Game machine
By integrating a counting mechanism and a production execution mechanism that adjusts game modes based on available gaming media, the gaming machine effectively addresses the need to enhance player interest, offering a more dynamic and engaging experience.
Patent Information
- Application Number
- JP2023202730
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-30
- Publication Date
- 2025-06-11
AI Technical Summary
Conventional gaming machines lack an effective mechanism to enhance player interest, particularly in terms of game effects.
The gaming machine incorporates a counting mechanism to track available gaming media and a production execution mechanism that can change production modes when a predetermined number of gaming media is reached, thereby enhancing game dynamics.
This approach significantly enhances player interest by introducing dynamic game modes and effects, making the gaming experience more engaging and varied.
Smart Images

Figure 2025088190000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko machine.
Background Art
[0002] In a conventional gaming machine, the use of game balls becomes possible by a ball lending operation. When the firing handle is operated, the game balls that have become available are fired toward the game board. When it is determined that the fired game ball wins a prize at the start port, a special game (big win game) is performed based on the result of the determination. As a special game, a round game accompanied by the opening of a big winning port is performed, and a large number of game balls are paid out by winning a game ball at the big winning port. The result of the determination is shown to the player by the stop display after the variable display of the symbol is performed on the symbol display means according to the stop mode of the symbol.
[0003] In addition, in a gaming machine, an effect suggesting the result of the determination is performed. For example, in the gaming machine of Patent Document 1 below, a hold change effect or the like that changes the display mode of the hold symbol displayed on the liquid crystal is performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] There is room for improvement regarding the effect. By mounting an improved effect, an improvement in the interest of the game can be expected.
[0006] The present invention has been made in view of the above circumstances. That is, the problem to be solved is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] The gaming machine disclosed in this specification includes a counting means for counting the number of gaming media available to the player, and a production execution means for executing a production. The production execution means is capable of executing a specific production, and when the number of the gaming media reaches a predetermined number during the execution of the specific production, the production mode of the specific production can be changed.
Effect of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the interest of the game through the production.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. corresponding to the symbol or code indicating the information, signal, physical quantity, member, etc. may be omitted or abbreviated by writing the symbol or code. Further, if there is an arbitrary flowchart described later, in that flowchart, the plurality of processes in an arbitrary plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where no contradiction occurs in the processing content.
[0011] <Basic Embodiment> Subsequently, a first embodiment of the gaming machine of the present invention will be described. First, a basic embodiment that is the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to the pachinko gaming machine PY1. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in the front view) for the player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0012] 1. Structure of the Gaming Machine First, the structure of the pachinko gaming machine PY1 will be described with reference to FIG. 1. FIG. 1 is a front view of the pachinko gaming machine PY1.
[0013] The pachinko gaming machine PY1 includes an outer frame 22 that is attached to the island structure of the pachinko parlor, and a front door 23 that is attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m that is attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and the game board 1 can be visually recognized from the front (the player side) through the transparent plate 23t.
[0014] Also, the front door 23 includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0015] Also, the front door 23 includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music), sound effects, etc. The frame lamp 53 is installed at the left and right parts of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. Further, the frame movable body 58k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0016] Further, the front door 23 is provided with a normal button 40 operable by a player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressing surface, a lever having a gripping portion, and the like. The normal button 40 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and vibrating by the vibration motor. On the other hand, the special button 41 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured by a cross key, a touch panel, or the like.
[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to FIG. 2. FIG. 2 is a front view of the game board 1.
[0018] The game board 1 includes a game area 6 where a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) for changing the flow direction of the game ball are installed, and a winning device into which the game ball can win (enter or pass through) is installed. The winning device includes a general winning port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is provided with a detection sensor for detecting the entry or passage of the game ball.
[0019] The first starting port 11 is installed at the lower part of the game area 6 so that game balls can enter. When a game ball enters the first starting port 11, the pachinko game machine PY1 pays out a predetermined number (for example, 3) of game balls as bonus balls onto the upper tray 34. Also, when a game ball enters the first starting port 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first starting port 11 is always configured such that the ease of entry of game balls remains unchanged.
[0020] The second starting port 12 is installed below the first starting port 11 at the lower part of the game area 6 so that game balls can enter. When a game ball enters the second starting port 12, the pachinko game machine PY1 pays out a predetermined number (for example, 1) of game balls as bonus balls onto the upper tray 34. Also, when a game ball enters the second starting port 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first starting port 11. Different from the first starting port 11, the second starting port 12 is provided with an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the opening / closing member 12k, thereby setting it to either a closed state (closed mouth state) where game balls do not enter or enter with difficulty into the second starting port 12, or an open state (open state) where game balls enter the second starting port 12 more easily than in the closed state.
[0021] The gate 13 is installed on the right part of the game area 6 so that game balls can pass through. When a game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a hit determination, which will be described later. Note that even when a game ball passes through the gate 13, the pachinko game machine PY1 does not pay out bonus balls onto the upper tray 34.
[0022] The first major winning opening 14 is installed at the lower right part of the game area 6 so that game balls can enter. When a game ball enters the first major winning opening 14 of the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The first major winning opening 14 is provided with an openable and closable first opening / closing door 14k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the first major winning opening 14 be in either a closed state (closed mouth state) where game balls cannot enter or an open state (opened state) where game balls can enter by opening and closing the first opening / closing door 14k using the opening / closing solenoid.
[0023] The second major winning opening 15 is installed at the lower right part of the game area 6, below the first major winning opening 14, so that game balls can enter. When a game ball enters the second major winning opening 15 of the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The second major winning opening 15 is provided with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the second major winning opening 15 be in either a closed state (closed mouth state) where game balls cannot enter or an open state (opened state) where game balls can enter by opening and closing the second opening / closing door 15k using the opening / closing solenoid.
[0024] The general winning openings 10 are installed at the lower left and lower right parts of the game area 6 so that game balls can enter. When a game ball enters the general winning opening 10 of the pachinko gaming machine PY1, a predetermined number (for example, 5) of game balls are paid out as prize balls onto the upper tray 34.
[0025] Also, an out opening 19 is installed at the lowermost part of the game area 6, and game balls that did not win in any of the general winning opening 10, the first starting opening 11, the second starting opening 12, the first major winning opening 14, and the second major winning opening 15 are discharged from the pachinko gaming machine PY1 through the out opening 19.
[0026] In addition, the game board 1 includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined emission color, and a movable body 55k on the board that can operate in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display unit 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, a plurality of LEDs. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board is equipped with a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.
[0027] In addition, the game board 1 includes indicators 8 for notifying the state of the pachinko game machine PY1. The indicators 8 are installed at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko game machine PY1 notifies the player of the game state of the pachinko game machine PY1 (the variable display and stop display in the special drawing, the variable display and stop display in the general drawing, the remaining number of the special drawing 1, the remaining number of the special drawing 2, the remaining number of the general drawing, etc., which will be described later) by a combination of lighting, blinking, and extinguishing of the plurality of LEDs.
[0028] 3. Basic Game Next, the basic game of the pachinko game machine PY1 will be described. The pachinko game machine PY1 can execute a special drawing game and a general drawing game using the game balls launched by operating the handle 72k.
[0029] 3-1. Special Drawing Game When a winning of the game ball into the first start port 11 or a winning of the game ball into the second start port 12 occurs in the pachinko game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special drawing according to the result of the jackpot determination. The mode of the variable display of the special drawing (also referred to as "variable display time") differs depending on the type of the variation pattern described later.
[0030] The right to receive a big win determination is, for example, a random number value, and the pachinko gaming machine PY1 makes a big win determination based on the acquired random number value. The big win determination is to determine whether to conduct a big win game. If a big win game is conducted, it is considered a big win win; if a small win game is conducted, it is considered a small win win; and if neither a big win game nor a small win game is conducted, it is considered a loss.
[0031] When the pachinko gaming machine PY1 makes a big win determination by the winning of a game ball into the first start port 11, it performs a variable display of the first special figure. The variable display of the first special figure is, for example, a display in which two LEDs in the upper left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the first special figure in a manner indicating the result of the big win determination. As the modes of the stop display of the first special figure, there are a mode indicating a big win win (for example, two LEDs in the upper left part are lit), a mode indicating a small win win (for example, only one of the LEDs in the upper left part is lit), and a mode indicating a loss (for example, only the other LED in the upper left part is lit).
[0032] On the other hand, when the pachinko gaming machine PY1 makes a big win determination by the winning of a game ball into the second start port 12, it performs a variable display of the second special figure. The variable display of the second special figure is, for example, a display in which two LEDs in the lower left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a manner indicating the result of the big win determination. As the modes of the stop display of the second special figure, there are a mode indicating a big win win (for example, two LEDs in the lower left part are lit), a mode indicating a small win win (for example, only one of the LEDs in the lower left part is lit), and a mode indicating a loss (for example, only the other LED in the lower left part is lit).
[0033] Also, when a game ball wins a prize at the first start port 11 during the variable display in the special drawing, the pachinko gaming machine PY1 performs a pre-reading determination as described later and stores, as a special drawing 1 reservation, the right to receive the jackpot determination obtained. On the other hand, when a game ball wins a prize at the second start port 12 during the variable display in the special drawing, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special drawing 2 reservation, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the special drawing 1 reservation and the special drawing 2 reservation up to a predetermined number (for example, 4 for the special drawing 1 reservation and 4 for the special drawing 2 reservation). After the stop display in the special drawing, the pachinko gaming machine PY1 performs a jackpot determination for the special drawing 1 reservation and the special drawing 2 reservation. When the special drawing 1 reservation and the special drawing 2 reservation are stored simultaneously, the jackpot determination for the special drawing 2 reservation may be preferentially performed, or the jackpot determination for the special drawing 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order of storage.
[0034] The pre-reading determination is to pre-determine whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading non-win. When multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination for pre-determining the variation pattern to be determined may be performed.
