 9, it is determined that the "5R jackpot (time reduction transition after jackpot)" has been won. On the other hand, in the lottery of the second special symbol (lottery of special symbol 2), it is determined that the "10R jackpot (time reduction transition after jackpot)" has been won regardless of the jackpot type random number. When transitioning to time reduction, the time reduction state continues until a predetermined condition is satisfied, with that as the upper limit.
[0144] Also, in the present embodiment, after transitioning to the "time-saving state" under the above-mentioned predetermined conditions, the number of fluctuations of the second special symbol, which is the main special symbol in the time-saving state, reaches the first rotation number (for example, 100 rotations), or after transitioning to the "time-saving state", the total number of fluctuations of the first special symbol and the second special symbol reaches the second rotation number (for example, 105 rotations), which is more than the first rotation number. It is to satisfy either of these conditions. Note that, as the predetermined conditions, not only the rotation number of the second special symbol but also the total number of fluctuations of the first special symbol and the rotation number of the second special symbol are set. This is, for example, to prevent the time-saving state from continuing longer than expected when a game is played in which the first special symbol is deliberately fluctuated in the time-saving state. On the other hand, the second rotation number is set to be larger than the first rotation number in order to prevent the time-saving count from being disadvantaged by the remaining hold of the first special symbol when transitioning from the normal state to the time-saving state (it is disadvantageous to the player if the time-saving count decreases due to the fluctuation of the first special symbol without a small win). Note that since the maximum hold number of the first special symbol of this machine is 4, the second rotation number has a margin of 5 more than that number. That is, even if the first special symbol is in the state of the maximum hold number and transitions to the time-saving state, it will not be disadvantageous to the player, and the time-saving state will not continue longer than necessary. And when the predetermined conditions are satisfied without a big win in the above-mentioned "time-saving state", the time-saving state is terminated and the game transitions to the normal game state (non-time-saving state).
[0145] In addition, regardless of the gaming state, if there is a winning entry into the corresponding starting port in the pachinko gaming machine 1, both the variation of the first special symbol and the variation of the second special symbol can be performed. However, the effect symbols variably displayed by the effect display device 7 correspond only to one of the special symbols (hereinafter referred to as the main special symbol) selected based on the gaming state of the gaming machine from among the first special symbol and the second special symbol. And regarding the variation of the other special symbol (hereinafter referred to as the non-main special symbol), it is not a display target for the effect display device 7 (however, it is displayed on the displays 50), so it is substantially difficult for the player to recognize the variation of the non-main special symbol. For example, in the present embodiment, there are two types of gaming states of the pachinko gaming machine 1, namely, the 'normal state' and the 'time-saving state'. And in the 'normal state', the first special symbol becomes the main special symbol. On the other hand, in the 'time-saving state (rush state)', the second special symbol becomes the main special symbol.
[0146] Therefore, in the pachinko gaming machine 1 of the second embodiment, in the special symbol variation process shown in FIG. 22, the game control microcomputer 61 executes the gaming state management process shown in FIG. 29.
[0147] (Gaming State Management Process) The game control microcomputer 61 first determines whether or not the time-saving flag of the pachinko gaming machine 1 is ON (S150). Incidentally, when winning a jackpot of a type that shifts to the time-saving state, the time-saving flag is set ON after the jackpot game.
[0148] And when it is determined that the time-saving flag is ON (S150: Yes), after shifting to the time-saving state, that is, the count value obtained by counting the number of variations of the second special symbol since the end of the most recent jackpot game is acquired (S151). Incidentally, in the time-saving state, the main special symbol of the pachinko gaming machine 1 is the second special symbol. Therefore, the above S151 also corresponds to the process of acquiring the number of variations of the main special symbol. Further, the count value obtained by counting the number of variations of the first special symbol, that is, the non-main special symbol, since the shift to the time-saving gaming state, that is, since the end of the most recent jackpot game, is also acquired (S152).
[0149] On the other hand, when it is determined that the time-saving flag is not ON (S150: No), the game state management process is terminated.