[0035] When the pachinko gaming machine PY1 stores the reservation of Special Figure 1 or Special Figure 2, it notifies the player of the number. The number of reserved Special Figure 1 is notified, for example, by the lighting or blinking of two LEDs in the upper middle part of the display devices 8. When the number of reserved Special Figure 1 is "1", only one LED lights up; when the number of reserved Special Figure 1 is "2", only two LEDs light up; when the number of reserved Special Figure 1 is "3", only one LED blinks; when the number of reserved Special Figure 1 is "4", only two LEDs blink. On the other hand, the number of reserved Special Figure 2 is notified, for example, by the lighting or blinking of two LEDs in the lower middle part of the display devices 8. When the number of reserved Special Figure 2 is "1", only one LED lights up; when the number of reserved Special Figure 2 is "2", only two LEDs light up; when the number of reserved Special Figure 2 is "3", only one LED blinks; when the number of reserved Special Figure 2 is "4", only two LEDs blink.
[0036] Also, after the pachinko gaming machine PY1 stops displaying the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a round game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened is conducted a plurality of times (for example, 10 times). The jackpot game is a game advantageous to the player because the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15 gives an opportunity for the game balls to win a prize (an opportunity to receive prize balls). Note that the jackpot game ends when all of the plurality of round games are conducted.
[0037] On the other hand, after the pachinko gaming machine PY1 stops displaying the First Special Figure or the Second Special Figure in a manner indicating a minor win, it conducts a minor win game. The minor win game, details of which will be described later, is a game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is a game advantageous to the player because the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15 gives an opportunity for the game balls to win a prize (an opportunity to receive prize balls).
[0038] 3-2. General Figure Game When a pachinko gaming machine PY1 detects that a game ball has passed through gate 13, it acquires the right to perform a winning determination and makes the winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the general pattern according to the result of the winning determination.
[0039] The winning determination is used to determine whether to conduct an auxiliary game. If an auxiliary game is conducted, it is considered a winning selection; if no auxiliary game is conducted, it is considered a loss.
[0040] When the pachinko gaming machine PY1 makes a winning determination upon a game ball winning through gate 13, it performs variable display of the general pattern. The variable display of the general pattern is a display in which a plurality of LEDs in the upper right part of the display unit 8 blink. When a predetermined time has elapsed since the start of the variable display of the general pattern, the pachinko gaming machine PY1 performs a stop display of the general pattern in a manner indicating the result of the winning determination. As the mode of the stop display of the general pattern, there are a mode indicating a winning selection (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).
[0041] Also, when a game ball wins through gate 13 during the variable display of the general pattern, the pachinko gaming machine PY1 stores the acquired right to receive the winning determination as a general pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of general pattern holds. After the stop display of the general pattern, the pachinko gaming machine PY1 makes a winning determination for the general pattern hold.
[0042] When the pachinko gaming machine PY1 stores a general pattern hold, it notifies the player of the number. The number of general pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display unit 8. For example, when the number of general pattern holds is "1", only one LED is lit; when the number of general pattern holds is "2", only two LEDs are lit.
[0043] After the normal diagram is stopped and displayed in a manner indicating a winning selection, the pachinko gaming machine PY1 conducts an auxiliary game. Although the details of the auxiliary game will be described later, it is a game in which the second start port 12 is opened for a predetermined time (e.g., 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives the opportunity for a game ball to win in the second start port 12 (the opportunity for a prize ball, the opportunity to acquire the right to receive a big win determination), it is a game advantageous to the player.
[0044] 4. Game State Next, the game state of the pachinko gaming machine PY1 will be described with reference to FIG. 3(A). FIG. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in FIG. 3(A), the pachinko gaming machine PY1, excluding the big win game state in which a big win game is conducted, can take one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability change game state").
[0045] The "low probability low base game state" is the game state in the initial state of the pachinko gaming machine PY1. The pachinko gaming machine PY1 can set the game state to the initial state by operating an initialization switch (also referred to as a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0046] The "low probability high base game state" is a game state that may be taken after the big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a big win game is conducted and that the number of variable displays of the special diagram reaches a predetermined number (e.g., 200 times).
[0047] In addition, the "low-probability high-base game state" may also be adopted when a specific loss occurs in the jackpot determination in the "low-probability low-base game state". Specific losses include the loss at the specific number of times (for example, 900 times) when all jackpot determinations result in losses in a predetermined specific number of times, and the loss at a specific ratio (for example, 1 / 200) of the losses in jackpot determinations. The pachinko machine PY1 enters the "low-probability high-base game state" after the variable display of the special symbol that has resulted in a specific loss ends (after the stop display of the special symbol). The "low-probability high-base game state" in this case also continues until a predetermined time reduction end condition is satisfied, similar to the case when it becomes the "low-probability high-base game state" after the jackpot game state.
[0048] The "high-probability low-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined potential probability end condition is satisfied. The predetermined potential probability end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 200 times). During the jackpot game, the game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base game state".
[0049] The "high-probability high-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined probability variation end condition is satisfied. The predetermined probability variation end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 100 times). During the jackpot game, the game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base game state".
[0050] The "low-probability low-base game state" and the "low-probability high-base game state" belong to the normal-probability state where the probability of winning a big hit in the big-hit determination is the normal probability (for example, 1 / 300), and the "high-probability low-base game state" and the "high-probability high-base game state" belong to the high-probability state where the probability of winning a big hit in the big-hit determination is higher than the normal probability (for example, 1 / 30). Therefore, it can be said that the "high-probability low-base game state" and the "high-probability high-base game state" are game states that are more advantageous to the player in terms of the big-hit winning probability than the "low-probability low-base game state" and the "low-probability high-base game state".
[0051] Also, the "low-probability low-base game state" and the "high-probability low-base game state" belong to the non-time-saving state where it is difficult or impossible for the game ball to win in the second start port 12 (for example, the state where it is difficult or impossible to win in the hit determination or the state where the opening time of the second start port 12 is relatively short), and the "low-probability high-base game state" and the "high-probability high-base game state" belong to the time-saving state where it is easy for the game ball to win in the second start port 12 (for example, the state where it is easy to win in the hit determination or the state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of the game ball winning in the second start port 12), it can be said that the "low-probability high-base game state" and the "high-probability high-base game state" are game states that are more advantageous to the player than the "low-probability low-base game state" and the "high-probability low-base game state".
[0052] Note that since the non-time-saving state is a state where it is difficult or impossible for the game ball to win in the second start port 12, it can be said that the "low-probability low-base game state" and the "high-probability low-base game state" are game states where it is easier for the game ball to win in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for the game ball to win in the second start port 12, it can be said that the "low-probability high-base game state" and the "high-probability high-base game state" are game states where it is easier for the game ball to win in the second start port 12 than in the first start port 11.
[0053] In addition, the pachinko gaming machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1"; when it is in the middle position, it is called "Setting 2"; and when it is in the lower position, it is called "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (e.g., 1 / 300), and the jackpot winning probability in the high probability state is the second probability (e.g., 1 / 30). Also, in "Setting 2", the jackpot winning probability in the normal probability state is the third probability (e.g., 1 / 280) higher than the first probability, and the jackpot winning probability in the high probability state is the fourth probability (e.g., 1 / 28) higher than the second probability. Further, in "Setting 3", the jackpot winning probability in the normal probability state is the fifth probability (e.g., 1 / 260) higher than the third probability, and the jackpot winning probability in the high probability state is the sixth probability (e.g., 1 / 26) higher than the fourth probability. Note that the jackpot winning probability can be appropriately changed within the range where it increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot Game Next, the jackpot game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform any one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0055] "Big Win Game Wα" is a big win game that will enter the "High Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Wα", depending on α, a round game of any number of times from 2 to 10 is played.
[0056] "Big Win Game Xα" is a big win game that will enter the "Low Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Xα", depending on α, a round game of any number of times from 2 to 10 is played.
[0057] "Big Win Game Yα" is a big win game that will enter the "High Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Yα", depending on α, a round game of any number of times from 2 to 10 is played.
[0058] "Big Win Game Zα" is a big win game that will enter the "Low Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Zα", depending on α, a round game of any number of times from 2 to 10 is played.
[0059] In addition, in the "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", only the first big winning opening 14 may be opened for all round games, or only the second big winning opening 15 may be opened for all round games, or the first big winning opening 14 may be opened for some round games and the second big winning opening 15 may be opened for the remaining round games. Any of the round games in which the first big winning opening 14 is opened and the round games in which the second big winning opening 15 is opened provide the player with an opportunity to win a prize (an opportunity to receive bonus balls), so it is a game advantageous to the player.
[0060] "Big Win Game Wα" and "Big Win Game Yα" belong to the so-called probability-variable big win games in which the game state becomes a high-probability state, and "Big Win Game Xα" and "Big Win Game Zα" belong to the so-called normal big win games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Yα" are more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the subsequent big win winning probability, and the big win game state in which either "Big Win Game Wα" or "Big Win Game Yα" is played can be said to be a game state more advantageous to the player than the big win game state in which either "Big Win Game Xα" or "Big Win Game Zα" is played.
[0061] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electrically supported big win games where the game state becomes a time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called non-electrically supported big win games where the game state is not in a time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player regarding the subsequent second start port 12 (regarding the ease of winning of game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played can be said to be a more advantageous game state for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0062] Here, the flow of the big win game will be described. FIG. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning port 14 is opened is exemplified.
[0063] As shown in FIG. 4(A), after the stop display of the special figure, when the big win game starts, first, a big win opening (also referred to as "big win OP") is set. The big win OP continues until a predetermined time (for example, 10 seconds) elapses. When the big win OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses or a predetermined number (for example, 10) of game balls win into the first big winning port 14. When the first-round round game ends, a round interval (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. When the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a big win ending (also referred to as "big win ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) elapses. When the big win ED ends, one big win game ends. Note that either one or both of the big win OP and the big win ED may not be set.
[0064] 6. Small Hit Game Next, the small hit game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko machine PY1 can perform a small hit game as a game different from the big hit game. The small hit game, unlike the big hit game, is a game in which the game state is not changed thereafter. For example, when the small hit game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small hit game. In the small hit game, the pachinko machine PY1 opens either the first large winning opening 14 or the second large winning opening 15.
[0065] FIG. 4(B) is a time chart showing the flow of the small hit game. Here, a small hit game in which only the first large winning opening 14 is opened is illustrated. As shown in FIG. 4(B), after the stop display in the special figure, when the small hit game starts, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses. When the pre-opening IT ends, the first large winning opening 14 opens. The opening of the first large winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or a predetermined number (for example, 10) of game balls win in the first large winning opening 14. When the opening of the first large winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses. The end of the post-opening IT ends one small hit game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko machine PY1, the small hit game may not be performed.
[0066] 7. Auxiliary Game Next, the auxiliary game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor jackpot game. The auxiliary game is a game in which the second start port 12 is opened, which is different from the jackpot game and the minor jackpot game. The opening time of the second start port 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second start port 12 is opened for a first opening time (e.g., 0.1 second), while when the auxiliary game is performed in the time-saving state, the second start port 12 is opened for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), after the stop display in the normal figure, when the auxiliary game starts, the second start port 12 is opened. The opening of the second start port 12 continues until a predetermined time (the first opening time in the non-time-saving state and the second opening time in the time-saving state) elapses, or until a predetermined number (e.g., 4) of game balls win in the second start port 12. When the opening of the second start port 12 ends, an interval after opening (also referred to as "IT after opening") is set. The IT after opening continues until a predetermined time (e.g., 2 seconds) elapses, and the end of the IT after opening ends one auxiliary game.
[0068] 8. Effects Next, the effects performed by the pachinko machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) equipped with the pachinko machine PY1.
[0069] 8-1. Effect Mode First, the presentation mode will be described with reference to FIG. 5. The presentation mode is a classification of presentations (or a higher-level attribute). The pachinko machine PY1 can be set with a customer-waiting presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a big-win presentation mode as presentation modes.
[0070] The customer-waiting presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", "high-probability low-base game state", and "high-probability high-base game state". In the customer-waiting presentation mode, it is suggested to the player that the machine is waiting for the variable display of the special figure. The pachinko machine PY1 can perform a customer-waiting presentation during the setting of the customer-waiting presentation mode. The customer-waiting presentation is a presentation in which a customer-waiting demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Also, when, for example, the normal button 40 is operated during the display of the customer-waiting demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a, as shown in FIG. 5(A-2). The pachinko machine PY1 enables the setting of the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light amount setting"), the frequency setting of the executed presentation (also referred to as "presentation setting"), etc.
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low-probability low-base gaming state" or the "high-probability low-base gaming state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. The pachinko machine PY1 displays, for example, the normal background image G102 representing a mountain view on the display unit 50a as shown in Fig. 5(B-1) in the normal performance mode. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability-variable performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "high-probability high-base gaming state". In the probability-variable performance mode, it is suggested to the player that it is a high-probability state and a time-saving state. The pachinko machine PY1 displays, for example, the probability-variable background image G103 representing the universe on the display unit 50a as shown in Fig. 5(B-2) in the probability-variable performance mode. Note that the background displayed in the probability-variable performance mode is not limited to only the probability-variable background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low-probability high-base gaming state". In the time-saving performance mode, it is suggested to the player that it is a normal-probability state and a time-saving state. The pachinko machine PY1 displays, for example, the time-saving background image G104 representing the sky on the display unit 50a as shown in Fig. 5(B-3) in the time-saving performance mode. Note that the background displayed in the time-saving performance mode is not limited to only the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.
[0074] The jackpot presentation mode is a presentation mode set in the jackpot gaming state. In the jackpot presentation mode, it is suggested to the player that the jackpot game is in progress. When in the jackpot presentation mode, the pachinko machine PY1 displays, as shown in Fig. 5(C-1), an opening image G107 suggesting the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. on the display unit 50a at the start of the jackpot game. The display of these images is referred to as "opening presentation".
[0075] Also, when in the jackpot presentation mode, during the round game, as shown in Fig. 5(C-2), the pachinko machine PY1 displays a round image G109 indicating the number of rounds, etc. on the display unit 50a, and when it enters the high-probability state thereafter, it displays a promotion image G110 suggesting the entry into the high-probability state on the display unit 50a. The display of these images is referred to as "round presentation".
[0076] Also, when in the jackpot presentation mode, at the end of the jackpot game, as shown in Fig. 5(C-3), the pachinko machine PY1 displays an ending image G111 suggesting the presentation mode set after the jackpot presentation mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. on the display unit 50a. The display of these images is referred to as "ending presentation".
[0077] In the basic embodiment, five types of presentation modes, namely the customer-waiting presentation mode, the normal presentation mode, the probability-variable presentation mode, the time-saving presentation mode, and the jackpot presentation mode, are set. However, the types of presentation modes can be appropriately changed or added.
[0078] 8-2. Special Drawing Variation Presentation Next, the special figure variation effect (also referred to as the "variation effect") will be described with reference to FIGS. 6 to 8. The special figure variation effect is an effect for suggesting the result of the jackpot determination. When the variable display of the special figure starts on the pachinko gaming machine PY1, in parallel with the variable display of the special figure, a special figure variation effect using the effect symbols is executed. As shown in FIG. 6(A), the effect symbols are composed of a left effect symbol EZ1, a middle effect symbol EZ2, and a right effect symbol EZ3.
[0079] In the special figure variation effect on the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-saving background image G104). Note that "↓" in the figure indicates that the effect symbols are being variably displayed. The effect symbols EZ1, EZ2, and EZ3 are each composed of, for example, numerical symbols from "1" to "9". In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the jackpot determination is suggested by the stop display mode of the effect symbols EZ1, EZ2, and EZ3.
[0080] 8-2-1. Normal Variation In the special figure variation effect on the pachinko gaming machine PY1, first, it is possible to perform a normal variation. The normal variation is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed, and it functions as an effect for suggesting that the variable display of the special figure has started.
[0081] In normal variation, as shown in Fig. 6(B), the pachinko gaming machine PY1 starts the variable display of the effect symbols EZ1, EZ2, and EZ3. Then, when the pachinko gaming machine PY1 results in a loss without causing a reach after normal variation, as shown in Fig. 6(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped in different manners, and then, as shown in Fig. 6(D), the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a loss (so-called scattered pattern). The manner suggesting a loss is a pattern in which the left and right effect symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 causes a reach after normal variation, as shown in Fig. 6(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed in the same manner (so-called reach pattern) to establish a reach. Note that the stop order of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach After the establishment of a reach, the pachinko gaming machine PY1 can perform an N reach. The N reach is, for example, a reach effect in which the variable speed of the middle effect symbol EZ2 gradually decelerates, and functions as an effect suggesting that a big win game may be played.
[0083] In the N reach, as shown in Fig. 7(A), the pachinko gaming machine PY1 gradually decelerates the variable speed of the middle effect symbol EZ2. Then, when the pachinko gaming machine PY1 results in a loss in the N reach, as shown in Fig. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach loss (so-called reach loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.
[0084] 8-2-3.SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a battle between the protagonist character and the enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0085] In the SP reach of the pachinko gaming machine PY1, as shown in FIG. 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, a character image such as "Defeat Enemy A!". After that, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When reaching the final stage of the battle, if the pachinko gaming machine PY1 is a big win in the SP reach, as shown in FIG. 8(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a big win, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a big win (so-called double zero). Also, if the pachinko gaming machine PY1 is a loss in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character being happy about winning the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the SP reach can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach effect in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0087] In the SPSP reach of the pachinko gaming machine PY1, as shown in Fig. 9(A), the SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". After that, as shown in Fig. 9(B), the pachinko gaming machine PY1 displays on the display unit 50a the protagonist character image G200 representing the protagonist character and the powerful enemy character image G202 representing the powerful enemy character, and displays on the display unit 50a a video in which the protagonist character and the powerful enemy character battle. When reaching the final stage of the battle, if the pachinko gaming machine PY1 wins a jackpot in the SPSP reach, as shown in Fig. 9(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a jackpot, and stops and displays the production symbols EZ1, EZ2, EZ3 in a mode suggesting a jackpot (so-called double-zero). On the other hand, if the pachinko gaming machine PY1 loses in the SPSP reach, as shown in Fig. 9(C-2), it displays the powerful enemy character being happy about winning the battle so as to suggest a loss, and stops and displays the production symbols EZ1, EZ2, EZ3 in a mode suggesting a reach loss. Note that the production content of the SPSP reach can be changed as appropriate.
[0088] Here, the possibility that the production symbols EZ1, EZ2, EZ3 stop in a mode indicating a jackpot (also referred to as "jackpot expectation degree") will be explained. The jackpot expectation degree is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a loss, and set to 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a loss and setting it to 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation degree for the SP reach can be made higher than the jackpot expectation degree for the N reach.
[0089] Also, for example, when the execution probability of SP reach is set to 4% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, and the execution probability of SPSP reach is set to 2% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, the jackpot expectation for SPSP reach can be made higher than the jackpot expectation for SP reach. In this way, by presetting the execution probability according to the result of the jackpot determination for an executable effect, the jackpot expectation for that effect can be determined.
[0090] 8-3. Reserved Icon and the Said Icon The pachinko machine PY1 can display a reserved icon HA on the display unit 50a during the storage of Special Figure 1 Reserved or Special Figure 2 Reserved. The reserved icon HA is, for example, an icon image of "〇". Also, the pachinko machine PY1 can display the said icon TA on the display unit 50a during the variable display of the special figure. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.
[0091] A reserved icon display area 50d is installed at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the number of Special Figure 1 Reserved or the number of Special Figure 2 Reserved. For example, when the number of Special Figure 1 Reserved is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of Special Figure 1 Reserved is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the number of Special Figure 1 Reserved and the number of Special Figure 2 Reserved may be displayed in the reserved icon display area 50d, or only one of the number of Special Figure 1 Reserved and the number of Special Figure 2 Reserved may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.