[0150] After that, after shifting to the time-saving state, that is, after the end of the most recent big win game, it is determined whether or not the number of fluctuations of the second special symbol (main special symbol) has reached the first number of rotations (S153). Note that the first number of rotations can be appropriately set for each machine type, but for example, it is set to 100 rotations.
[0151] Then, when it is determined that the number of fluctuations of the second special symbol (main special symbol) has reached the first number of rotations after shifting to the time-saving game state, that is, after the end of the most recent big win game (S153: Yes), the process proceeds to S155. On the other hand, when it is determined that the number of fluctuations of the second special symbol (main special symbol) has not reached the first number of rotations after shifting to the time-saving game state, that is, after the end of the most recent big win game (S153: No), the process proceeds to S154.
[0152] In S154, after shifting to the time-saving game state, that is, it is determined whether or not the total of the number of fluctuations of the second special symbol (main special symbol) and the number of fluctuations of the first special symbol (non-main special symbol) has reached the second number of rotations after the end of the most recent big win game. Note that the second number of rotations can be appropriately set for each machine type, but a number of rotations larger than the first number of rotations is set. Specifically, as described above, in order to prevent the player from being disadvantaged due to the remaining hold of the first special symbol when shifting to the time-saving state, it is desirable to set it to a value that is not so large within a range larger than the maximum hold number of the first special symbol. For example, when the first number of rotations is 100 rotations, the second number of rotations is set to 105 rotations.
[0153] As a result, in the present embodiment, without reducing the remaining number of times in the time shortening state due to the variation of the remaining hold of the first special symbol, it is possible to vary the first number of rotations (for example, 100 times) set in advance until the time shortening state ends for at least the main special symbol that the player recognizes the variation. On the other hand, even if the player makes a special way of playing such that the non-main special symbol is varied without varying the main special symbol, it is possible to end the time shortening state up to the upper limit number of times (for example, the total variation of the first special symbol and the second special symbol is 105 times) without continuously maintaining the time shortening state semi-permanently.
[0154] Then, when it is determined that the total number of variations of the second special symbol (main special symbol) and the first special symbol (non-main special symbol) after the transition to the time shortening state, that is, after the end of the most recent big win game, has reached the second number of rotations (S154: Yes), the process proceeds to S155. On the contrary, when it is determined that the total number of variations of the second special symbol (main special symbol) and the first special symbol (non-main special symbol) after the transition to the time shortening state, that is, after the end of the most recent big win game, has not reached the second number of rotations (S154: No), the game state management process ends.
[0155] Thereafter, in S155, the time shortening flag is turned OFF. Further, the count value obtained by counting the number of variations of the first special symbol after the end of the big win game and the count value obtained by counting the number of variations of the second special symbol are each reset (S156). Thereafter, the game control microcomputer 61 sets a game state designation command including the information of the time shortening flag in the output buffer of the RWM64 and ends the game state management process. The game state designation command set in the output buffer of the RWM64 is output to the sub-control board 100 in the output process (S10 in FIG. 15) of the main side timer interrupt process. As a result, the time shortening state ends and the process shifts to the normal state.
[0156] In addition, in the pachinko gaming machine 1 of the second embodiment, as described above, the upper limit of the number of variations of the special symbol in the time-saving state is 100 times (105 times at most including the number of variations of the first special symbol). However, in the time-saving state, an effect corresponding to a scenario that progresses according to the number of variations of at least one of the first special symbol and the second special symbol is executed. Specifically, when the number of variations of the non-main special symbol (the first special symbol) from the transition to the time-saving state to the current time is equal to or more than a predetermined number of rotations (5 times), that is, when it is assumed that the player is making a special hitting method of varying the non-main special symbol without varying the main special symbol, the scenario progresses according to the total number of variations of the first special symbol and the second special symbol. When the number of variations of the non-main special symbol from the transition to the ball-entry easy state to the current time is less than a predetermined number of rotations (5 times), that is, when it is assumed that the player is playing the game as expected by varying the main special symbol, the scenario is set to progress according to the number of variations of the second special symbol.