[0092] Also, in the lower part of the display unit 50a and near the held icon display area 50d, the icon display area 50e is provided. As shown in FIG. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko gaming machine PY1 starts the variable display in the special figure, the icon TA which is the same as or different from the held icon HA is displayed in the icon display area 50e. Note that, considering the game properties of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1. Held Presentation The pachinko gaming machine PY1 can perform a held presentation in response to a game ball winning the first start port 11 or the second start port 12. The held presentation is, for example, a presentation in which the held icon HA is displayed in the held icon display area 50d, and functions as a presentation for notifying the player of the number of holds in the special figure 1 or the special figure 2.
[0094] When a game ball wins the first start port 11 while the variable display of the special figure is not being performed and the number of holds in the special figure 1 is "0", the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in FIG. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 displays the held icon HA in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, and notifies the player that the number of holds in the special figure 1 is "2" as shown in FIG. 10(C). Further, when a new variable display of the special figure is started while the held icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, the pachinko gaming machine PY1 moves the held icon HA in the first display area 50d1 of the held icon display area 50d to the icon display area 50e and displays it as the icon TA, and moves the held icon HA in the second display area 50d2 of the held icon display area 50d to the first display area 50d1 and displays it, and notifies the player that the number of holds in the special figure 1 is "1" as shown in FIG. 10(D).
[0095] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.
[0096] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.
[0097] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k during the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to its normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.
[0098] 8-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation effect at an arbitrary timing (for example, during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. In the operation effect, the pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period"), and along with the generation of this button operation valid period, as shown in FIG. 12(A), it performs an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect"). In the button operation promotion effect, a button operation promotion image G3 is displayed. The button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 representing the operation mode of the normal button 40 (that is, the pressing operation) (here, the character image of "press"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. When the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period, as shown in FIG. 12(B), the pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Anticipation Effect The pachinko gaming machine PY1 can perform an anticipation effect based on an anticipation determination as a notice effect. The anticipation effect is, for example, an effect in which the hold icon HA changes, and functions as an effect for suggesting the result of a big win determination in advance.
[0101] The pachinko gaming machine PY1 performs a pre-reading effect according to storing Hold of Special Figure 1 or Hold of Special Figure 2. Here, the pre-reading effect for Hold of Special Figure 1 is exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 stores Hold of Special Figure 1, based on the result of the pre-reading determination for Hold of Special Figure 1, as shown in FIG. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold icon HA, an icon image of "☆" is displayed. Note that the content of the pre-reading effect can be changed as appropriate.
[0102] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 13 to 16. FIG. 13 is a block diagram of a portion related to the control of the pachinko gaming machine PY1. As shown in FIG. 13, the pachinko gaming machine PY1 includes a main control unit 100 that controls the game, and a production control unit 120 that executes the production. The main control unit 100 and the production control unit 120 are electrically connected, and the production control unit 120 mainly executes the production according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 is configured to include, for example, a CPU (Central Processing Unit), and mainly controls various games (special figure games, general figure games, game states, prize ball payouts, etc.). Further, the game control microcomputer 101 includes a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, and the like. The game output unit 101b outputs production data and production commands generated according to the control of the game to the outside of the production control unit 120 and the pachinko machine PY1. The game storage unit 101c is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores a table for selecting game contents, game data (special figure 1 hold, special figure 2 hold, general figure hold, etc.) generated according to the control of the game, and the like.
[0104] Various games are mainly controlled based on the winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using the tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table When controlling the game, the game control microcomputer 101 can make various selections. When making a selection, the table stored in the game storage unit 101c is referred to. The following tables are stored in the game storage unit 101c.
[0106] 9-2-1. Variation Pattern Judgment Table The game memory unit 101c stores a variation pattern determination table 103a1 shown in FIG. 14. The variation pattern determination table 103a1 is a table referred to when selecting the type of variation pattern. When performing variable display of the first special figure or the second special figure based on the result of jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of jackpot determination, the result of reach determination, the number of special figure reservations, etc. The reach determination is to determine whether to perform the above-mentioned reach effect (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. Note that the type of variation pattern can be changed as appropriate.
[0108] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a variable display time of the special figure of 13,000 ms or 2,000 ms and an effect flow composed of only "normal variation". In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.
[0109] 「THP001」 is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss. Since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss. Since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Note that the selection ratio of the variation patterns can be set as appropriate in consideration of the game characteristics of the pachinko machine PY1.
[0110] 9-2-2. Prediction Judgment Table The game memory unit 101c stores a prediction judgment table 103b1 shown in FIG. 15. The prediction judgment table 103b1 is a table referred to when selecting the type of prediction pattern. The game control microcomputer 101 refers to the prediction judgment table 103b1 and selects the type of prediction pattern when the right to receive the jackpot determination is acquired. The figure shown in FIG. 15 is the prediction judgment table 103b1.
[0111] As shown in FIG. 15, the game control microcomputer 101 selects the type of pre-reading pattern based on the game state, the type of start port, the result of pre-reading determination, etc. The game control microcomputer 101 can select any one of three types of pre-reading patterns, namely, "SHP001" to "SHP003", as the pre-reading pattern. Note that the type of pre-reading pattern can be changed as appropriate.
[0112] Since "SHP001" is selected when the result of pre-reading determination is a pre-reading win, "SHP001" is referred to as the "big win pre-reading pattern". Also, since "SHP002" is selected when the result of pre-reading determination is a pre-reading loss and the result of the variable pattern pre-determination is a variable pattern with a reach ("THP011" to "THP013"), "SHP002" is referred to as the "reach loss pre-reading pattern". Further, since "SHP003" is selected when the result of pre-reading determination is a pre-reading loss and the result of the variable pattern pre-determination is a variable pattern without a reach ("THP021" to "THP022"), "SHP003" is referred to as the "normal loss pre-reading pattern".
[0113] 9-2-3. Symbol Determination Table In the game storage unit 101c, a symbol determination table 103c1 shown in FIG. 16 is stored. The symbol determination table 103c1 is a table referred to when selecting the types of stop symbols of the first special figure and the second special figure. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stop symbols of the first special figure and the second special figure. The figure shown in FIG. 16 is the symbol determination table 103c1.
[0114] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols in the first special figure and the second special figure based on the types of start ports, the results of jackpot determination, and the like. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "small win symbol", "losing A symbol", and "losing B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.
[0115] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state occurs, and a loss occurs without performing anything. There are four types of jackpot games ("jackpot game Wα", "jackpot game Xα", "jackpot game Yα", "jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. For example, as shown in FIG. 16, the "jackpot Wα symbol" is associated with the "jackpot game Wα", the "jackpot Xα symbol" is associated with the "jackpot game Xα", the "jackpot Yα symbol" is associated with the "jackpot game Yα", the "jackpot Zα symbol" is associated with the "jackpot game Zα", the "small win symbol" is associated with the small win game, the "losing A symbol" is associated with a simple loss where nothing is done, and the "losing B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and types of losses (whether to enter the time-saving state or not) to be executed are made different.
[0116] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game that will enter a high-probability state is to be played later, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability-variable symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game that will enter a normal-probability state is to be played later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Further, since the "Lose A Symbol" is determined when it is just a simple loss with nothing happening later, the "Lose A Symbol" is sometimes referred to as the "normal loss symbol". Also, since the "Lose B Symbol" is determined when it is a specific loss that enters a time-saving state later, the "Lose B Symbol" is sometimes referred to as the "loss time-saving symbol". Note that the selection ratio of the stop symbols can be appropriately set in consideration of the playability of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the effect commands generated according to the control of the game to the effect control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Commands Winning commands are generated in relation to the winning of the game balls at various winning devices (the first start port 11, the second start port 12, the gate 13, the first big winning port 14, the second big winning port 15, the general winning port 10, etc.). As winning commands, there are the first start port command generated when the game ball wins at the first start port 11, the second start port command generated when the game ball wins at the second start port 12, the gate command generated when the game ball passes through the gate 13, the first big winning port command generated when the game ball wins at the first big winning port 14, the first big winning port command generated when the game ball wins at the second big winning port 15, the general winning port command generated when the game ball wins at the general winning port 10, etc.
[0119] 9-3-2. Special Figure Commands Special drawing commands are generated in relation to the operations of the first special drawing and the second special drawing. Examples of special drawing commands include a special drawing variation pattern command generated by determining a variation pattern of the special drawing, a special drawing stop symbol command generated by determining a stop symbol of the special drawing, a special drawing start command generated by starting variable display of the special drawing, a special drawing confirmation command generated by stopping display of the special drawing, and the like.
[0120] 9-3-3. General drawing commands General drawing commands are generated in relation to the operations of the general drawing. Examples of general drawing commands include a general drawing start command generated by starting variable display of the general drawing, a general drawing confirmation command generated by stopping display of the general drawing, and the like.
[0121] 9-3-4. Hold commands Hold commands are generated in relation to increases and decreases in the number of holds for special drawing 1 hold, special drawing 2 hold, and general drawing hold. Examples of hold commands include a special drawing 1 hold increase command generated by increasing the number of special drawing 1 holds, a special drawing 1 hold decrease command generated by decreasing the number of special drawing 1 holds, a special drawing 2 hold increase command generated by increasing the number of special drawing 2 holds, a special drawing 2 hold decrease command generated by decreasing the number of special drawing 2 holds, a general drawing hold increase command generated by increasing the number of general drawing holds, a general drawing hold decrease command generated by decreasing the number of general drawing holds, and the like.
[0122] 9-3-5. Jackpot game commands Jackpot game commands are generated in relation to the operations of jackpot games. Examples of jackpot game commands include an OP command generated by starting OP, a round command generated by starting each round game, an ED command generated by starting ED, and the like.
[0123] 9-3-6. Minor win game commands Minor win game commands are generated in relation to the operations of minor win games. Examples of minor win game commands include a pre-opening IT command generated by starting pre-opening IT, a post-opening IT command generated by starting post-opening IT, and the like.
[0124] 9-3-7. Auxiliary game command The auxiliary game command is generated in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command generated by the start of the auxiliary game.
[0125] 9-3-8. Game state command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time reduction command generated when the game state is the non-time reduction state, a time reduction command generated when the game state is the time reduction state, a big win command generated when the game state is the big win game state, etc.
[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, reserved presentations, preview presentations, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for the CPU to perform in various presentations, tables for selecting preview presentations, etc., presentation data generated according to the execution of the presentation, etc.
[0127] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <First Embodiment> Hereinafter, the first embodiment will be described with reference to FIGS. 17 to 35. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.
[0129] First, the front door 23 will be specifically described. FIG. 17 is a perspective view of the lower part of the front door 23. As shown in FIG. 17, on the front surface of the front door 23, in addition to the normal button 40 operable by the player, there are a handle 72k operable by the player, a ball lending button KB operable by the player, a counting button SB operable by the player, a held ball display 8a capable of displaying a number representing the number of held balls, and a speaker 52d capable of outputting a predetermined sound. In the first embodiment, different from the basic embodiment, the upper tray 34 for storing the game balls for playing the game is not provided at the lower part of the front door 23, and the circulating balls circulating inside the pachinko gaming machine PY1 are used as the game balls.
[0130] The handle 72k is a handle for firing the circulating ball toward the game board 1, and is equipped with a touch sensor SE0 for detecting that the player is holding the handle 72k. When the handle 72k rotates to the right while the touch sensor SE0 is being detected, the circulating ball is fired.
[0131] The ball lending button KB is a button that becomes effective when a card is inserted into a card unit (not shown) connected to the pachinko gaming machine PY1, and is equipped with a ball lending sensor SE3 for detecting the operation of the ball lending button KB. When the operation of the ball lending button KB is detected by the ball lending sensor SE3 while the card is inserted, a number (for example, 125) as the held balls is displayed on the held ball display 8a in exchange for the remaining balance written on the card. In the first embodiment, the ball lending button KB is provided on the pachinko gaming machine PY1, but it may be provided on the card unit.
[0132] When a holding of "1" or more is displayed on the ball-holding indicator 8a, the player can launch a circulating ball by operating the handle 72k. When the launched circulating ball wins a prize at the winning port, the number corresponding to the prize balls from that win is cumulatively added to the number as the held balls, and the display on the ball-holding indicator 8a is updated.
[0133] The counting button SB is a button that becomes effective when a card is inserted into the card unit. It is equipped with a counting sensor SE5 that detects the operation of the counting button SB. When the operation of the counting button SB is detected by the counting sensor SE5 with a card inserted, the number of held balls displayed on the ball-holding indicator 8a is written to the card.
[0134] The speaker 52d is configured to be able to output the same or different sound as the sound output from the speakers 52, 52 (see FIG. 1) provided at the upper part of the front door 23.
[0135] Next, the inside of the front door 23 will be specifically described. FIG. 18 is a front view of the pachinko game machine PY1 showing a state where the front frame 23m is open with respect to the game board mounting frame 2A. As shown in FIG. 18, a ball feeder TS, a launching device HS, and a launching rail HR are provided on the front surface of the game board mounting frame 2A. On the other hand, as shown in FIG. 18, a foul ball passage FT, a recovery passage KT, and a storage passage CT are provided on the back surface of the front frame 23m. In the first embodiment, 45 circulating balls are stored inside the pachinko game machine PY1, but the number of circulating balls can be appropriately changed.
[0136] The ball feeding device TS is a device for feeding circulating balls to the firing position provided on the firing rail HR, and includes a screw-type transfer member TS1, a solenoid TS2 for operating the transfer member TS1, and a delivery sensor SE6 for detecting the circulating ball at the tip of the transfer member TS1. The solenoid TS2 is configured to operate when the handle 72k is operated while a ball holding display of "1" or more is displayed on the ball holding indicator 8a. When the transfer member TS1 operates, the circulating balls stored in the storage passage CT are lifted one by one, and the circulating ball at the tip of the transfer member TS1 is sent out to the firing position.
[0137] The firing device HS is a device for firing the circulating ball sent to the firing position, and includes a firing hammer HS1 for bouncing the circulating ball and a solenoid HS2 for operating the firing hammer HS1. The solenoid HS2 is configured to operate in synchronization with the operation of the transfer member TS1. When the firing hammer HS1 operates, the circulating ball at the firing position is launched toward the game board 1.
[0138] The firing rail HR is a rail device for stably reaching the game board 1 with the circulating ball (also referred to as "fired ball") struck by the firing hammer HS1, and includes a rail member HR1 for guiding the fired ball to the game board 1.
[0139] The far ball passage FT is a passage for recovering the circulating ball (also referred to as "far ball") when the circulating ball fired by the firing device HS does not reach the game area 6 of the game board 1, and includes a far ball guiding member FT1 for guiding the far ball to the storage passage CT and a far ball sensor SE2 for detecting the far ball.
[0140] The recovery passage KT is a passage for recovering circulating balls (also referred to as "safe balls") that have won a prize through a winning opening provided on the game board 1 and circulating balls that have not won a prize (also referred to as "out balls"), and includes a safe ball and out ball guiding member KT1 that guides the safe balls and out balls to the storage passage CT, a ball removal member KT2 for discharging the safe balls and out balls to the outside, and a ball removal sensor SE4 that detects the circulating balls (also referred to as "discharged balls") discharged from the ball removal member KT2. The ball removal member KT2 is configured to be slidable in the left-right direction, and can be switched manually by the operator between an open position where the circulating balls recovered by the safe ball and out ball guiding member KT1 are made into discharged balls and a closed position where they are guided to the storage passage CT.
[0141] The storage passage CT is a passage for storing the circulating balls recovered by the foul ball passage FT and the recovery passage KT, and includes a storage member CT1 capable of storing all 45 circulating balls.
[0142] In this way, regardless of whether the launched ball launched by the launching device HS becomes a foul ball, a safe ball, or an out ball, it will always return to the storage passage CT, and by the player operating the handle 72k, 45 circulating balls are repeatedly launched.
[0143] Also, when performing maintenance on the circulating balls, if the handle 72k is operated with the ball removal member KT2 of the recovery passage KT switched to the open position, the circulating balls that have returned to the recovery passage KT as foul balls, safe balls, or out balls can be discharged to the outside. The circulating balls that have passed through the ball removal member KT2 are discharged to the outside through a discharge hole KT3 provided on the front surface of the game board mounting frame 2A.
[0144] Next, with reference to FIG. 19, the internal configuration of the pachinko gaming machine PY1 will be specifically described. FIG. 19 is a block diagram of a portion related to the control of the pachinko gaming machine PY1. In the first embodiment, different from the basic embodiment, in addition to the main control unit 100 that controls the game and the effect control unit 120 that executes the effects, a frame control unit 150 that controls the holding of balls is provided in the pachinko gaming machine PY1.
[0145] The frame control unit 150 is electrically connected to the main control unit 100 and mainly manages the number of balls held, which changes according to the situation.
[0146] The frame control unit 150 includes a microcomputer 151 for frame control. The microcomputer 151 for frame control is configured to include, for example, a CPU and mainly counts the number of balls held and displays the number of balls held on the ball-holding display 8a. Further, the microcomputer 151 for frame control includes a frame input unit 151a, a frame output unit 151b, and a frame storage unit 151c. The frame input unit 151a inputs operation information from various operation units (such as the handle 72k, the ball lending button KB, the counting button SB, etc.) and detection information from various devices (such as the ball feeder TS, the firing device HS, the far ball passage FT, the recovery passage KT, the storage passage CT, etc.). The frame output unit 151b outputs data and commands generated according to the change in the number of balls held to the main control unit 100 or the outside of the pachinko gaming machine PY1. The frame storage unit 151c is composed of, for example, a ROM or a RAM and stores data indicating the number of balls held.
[0147] Next, with reference to FIGS. 20 to 26, the processes that can be executed by the microcomputer 151 for frame control according to the processing program stored in the frame storage unit 151c will be described. When the power of the pachinko gaming machine PY1 is turned on, the microcomputer 151 for frame control reads out the processing program and executes the frame processing. In the frame main processing, the following processes are executed.
[0148] W-A. Output processing The "output processing" is a process of outputting commands (such as the ball-holding number commands described later) generated in various processes and stored in the frame storage unit 151c to the main control unit 100 or the outside (such as the card unit) via the frame output unit 151b.
[0149] W-B. Input Processing "Input Processing" is a process of inputting, from the frame input unit 151a, the fired ball signals of the far ball sensor SE2, the ball lending sensor SE3, and the delivery sensor SE6, the ball removal signal of the ball removal sensor SE4, the touch signal of the touch sensor SE0, the counting signal of the counting sensor SE5, and a command (e.g., a winning command, etc.) output from the main control unit 100.
[0150] W-B-1. Prize Ball Related Processing "Prize Ball Related Processing" is a process performed in "Input Processing", and is a process of updating the current number of held balls in response to a winning command output from the main control unit 100.
[0151] M-B-2. Fired Ball Related Processing "Fired Ball Related Processing" is a process performed in "Input Processing", and is a process of updating the current number of held balls according to the type of the firing signal.
[0152] W-B-3. Counting Processing "Counting Processing" is a process performed in "Input Processing", and is a process of generating an addition command for adding the number of held balls written on the card according to the counting signal, and a remaining number command indicating the number of held balls after addition, and storing them in the frame storage unit 151c.
[0153] M-C. Held Ball Display Processing "Held Ball Display Processing" is a process of updating the display of the held ball display 8a each time the number of held balls changes.
[0154] In the frame control microcomputer 151, in the frame main process, as shown in FIG. 20, the output process (S11), the input process (S12), and the held ball display process (S13) are repeatedly performed every predetermined interrupt time (e.g., 0.004 seconds).