[0157] [Special Symbol Variation Pattern Selection Table] Here, FIG. 30 shows a special symbol variation pattern selection table Ta13 used in the pachinko gaming machine 1 of the second embodiment. The special symbol variation pattern selection table Ta13 is a table referred to when the game control microcomputer 61 (FIG. 3) determines the special symbol variation pattern by lottery. In addition, FIG. 30 particularly shows the special symbol variation pattern selection table in the time-saving state.
[0158] The variation effect pattern in the special symbol variation pattern selection table Ta13 is the variation effect pattern that the effect display device 7 variably displays corresponding to the selected special symbol variation pattern, and is described for reference.
[0159] As shown in FIG. 30, in the time shortening state, the special symbol variation pattern is determined by the number of variations of the special symbol. Specifically, when the number of variations of the special symbol is 1 to 19 rotations, the special symbol variation pattern P31 is selected. When the number of variations of the special symbol is 20 rotations, the special symbol variation pattern P32 is selected. When the number of variations of the special symbol is 21 to 100 rotations, the special symbol variation pattern P33 is selected. Note that the "number of variations of the special symbol" is the total number of variations of the first special symbol and the second special symbol when the number of variations of the first special symbol, which is a non-main special symbol, is 5 or more (the margin of special figure 1 set for remaining reservation is 0), and is the number of variations of the second special symbol when the number of variations of the first special symbol, which is a non-main special symbol, is less than 5 (the margin of special figure 1 set for remaining reservation remains 1 or more).
[0160] Here, in the time shortening state, there are multiple types of effect modes as effects executed by the effect display device 7 according to the variation of the special symbol. Specifically, a "high-speed effect mode" which is an effect with a short variation time and is simple when the special symbol variation pattern P31 is selected, a "long effect mode" which performs a relatively long and more complex effect when the special symbol variation pattern P33 is selected, and a "notification effect mode (also corresponding to a special effect mode)" which notifies the transition from the high-speed effect mode to the long effect mode when the special symbol variation pattern P32 is selected. There are three types of effect modes. According to the number of variations of the special symbol, the scenario progresses by switching the effect modes in the order of "high-speed effect mode → notification effect mode → long effect mode".
[0161] Furthermore, the content of the presentation executed by the presentation display device 7 in the high-speed presentation mode, the content of the presentation executed by the presentation display device 7 in the notification presentation mode, and the content of the presentation executed by the presentation display device 7 in the long presentation mode are not independent presentation contents but are related to each other. For example, in the pachinko gaming machine 1 that performs a presentation related to a sports competition, in the high-speed presentation mode executed when the number of rotations of the special symbol is 1 to 19 as shown in FIG. 31, the presentation content 211 depicts the protagonist character preparing for the game. In the notification presentation mode executed when the number of rotations of the special symbol is 20, the presentation content 212 indicates that the preparation for the game is completed and announces the start of the game (announces the transition to the long presentation mode). Then, in the long presentation mode executed when the number of rotations of the special symbol is 21 to 100, the presentation content 213 depicts the protagonist character during the game. As a result, it becomes possible to execute a presentation corresponding to the scenario that progresses according to the number of rotations in the time-saving state.
[0162] Furthermore, in each of the presentation modes of "high-speed presentation mode", "notification presentation mode", and "long presentation mode", in addition to the background image changing, the content of the preview presentation and the reach presentation, the appearance of the presentation symbol, etc. other than the background image also change.
[0163] In the pachinko gaming machine 1 according to the second embodiment, by selecting the special figure variation pattern as shown in FIGS. 30 and 31 in the time-saving state, even if, for example, the player makes a special shooting method such that the first special symbol, which is a non-main special symbol, is varied despite being in the time-saving state, since the presentation modes are switched in the order of "high-speed presentation mode → notification presentation mode → long presentation mode" according to the number of variations of the first special symbol, it becomes possible to execute a presentation corresponding to the scenario being advanced. On the other hand, even when the player is playing the game as assumed by varying the second special symbol, since the presentation modes are switched in the order of "high-speed presentation mode → notification presentation mode → long presentation mode" according to the number of variations of the second special symbol, it becomes possible to execute a presentation corresponding to the scenario being advanced. That is, regardless of the gaming method the player uses, it becomes possible to execute a presentation along the set scenario.