[0155] Next, the process related to the detection of the circulating balls will be described. As shown in FIG. 19, a ball-holding counter 154a1 indicating the number of held balls is stored in the frame storage unit 151c of the frame control microcomputer 151. The frame control microcomputer 151 can count the current number of held balls by updating the numerical value of the ball-holding counter 154a1 according to the progress of the game.
[0156] The ball-holding counter 154a1 consists of numerical values from "0" to "99999". Since the update of the ball-holding counter 154a1 is related to the "input process" in S12, the details of the "input process" will be described below.
[0157] FIG. 21 is a flowchart showing the flow of the "input process". In the "input process", as shown in FIG. 21, a "prize ball related process" (S121), a "fired ball related process" (S122), and a "counting process" (S123) are sequentially performed.
[0158] FIG. 22 is a flowchart showing the flow of the "prize ball related process". In the "prize ball related process", as shown in FIG. 22, first, it is determined whether an award command (a command related to the winning of game balls into the general winning port 10, the first start port 11, the second start port 12, the gate 13, the first big winning port 14, and the second big winning port 15) output from the main control unit 100 has been input (S1211). If it is determined that the award command has not been input (S1211: NO), the "prize ball related process" is terminated. On the other hand, if it is determined that the award command has been input (S1211: YES), the process proceeds to S1212.
[0159] In S1212, the number of prize balls corresponding to the award command is calculated. In the first embodiment, the number of prize balls for the winning of game balls into the general winning port 10 and the first start port 11 is "3", the number of prize balls for the winning of game balls into the second start port 12 is "1", the number of prize balls for the winning of game balls into the gate 13 is "0", and the number of prize balls for the winning of game balls into the first big winning port 14 and the second big winning port 15 is "15". However, the number of prize balls can be appropriately changed. After calculating the number of prize balls, the process proceeds to S1213.
[0160] In S1213, the value of the held ball counter 154a1 is updated by adding a value corresponding to the number of prize balls calculated in S1212 to the held ball counter 154a1. For example, when the value of the held ball counter 154a1 is "2000" and a game ball wins a prize at the first large winning opening 14, "15" is added to "2000" to update the value of the held ball counter 154a1 to "2015". Then, after updating the value of the held ball counter 154a1, the "prize ball related process" ends.
[0161] FIG. 23 is a flowchart showing the flow of the "fired ball related process". In the "fired ball related process", as shown in FIG. 23, first, it is determined whether a firing signal (a signal related to the detection of the fall ball sensor SE2, the delivery sensor SE6, and the ball lending sensor SE3) has been input (S1221). If it is determined that the firing signal has not been input (S1221: NO), the "fired ball related process" ends. On the other hand, if it is determined that the firing signal has been input (S1221: YES), the process proceeds to S1222.
[0162] In S1222, it is determined whether the firing signal is a signal from the ball lending sensor SE3. If it is determined that the signal is from the ball lending sensor SE3 (S1222: YES), the process proceeds to S1223, and it is determined whether there is a remaining balance on the card inserted into the card unit. If it is determined that there is no remaining balance on the card (S1223: NO), the "fired ball related process" ends. On the other hand, if it is determined that there is a remaining balance on the card (S1223: YES), the process proceeds to S1224.
[0163] In S1224, the value of the ball-holding counter 154a1 is updated by adding "125" to the ball-holding counter 154a1. Then, after the value of the ball-holding counter 154a1 is updated, the process proceeds to S1225, where a ball-holding number command indicating the current value of the ball-holding counter 154a1 is generated. At this time, the remaining balance of the card inserted into the card unit is updated. In the first embodiment, each time a detection signal from the ball-lending sensor SE3 (each time the ball-lending button KB is operated by the player), the value of the ball-holding counter 154a1 is incremented by "125", but the value to be added may be changed as appropriate. Then, after the value of the ball-holding counter 154a1 is updated, the "process related to the launched ball" is terminated.
[0164] Also, in S1222, if it is determined that the launch signal is not a signal from the ball-lending sensor SE3 (S1222: NO), the process proceeds to S1226 to determine whether the launch signal is a signal from the delivery sensor SE6. If it is determined that the signal is from the delivery sensor SE6 (S1226: YES), the process proceeds to S1227.
[0165] In S1227, the value of the ball-holding counter 154a1 is updated by subtracting "1" from the ball-holding counter 154a1. Then, after the value of the ball-holding counter 154a1 is updated, the process proceeds to S1225, where a ball-holding number command indicating the current value of the ball-holding counter 154a1 is generated, and the "process related to the launched ball" is terminated.
[0166] Also, in S1226, if it is determined that the launch signal is not a signal from the delivery sensor SE6 (S1226: NO), in other words, if it is determined that the launch signal is a signal from the foul ball sensor SE2, the process proceeds to S1228, where the value of the ball-holding counter 154a1 is updated by adding "1" to the ball-holding counter 154a1. Then, after the value of the ball-holding counter 154a1 is updated, the process proceeds to S1225, where a ball-holding number command indicating the current value of the ball-holding counter 154a1 is generated, and the "process related to the launched ball" is terminated. Note that the ball-holding number command generated in the "process related to the launched ball" is output to the main control unit 100 in the output process (S11).
[0167] Figure 24 is a flowchart showing the flow of "counting process". In the "counting process", as shown in Figure 24, first, it is determined whether the timer is measuring (S1231). This timer is measured when the counting signal is in the ON state. In other words, it is measured when the counting button SB is operated. If it is determined that the timer is not measuring (S1231: NO), the process proceeds to S1232. On the other hand, if it is determined that the timer is measuring (S1231: YES), the process proceeds to S1234.
[0168] When the process proceeds from S1231 to S1232, it is determined whether the counting signal has changed from OFF to ON. If it is determined that the counting signal is not ON (S1232: NO), the "counting process" is terminated. On the other hand, if it is determined that the counting signal is ON (S1232: YES), the process proceeds to S1233, and the "counting process" is terminated after starting the measurement of the timer.
[0169] On the other hand, when the process proceeds from S1231 to S1234, it is determined whether the measurement of the timer has reached 2000 ms. In other words, it is determined whether the counting button SB has been continuously operated for 2 seconds. If it is determined that the measurement of the timer has reached 2000 ms (S1234: YES), the process proceeds to S1235. On the other hand, if it is determined that the measurement of the timer has not reached 2000 ms (S1234: NO), the process proceeds to S12313.
[0170] Also, when the process proceeds from S1234 to S1235, it is determined whether the value of the ball-holding counter 154a1 is "250" or more. In other words, it is determined whether the number of balls held is 250 or more. If it is determined that the value of the ball-holding counter 154a1 is "250" or more (S1235: YES), the process proceeds to S1236. On the other hand, if it is determined that the value of the ball-holding counter 154a1 is not "250" or more (S1235: NO), the process proceeds to S12310.
[0171] When proceeding from S1235 to S1236, subtract "250" from the holding counter 154a1 and proceed to S1237, and generate an addition command for adding "250" to the number of holds written on the card inserted in the card unit. The generated addition command is output to the card unit in the output process (S11), and in the card unit, based on the input addition command, the number of holds written on the card is updated. Then, proceed to S1238, start re-measuring the timer, and end the "counting process". Re-measuring the timer means resetting the time measured up to 2000 ms and starting the measurement of the timer from 0 again.
[0172] On the other hand, when proceeding from S1235 to S12310, set the value of the holding counter 154a1 to "0" and proceed to S12311, and generate an addition command for adding an amount corresponding to the value immediately before the value of the holding counter 154a1 becomes "0" (less than 250) to the number of holds written on the card inserted in the card unit. The generated addition command is output to the card unit in the output process (S11), and in the card unit, based on the input addition command, the number of holds written on the card is updated. For example, when the value immediately before the value of the holding counter 154a1 becomes "0" is "120", an addition command for adding "120" is generated. Then, proceed to S12312, clear the measurement of the timer, and end the "counting process".
[0173] On the other hand, when proceeding from S1234 to S12313, determine whether the counting signal has changed from ON to OFF. If it is determined that the counting signal has not become OFF (S12313: NO), end the "counting process", while if it is determined that the counting signal has become OFF (S12313: YES), proceed to S12314.
[0174] When proceeding from S12313 to S12314, the holding counter 154a1 is decremented by "1" and proceeds to S12315, and a addition command for adding "1" to the number of holdings written on the card inserted into the card unit is generated. The generated addition command is output to the card unit in the output process (S11), and in the card unit, based on the input addition command, the number of holdings written on the card is updated. Then, it proceeds to S12316, clears the measurement of the timer, and ends the "counting process".
[0175] In this way, in the "counting process", if the count button SB is continuously operated, it is possible to write 250 holdings at a time to the card, while if the count button SB is operated singly, it is possible to write 1 holding at a time to the card. Note that the number of holdings written by one addition command can be changed as appropriate.
[0176] Next, the process related to the display of the number of holdings will be described. As described above, the holding counter 154a1 indicating the number of holdings is stored in the frame storage unit 151c of the frame control microcomputer 151 (see FIG. 19). The frame control microcomputer 151 can display the current number of holdings on the holding display 8a each time the value of the holding counter 154a1 is updated.
[0177] Since the display of the number of holdings is related to the above-mentioned "holding display process", the details of the "holding display process" will be described below.
[0178] FIG. 25 is a flowchart showing the flow of the "holding display process". In the "holding display process", as shown in FIG. 25, first, it is determined whether the value of the holding counter 154a1 has been updated (S131). If it is determined that the value of the holding counter 154a1 has not been updated (S131: NO), the "holding display process" is ended. On the other hand, if it is determined that the value of the holding counter 154a1 has been updated (S131: YES), it proceeds to S132, reads the updated value of the holding counter 154a1, and proceeds to S133.
[0179] In S133, the value of the held ball counter 154a1 read is displayed on the held ball indicator 8a. For example, when the value of the held ball counter 154a1 is "2000" and one game ball is launched and the value of the held ball counter 154a1 is updated to "1999", the number displayed on the held ball indicator 8a is updated to "1999". Then, after the number on the held ball indicator 8a is updated, the "held ball display process" ends.