[0164] However, when transitioning the special figure variation pattern as shown in FIGS. 30 and 31, for example, when the number of rotations of the second special symbol reaches 20 rotations and a special shooting is performed to vary the first special symbol after transitioning to the "notification presentation mode", there is a possibility that the "notification presentation mode", which is normally performed only during one variation, may be performed for multiple variations. As a result, for example, when the "notification presentation mode" is the presentation content 212 that announces the start of the game after the preparation for the game is completed as shown in FIG. 31, the start of the game will be repeated multiple times (i.e., repeatedly announce the transition to the long presentation mode), resulting in an unnatural presentation. Therefore, exceptionally, after transitioning to the "notification presentation mode", even if the number of variations of the first special symbol, which is a non-main special symbol, from the transition to the time-saving state until the current time is less than 5 times (there is 1 or more remaining of the margin of special figure 1 set for remaining hold), it may be set to advance the scenario according to the total number of variations of the first special symbol and the second special symbol. By performing such control, it is possible to prevent the start of the game from being repeated multiple times (i.e., repeatedly announce the transition to the long presentation mode).
[0165] [Effects of the Second Embodiment] (1) If the pachinko gaming machine 1 of the above-described embodiment is implemented, there is a state transition means for transitioning to a ball entry easy state in which winning at the winning port of the second special symbol is easier than in the normal gaming state up to when a predetermined condition is satisfied, and after transitioning to the ball entry easy state, there is a production execution means for executing a production corresponding to a scenario that progresses according to the number of variations of at least one of the first special symbol and the second special symbol. The predetermined condition is that either the number of variations of the second special symbol reaches the first number of rotations after transitioning to the ball entry easy state, or the total number of variations of the first special symbol and the second special symbol reaches the second number of rotations that is a predetermined number of rotations more than the first number of rotations after transitioning to the ball entry easy state. The production execution means progresses the scenario according to the total number of variations of the first special symbol and the second special symbol when the number of variations of the first special symbol from the time of transitioning to the ball entry easy state to the current time is equal to or more than the predetermined number of rotations, and progresses the scenario according to the number of variations of the second special symbol when the number of variations of the first special symbol from the time of transitioning to the ball entry easy state to the current time is less than the predetermined number of rotations. As a result, even when the player does not play the game as expected, it is possible to execute the production along the set scenario. (2) Also, there are a plurality of types of production modes as the production performed by the production execution means. The production execution means switches the production mode executed according to the total number of variations of the first special symbol and the second special symbol to progress the scenario when the number of variations of the first special symbol from the time of transitioning to the ball entry easy state to the current time is equal to or more than the predetermined number of rotations, and switches the production mode executed according to the number of variations of the second special symbol to progress the scenario when the number of variations of the first special symbol from the time of transitioning to the ball entry easy state to the current time is less than the predetermined number of rotations. As a result, even when the player does not play the game as expected, it is possible to execute the production along the set scenario by switching the production mode according to the number of variations. (3) Further, among the plurality of types of effect modes, there is an informing effect mode for informing the transition of the effect mode. Even when the number of variations of the non-main special symbol from the time of transition to the easy ball entry state until the current time is less than the predetermined number of rotations, after transitioning to the informing effect mode, the effect mode executed according to the total number of variations of the first special symbol and the second special symbol is switched. As a result, it is possible to prevent an unnatural effect in which the transition of the effect mode is repeatedly executed. (4) Further, among the plurality of types of effect modes, there is a special effect mode that is executed only during one variation when the total number of variations of the first special symbol and the second special symbol or the number of variations of the second special symbol reaches a specific number of variations. Even when the number of variations of the first special symbol from the time of transition to the easy ball entry state until the current time is less than the predetermined number of rotations, after transitioning to the special effect mode, the effect mode executed according to the total number of variations of the first special symbol and the second special symbol is switched. As a result, it is possible to prevent an unnatural effect in which the special effect mode, which is supposed to be executed only during one variation, is repeated.