[0180] Next, with reference to FIGS. 26 to 29, the processes executable by the game control microcomputer 101 according to the processing program stored in the game storage unit 101c will be described. When the power of the pachinko game machine PY1 is turned on, the game control microcomputer 101 reads the processing program and executes the main main process. In the main main process, the following processes are executed.
[0181] M-A. Output Process The "output process" is a process of outputting commands (such as winning commands according to winning signals) generated in various processes and stored in the game storage unit 101c to the frame control unit 150, the effect control unit 120, and the outside (such as a card unit) via the game output unit 101b.
[0182] M-B. Input Process The "input process" is a process of inputting an error signal generated during the game, a winning signal of a game ball to the general winning port 10, the first start port 11, the second start port 12, the gate 13, the first big winning port 14, and the second big winning port 15, and a command (such as a held ball number command) input from the frame control unit 150 from the game input unit 101a.
[0183] M-C. Special Figure Process The "special figure process" is a process of performing the operation of the first special figure or the second special figure (big win determination, variable display of the special figure, stop display of the special figure, etc.) and generating a special figure command corresponding to the operation and storing it in the game storage unit 101c.
[0184] M-D. General Figure Process "Normal drawing process" is a process that performs the operations of the normal drawing (collision detection, variable display of the normal drawing, stop display of the normal drawing, etc.) and generates normal drawing commands corresponding to the operations and stores them in the game memory unit 101c.
[0185] M-E. Jackpot process "Jackpot process" is a process that performs the operations of the jackpot game (OP, round game (opening of the first big winning port 14 or the second big winning port 15), ED, etc.) and generates jackpot game commands corresponding to the operations and stores them in the game memory unit 101c.
[0186] M-F. Auxiliary game process "Auxiliary game process" is a process that performs the operations of the auxiliary game (opening of the second start port 12, etc.) and generates auxiliary game commands corresponding to the operations and stores them in the game memory unit 101c.
[0187] M-G. Display device process "Display device process" is a process that performs the display of the display devices 8 (special drawing 1 hold LED, special drawing 2 hold LED, normal drawing hold LED, game state LED).
[0188] In the main main process, as shown in FIG. 26, the game control microcomputer 101 repeatedly performs output processing (S21), input processing (S22), special drawing processing (S23), normal drawing processing (S24), jackpot processing (S25), auxiliary game processing (S26), and display device processing (S27) at predetermined interrupt times (for example, 0.004 seconds).
[0189] Next, the process related to the input of the ball holding number command from the frame control unit 150 will be described. As shown in FIG. 27, in the game memory unit 101c of the game control microcomputer 101, a command storage unit 105a1 for storing various commands output from the frame control unit 150 is provided. When the ball holding number command is stored in the command storage unit 105a1, the game control microcomputer 101 can output a ball holding effect command indicating that the ball holding number has changed to the effect control unit 120. Since the ball holding effect command is particularly related to the "input processing" of S22, the details of the "input processing" will be described below.
[0190] Figure 28 is a flowchart showing the flow of "input processing". In "input processing", as shown in Figure 28, "error signal processing" (S221), "winning signal processing" (S222), and "command processing" (S223) are sequentially performed. Among these processes, regarding the output of the holding performance command, in particular, since "command processing" is involved, the details of "command processing" will be described below.
[0191] Figure 29 is a flowchart showing the flow of "command processing". In "command processing", as shown in Figure 29, first, it is determined whether the holding number command output from the frame control unit 150 has been input (S2231). If it is determined that the holding number command has not been input (S2231: NO), "command processing" is terminated. On the other hand, if it is determined that the holding number command has been input (S2231: YES), the process proceeds to S2232. In the first embodiment, the commands that the main control unit 100 can input are only the holding number commands output from the frame control unit 150, but other commands may also be input.
[0192] In S2232, the input holding number command is stored in the command storage unit 105a1. Then, the process proceeds to S2233, where a holding performance command is generated and "command processing" is terminated. The generated holding performance command is output to the effect control unit 120 in the "output processing" of S21.
[0193] Next, with reference to Figure 30, the effect control microcomputer 121 will explain the pending icon HA that can be displayed in the pending performance. As described above, the effect control microcomputer 121 can display the pending icon HA in the pending icon display area 50d in response to the storage of the pending in Special Figure 1 in the pending performance (see Figure 10). The effect control microcomputer 121 can display the pending icon HA with reference to the pre-read pattern selected by the pre-read determination table 103b1. As the display mode of the pending icon HA, there are four display modes: icon A to icon D.
[0194] As shown in FIG. 30, icon A, icon B, and icon C all consist only of an image in the shape of the sun, and icon D consists only of an image in the shape of a cloud. For icon A, the image in the shape of the sun is displayed in yellow, for icon B, the image in the shape of the sun is displayed in blue, for icon C, the image in the shape of the sun is displayed in red, and for icon D, the image in the shape of the cloud is displayed so as to expand and contract in gray.
[0195] Normally, the effect control microcomputer 121 displays the hold icon HA of icon A in the hold icon display area 50d, and when executing the "hold icon change notice" and "zero ball hold effect" described later, it changes the display mode of the hold icon HA and displays it in the hold icon display area 50d.
[0196] Next, with reference to FIGS. 31 to 35, the pre-reading effects that can be executed by the effect control microcomputer 121 according to the pre-reading pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following pre-reading effects in the hold effect.
[0197] A. Hold icon change notice The "hold icon change notice" is an effect that may be performed when the hold icon HA is being displayed, and it is a notice effect in which the hold icon HA of icon A changes to the hold icon HA of icon B or icon C. Since the "hold icon change notice" is more likely to be performed when the result of the pre-reading determination is "pre-reading winning" than when it is "pre-reading non-winning", it functions as an effect suggesting that there is a high possibility of a big win game being played.
[0198] B. Zero ball hold effect The "Zero-Held Ball Performance" is a performance that may be carried out when the hold icon HA is displayed, and is a performance in which the hold icon HA of icon A, icon B, or icon C changes to the hold icon HA of icon D. Since the "Zero-Held Ball Performance" may be carried out in response to the input of a hold performance command corresponding to a hold count command in which the value of the hold counter 154a1 indicates "0", it functions as a performance indicating that the player's held ball has disappeared.
[0199] Next, the "Hold Icon Change Notice" will be specifically described. The performance control microcomputer 121 can execute the "Hold Icon Change Notice" for the hold icon HA of the special figure 1 hold with the pre-read pattern being the "Big Win Pre-read Pattern" or the "Reach Loss Pre-read Pattern".
[0200] As shown in FIG. 31, a hold icon change notice selection table 123a1 is stored in the performance storage unit 121b of the performance control microcomputer 121. The performance control microcomputer 121 can use the hold icon change notice selection table 123a1 to select whether to execute the "Hold Icon Change Notice" and the type of change pattern when executing the "Hold Icon Change Notice". There are two types of change patterns: change pattern A to change pattern B.
[0201] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon B, and change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C.
[0202] FIG. 32 is a diagram showing the content of the hold icon change notice selection table 123a1. The performance control microcomputer 121 refers to the type of pre-read pattern to select whether to execute the "Hold Icon Change Notice" and the type of change pattern when executing the "Hold Icon Change Notice".
[0203] Specifically, when the preview pattern is the "big win preview pattern" (SHP001), the execution of the "pending icon change notice" for change pattern A is selected at a rate of 20%, the execution of the "pending icon change notice" for change pattern B is selected at a rate of 30%, and the non - execution of the "pending icon change notice" is selected at a rate of 50%.
[0204] Also, when the preview pattern is the "reach loss preview pattern" (SHP002), the execution of the "pending icon change notice" for change pattern A is selected at a rate of 15%, the execution of the "pending icon change notice" for change pattern B is selected at a rate of 10%, and the non - execution of the "pending icon change notice" is selected at a rate of 75%.
[0205] Also, when the preview pattern is the "normal loss preview pattern" (SHP003), the non - execution of the "pending icon change notice" is selected at a rate of 100%, and the execution of the "pending icon change notice" for change pattern A and the execution of the "pending icon change notice" for change pattern B are not selected.
[0206] That is, when the preview pattern selected as "preview win" in the preview determination is selected, it is set so that the execution of the "pending icon change notice" for change pattern B is more likely to be selected than the execution of the "pending icon change notice" for change pattern A. The "pending icon change notice" for change pattern B functions as an effect suggesting that a big win game is more likely to be played than the "pending icon change notice" for change pattern A.
[0207] Note that the selection ratios shown by the pending icon change notice selection table 123a1 shown in FIG. 32 can be changed as appropriate.
[0208] When the effect control microcomputer 121 executes the "pending icon change notice", in the pending effect, the "pending icon change notice" is executed in the change pattern selected by the pending icon change notice selection table 123a1.
[0209] Figs. 33(A) to 33(D) are diagrams showing how the "Pending Icon Change Notice" is given. Here, an example is given where the pending icon HA corresponding to the number of pending special figure 1 being "3" is displayed in the pending icon display area 50d. When a game ball enters the first start port 11 during the variable display of the special figure and the number of pending special figure 1 becomes "3", as shown in Fig. 33(A), icon A is displayed as the pending icon HA in the third display area 50d3.
[0210] After that, when the variable display of the special figure ends and the variable display of the next special figure starts, as shown in Fig. 33(B), icon A moves to the second display area 50d2. Then, when a predetermined time (for example, 1 second) elapses after icon A moves to the second display area 50d2, the "Pending Icon Change Notice" of change pattern A or change pattern B is given.
[0211] In the "Pending Icon Change Notice" of change pattern A, as shown in Fig. 33(C), the display mode of the pending icon HA changes from icon A to icon B. At this time, an effect image G400a suggesting that the display mode of the pending icon HA has changed is displayed near the second display area 50d2, and an effect sound suggesting that the display mode of the pending icon HA has changed is output from the speaker 52.