[0166] [Modification Example of the Second Embodiment] (1) In the above-described embodiment, three types of effect modes, namely, "high-speed effect mode", "informing effect mode", and "long effect mode", are switched according to the number of variations of the special symbol, but the number of effect modes may be two types or four or more types. (2) Further, in the above-described embodiment, an example in which the pachinko machine 1 is applied to a one-kind or two-kind mixed machine has been described, but it can also be applied to general probability variable machines, V winning machines, ST machines, etc. (3) Also, in the above-described embodiments, the "easy ball entry state" has been described as substantially referring to the short-time game state. However, the "easy ball entry state" may refer to a state other than the short-time game state as long as it is a state in which winning at the special symbol winning opening is easier than in the normal game state. For example, it may refer to the probability-variable state (high-probability game state). Also, since the above-described pachinko gaming machine 1 is a type-1 and type-2 hybrid machine, there is no probability-variable state. However, for machines other than type-1 and type-2 hybrid machines, the "easy ball entry state" may refer to the probability-variable state and the short-time game state, or may refer to the non-probability-variable state and the short-time game state.
Explanation of Signs
[0167] 1 Pachinko gaming machine 2a Panel lamp 7 Effect display device 8 Speaker 23a Left side lamp 23b Right side lamp 78 Audio control board 79 Lamp control board 101 Microcomputer for effect control 202 Image control CPU 205 CGROM
Claims
1. State transition means for transitioning to a ball entry easy state where winning at the winning opening of the second special symbol is easier than in the normal gaming state, up to when a predetermined condition is satisfied; After transitioning to the ball entry easy state, production execution means for executing a production corresponding to a scenario that progresses according to the number of fluctuations of at least one of the first special symbol and the second special symbol; and having, The predetermined condition is that the number of fluctuations of the second special symbol reaches the first number of rotations after transitioning to the ball entry easy state, or the sum of the number of fluctuations of the first special symbol and the number of fluctuations of the second special symbol after transitioning to the ball entry easy state reaches the second number of rotations that is a predetermined number of rotations more than the first number of rotations. It is to satisfy any of these, The production execution means is, When the number of fluctuations of the first special symbol from the time of transitioning to the ball entry easy state until the current time is equal to or more than the predetermined number of rotations, a scenario is progressed according to the total number of fluctuations of the first special symbol and the second special symbol, A gaming machine characterized in that when the number of fluctuations of the first special symbol from the time of transitioning to the ball entry easy state until the current time is less than the predetermined number of rotations, a scenario is progressed according to the number of fluctuations of the second special symbol.
2. There are a plurality of types of production modes as the production performed by the production execution means, The production execution means is, When the number of fluctuations of the first special symbol from the time of transitioning to the ball entry easy state until the current time is equal to or more than the predetermined number of rotations, a scenario is progressed by switching the production mode executed according to the total number of fluctuations of the first special symbol and the second special symbol, The gaming machine according to claim 1, characterized in that when the number of fluctuations of the first special symbol from the time of transitioning to the ball entry easy state until the current time is less than the predetermined number of rotations, a scenario is progressed by switching the production mode executed according to the number of fluctuations of the second special symbol.
3. The plurality of types of production modes include a notification production mode for notifying a transition of the production mode, The production execution means is, Even when the number of fluctuations of the first special symbol from the time of transitioning to the ball entry easy state until the current time is less than the predetermined number of rotations, after transitioning to the notification production mode, the production mode executed according to the total number of fluctuations of the first special symbol and the second special symbol is switched. The gaming machine according to claim 2, characterized by that.
4. Among the plurality of types of effect modes, there is included a special effect mode that is executed only during one variation in which the total number of variations of the first special symbol and the second special symbol or the number of variations of the second special symbol reaches a specific number of variations. The effect execution means The gaming machine according to claim 2, characterized in that, even when the number of variations of the first special symbol from the time of transition to the easy ball entry state until the current time is less than the predetermined number of rotations, after the transition to the special effect mode, the effect mode executed according to the total number of variations of the first special symbol and the second special symbol is switched.
Citation Information
Patent Citations
Pinball game machine
JP2006326136A