[0212] On the other hand, in the "Pending Icon Change Notice" of change pattern B, as shown in Fig. 33(D), the display mode of the pending icon HA changes from icon A to icon C. At this time, an effect image G400a suggesting that the display mode of the pending icon HA has changed is displayed near the second display area 50d2, and an effect sound suggesting that the display mode of the pending icon HA has changed is output from the speaker 52.
[0213] Note that the pending icon HA displayed in the pending icon display area 50d is still displayed as the icon TA in the icon display area 50e after a big win determination is made for the pending special figure 1 corresponding to this pending icon HA, regardless of the presence or absence of the "Pending Icon Change Notice".
[0214] Next, the "zero held ball performance" will be specifically described. When the performance control microcomputer 121 inputs the held ball performance command generated by the game control microcomputer 101, it can execute the "zero held ball performance".
[0215] As shown in FIG. 31, a zero held ball performance selection table 123a2 is stored in the performance storage unit 121b of the performance control microcomputer 121. The performance control microcomputer 121 can use the zero held ball performance selection table 123a2 to select whether to execute the "zero held ball performance".
[0216] FIG. 34 is a diagram showing the content of the zero held ball performance selection table 123a2. The performance control microcomputer 121 refers to the value of the held ball counter 154a1 indicated by the held ball performance command and the number reserved in FIG. 1 (Special Figure 1), and selects whether to execute the "zero held ball performance".
[0217] Specifically, when the value of the held ball counter 154a1 indicated by the held ball number command corresponding to the held ball performance command is "0", if the number reserved in FIG. 1 (Special Figure 1) is "0", the non-execution of the "zero held ball performance" is selected at a rate of 100%. If the number reserved in FIG. 1 (Special Figure 1) is "1" or more, the execution of the "zero held ball performance" is selected at a rate of 100%.
[0218] Also, when the value indicated by the held ball performance command is "1" or more, regardless of the number reserved in FIG. 1 (Special Figure 1), the non-execution of the "zero held ball performance" is selected at a rate of 100%.
[0219] That is, it is set so that the execution of the "zero held ball performance" is selected only when the value of the held ball counter 154a1 is "0" (when the current player has no held balls) and the number reserved in FIG. 1 (Special Figure 1) is "1" or more. The "zero held ball performance" functions as an effect suggesting that there are no launchable game balls left, even though the right to receive a big win determination remains.
[0220] Note that the selection ratio shown by the held ball zero effect selection table 123a2 shown in FIG. 34 can be changed as appropriate.
[0221] When the effect control microcomputer 121 executes the "held ball zero effect", it executes the "held ball zero effect" using the hold icon HA.
[0222] FIGS. 35(A) to 35(D) are diagrams showing how the "held ball zero effect" is performed. Here, an example is given in the case where a held ball effect command corresponding to a held ball number command in which the value of the held ball counter 154a1 indicates "0" when the number of the reserved figure 1 is "3" is generated. The icon A is displayed in the first display area 50d1 of the hold icon display area 50d. When a game ball enters the first start port 11 during the variable display of the reserved figure and the number of the reserved figure 1 becomes "3", as shown in FIG. 35(A), the icon A is displayed as the hold icon HA in the third display area 50d3. Here, it is assumed that the icon A is displayed in the first display area 50d1 and the icon C is displayed in the second display area 50d2.
[0223] After that, when the value of the held ball counter 154a1 becomes "0" and the effect input unit 121a inputs a held ball effect command, the "held ball zero effect" is performed.
[0224] In the "held ball zero effect", as shown in FIG. 35(B), all the hold icons HA displayed in the first display area 50d1, the second display area 50d2, and the third display area 50d3 change to the icon D, and all the icons D blink.
[0225] After that, when the effect input unit 121a does not newly input a held ball effect command, as shown in FIG. 35(C), the changed icon D continues to be displayed as the icon TA until it is displayed as the icon TA, and when all the reserved figures 1 are consumed, the "held ball zero effect" ends. In the first embodiment, when the icon D is displayed as the icon TA, it returns to the original icon, but it may also be configured to continue to be displayed as the icon D even after being displayed as the icon TA.
[0226] On the other hand, when the performance input unit 121a inputs a holding performance command corresponding to a holding count command indicating that the value of the holding counter 154a1 is "1" or more, as shown in FIG. 35(D), the changed icon D returns to the original icon, and the "zero holding performance" ends.
[0227] <Effect of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.
[0228] (1) When the value of the holding counter 154a1 becomes "0", the "zero holding performance" is performed in which all the hold icons HA displayed in the hold icon display area 50d change to the icon D. Therefore, even though the right to receive a jackpot determination remains due to the "zero holding performance", it is possible to suggest that there are no remaining game balls that can be launched, and it is possible to enhance the interest of the game.
[0229] (2) When the "zero holding performance" is performed, whether or not the hold icon HA, which is likely to be a jackpot game due to the "hold icon change notice", is displayed, all change to the icon D. Therefore, the change to the icon D can make it easy to understand that there are no remaining game balls that can be launched, and it is possible to enhance the interest of the game.
[0230] <Modification Examples of the Basic Embodiment and the First Embodiment> Hereinafter, modification examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above-described embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0231] In the first embodiment, in the "zero balls held display", the hold icon HA is changed to the icon D. However, it is sufficient if it can be suggested that the number of balls held has become zero, and it is not limited to the change of the hold icon HA to the icon D. For example, when the "zero balls held display" is performed during the execution of the special figure variation display, the displayed icon TA may be blinked, or the movement of the displayed character may be changed.
[0232] Also, in the first embodiment, the "zero balls held display" is not performed when the number of balls held is "1" or more. However, even when the number of balls held is "1" or more, the "zero balls held display" may be performed as long as the number of balls held is small. For example, the "zero balls held display" may be performed when the numerical value of the ball hold counter 154a1 indicated by the ball hold number command corresponding to the ball hold display command is from "0" to "10".
[0233] Also, in the first embodiment, the "zero balls held display" is not performed when the number of special figure 1 holds is "0". However, even when the number of special figure 1 holds is "0", the "zero balls held display" may be performed. In this case, it is preferable to perform the "zero balls held display" using the displayed icon TA or the displayed character.
[0234] Also, in the first embodiment, when the "zero balls held display" is performed when the hold icon HA is changed by the "hold icon change notice", the changing icon is also changed to the icon D. However, only the icon changed by the "hold icon change notice" may not be changed to the icon D.
[0235] Also, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state". However, different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.
[0236] Also, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a in parallel with the variable display of the special figure. However, other symbols may be variably displayed on the display unit 50a in parallel with the effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable that the size of the other symbols is smaller than the size of the effect symbols EZ1, EZ2, and EZ3.
[0237] Also, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special figure. However, other symbols may be variably displayed on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, dedicated LEDs for variably displaying other symbols may be installed on the game board 1, and the dedicated LEDs may be made to blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0238] Also, in the basic embodiment, the first special figure and the second special figure are not variably displayed simultaneously, and only one of them is variably displayed. However, the first special figure and the second special figure may be variably displayed simultaneously.
[0239] Also, in the basic embodiment, the progress of the game and the effect are controlled by separate control units. However, the progress of the game and the effect may be controlled by one control unit. For example, both the progress of the game and the effect may be controlled only by the main control unit 100.
[0240] Also, the gaming machine of the present invention can be applied to other pinball gaming machines such as an arrange ball machine, a birdcage ball gaming machine, a smart pachinko machine (regulated gaming machine), etc.
[0241] <The invention disclosed in the first embodiment> Up to the previous paragraph in this "[Mode for Carrying Out the Invention]", the following Inventions A to C are disclosed. In the descriptions of Inventions A to C, the names and expressions of the corresponding configurations and the reference numerals used in the drawings in the embodiments for carrying out the aforementioned invention are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that Invention A is a general term for the following Inventions A1 to AC.
[0242] The gaming machine according to Invention A1 comprises a counting means (holding ball counter 154a1) for counting the number of gaming media (gaming balls) that can be used by a player, and an effect execution means (effect control microcomputer 121) for executing an effect, wherein the effect execution means is capable of executing a specific effect (pending effect), and when the number of the gaming media reaches a predetermined number during the execution of the specific effect, it is possible to change the effect mode of the specific effect. This is the gist.
[0243] The gaming machine according to Invention A2 is the gaming machine according to Invention A1, further comprising a determination means for determining whether or not a special gaming state (big win gaming state) advantageous to the player is achieved (prediction determination), wherein the effect execution means when changing the effect mode of the specific effect, can change to the same effect mode regardless of the result of the determination. This is the gist.
[0244] The gaming machine according to Invention A3 is the gaming machine according to Invention A1, further comprising a determination means for determining whether or not a special gaming state (big win gaming state) advantageous to the player is achieved (prediction determination), wherein the effect execution means when changing the effect mode of the specific effect, can change to a different effect mode according to the result of the determination. This is the gist.
Explanation of Signs
[0245] 50…Image display device 50a…Display unit 50d…Reserved icon display area 101…Game control microcomputer 121…Effect control microcomputer 123a2…Zero-holding effect selection table 151…Frame control microcomputer 154a1…Holding counter
Claims
1. counting means for counting the number of gaming media available for a player; production execution means for executing a production; and, the production execution means is capable of executing a specific production, and when the number of the gaming media reaches a predetermined number during the execution of the specific production, it is possible to change the production mode of the specific production. A gaming machine characterized by this.
2. The gaming machine according to claim 1, further comprising: judgment means for judging whether or not a special gaming state advantageous to the player is achieved; the production execution means When changing the production mode of the specific production, it is possible to change to the same production mode regardless of the result of the judgment. A gaming machine characterized by this.
3. The gaming machine according to claim 1, further comprising: judgment means for judging whether or not a special gaming state advantageous to the player is achieved; the production execution means When changing the production mode of the specific production, it is possible to change to a different production mode according to the result of the judgment. A gaming machine characterized by this.
Citation Information
Patent Citations
Pinball game machine
JP2017131646A