Game machine
The gaming machine uses special symbol variation and state setting mechanisms to create dynamic game states and privileges, addressing the lack of engagement in electric support states, thereby enhancing player interest.
Patent Information
- Application Number
- JP2023216744
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-22
- Publication Date
- 2025-07-03
AI Technical Summary
Gaming machines with electric support states struggle to enhance player interest effectively.
The gaming machine incorporates special symbol variation, small and big hit game execution, and state setting mechanisms that allow for non-electric and electric support states, with varying game states and privileges based on small hit variations, and the ability to end or maintain electric support states based on these variations.
Enhances gaming interest by providing dynamic game states and privileges, making the gaming experience more engaging and rewarding for players.
Smart Images

Figure 2025099804000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine (pachinko machine) that conducts a game by shooting a game ball toward a game area formed on a game board.
Background Art
[0002] There is known a gaming machine provided with a first start port and a second start port, in which when a game ball enters the first start port or the second start port, a special symbol is variably displayed. In such a gaming machine, when the special symbol stops and is displayed as a jackpot symbol, a jackpot game advantageous to the player is executed.
[0003] Among gaming machines capable of executing the jackpot game as described above, there is a gaming machine in which it is possible to set an electric support state in which the frequency of the game ball entering the second start port increases after the jackpot game ends (Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, gaming machines capable of setting the electric support state have been widely recognized by players in recent years, and there has been a problem that it is difficult to say that they sufficiently enhance the gaming interest.
[0006] The present invention has been made to solve the above-described problems, and an object thereof is to provide a gaming machine capable of setting an electric support state and enhancing the gaming interest.
Means for Solving the Problems
[0007] In order to solve at least a part of the above-described problems, the gaming machine of the present invention adopts the following configuration. That is, special symbol variation means capable of executing a special symbol variation, which is a variable display of a special symbol, based on a game ball entering a start port; small hit game execution means for executing a small hit game when a small hit variation, which is the special symbol variation in which a small hit symbol stops and is displayed, is performed; big hit game execution means capable of executing a big hit game based on a game ball passing through a specific area during the small hit game; game state setting means capable of setting, as game states, a non-electric support state and an electric support state in which a game ball is more likely to enter the start port than in the non-electric support state; and when the small hit variation is performed during the setting of the electric support state, it is possible to end the electric support state based on the performance of the small hit variation characterized by this.
[0008] Further, the gaming machine of the present invention can set a first electric support state and a second electric support state as the electric support state, it is possible to give a privilege to the player based on the performance of the small hit variation, the content of the privilege corresponds to the game state at a predetermined timing, the predetermined timing is different between the case where the small hit variation is performed in the first electric support state and the case where the small hit variation is performed in the second electric support state which may also be the case.
[0009] Further, the gaming machine of the present invention the predetermined timing when the small hit variation is performed in the first electric support state, is the timing after the small hit variation ends, when the small hit variation is performed in the second electric support state, is the timing before the small hit variation ends which may also be the case.
[0010] In addition, the gaming machine of the present invention As the power support state, a first power support state and a second power support state can be set, The first power support state ends based on the occurrence of the small hit variation, The second power support state does not end based on the occurrence of the small hit variation may also be the case.
[0011] In addition, the gaming machine of the present invention When the gaming state at the start of the big hit game is the non-power support state and when the gaming state at the start of the big hit game is the power support state, different contents of benefits can be provided may also be the case.
[0012] In addition, the gaming machine of the present invention As the power support state, a first power support state and a second power support state can be set, When the small hit variation starts in the first power support state and when the small hit variation starts in the second power support state, different contents of benefits can be provided may also be the case.
Advantages of the Invention
[0013] According to the present invention, in a gaming machine capable of setting a power support state, the gaming interest can be enhanced.
Brief Description of the Drawings
[0014]
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Embodiments for Carrying Out the Invention
[0015] To clarify the content of the present invention described above, embodiments of the present invention will be described. In the embodiments, unless otherwise specified, the right side facing the front of the pachinko machine is expressed as "right", and the left side is expressed as "left".
[0016] Also, the following embodiments will be described in the following order. A. Device configuration of the pachinko machine: A-1. Configuration on the front side of the device: A-2. Configuration of the game board: A-3. Configuration of the control circuit: B. Content of the game: C. Game control process: D. Effect control process: E. Reaching effect: F. Electric support state when reaching the ceiling: G. Trigger for the end of the electric support state: G-1. Special trigger for the end of the electric support state: G-2. Suggestion selection of the number of small wins: H. Trigger for the start of the electric support state: H-1. Special trigger for the end of the electric support state: H-2. Revival selection: I. Variation example: J. Pachinko machine 1A: J-1. Small win game: J-2. Big win game: J-3. Electric support state: J-4. Game state when the two-way win starts: J-5. Game state after the end of the big win game: J-6. Main progress mode of the game in the pachinko machine 1A: K. Variation example of the pachinko machine 1A:
[0017] A. Device configuration of the pachinko machine: A-1. Configuration on the front side of the device: Figure 1 is a front view of the pachinko machine 1 of this embodiment. As shown in Figure 1, a front frame 4 is provided on the front part of the pachinko machine 1. A window part 4a is formed in a substantially central part of the front frame 4, and a transparent plate 4b made of synthetic resin is fitted into this window part 4a. A player can visually recognize the game area of the game board 20 (see Figure 2) arranged on the back side through the window part 4a (transparent plate 4b). Also, a small window part 4c is formed in the lower right of the window part 4a in the front frame 4, and a transparent plate 4d such as a synthetic resin plate is fitted into this small window part 4c. A player can visually recognize the segment display part 50 (see Figure 2) of the game board 20 arranged on the back side through the small window part 4c (transparent plate 4d). Although it will be described in detail later, the segment display part 50 is a display part that displays information related to the game by a combination of a plurality of LEDs.
[0018] An upper lamp 5a is provided above the window part 4a in the front frame 4, a right side lamp 5b is provided on the right part of the peripheral part of the window part 4a, and a left side lamp 5c is provided on the left part of the peripheral part of the window part 4a. Also, upper speakers 6a are provided in the upper left and upper right of the window part 4a, and a lower speaker 6b is provided below the front frame 4 (the front of the curtain plate of the main body frame to be described later). These upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speakers 6a, and lower speaker 6b are driven to enhance the production effect during the game.
[0019] A upper tray part 7 is provided below the window part 4a in the front frame 4. The upper tray part 7 stores game balls lent out through the card unit 60 provided corresponding to the pachinko machine 1 and game balls paid out from the pachinko machine 1. Also, a lower tray part 8 is provided below the upper tray part 7, and stores game balls lent out exceeding the capacity of the upper tray part 7 and game balls paid out exceeding the capacity of the upper tray part 7.
[0020] On the right side of the lower plate portion 8 in the front frame 4, a firing handle 9 is provided. The rotation axis of the firing handle 9 is connected to a firing device unit mounted on the back side of the firing handle 9, and the game balls stored in the upper plate portion 7 are supplied to this firing device unit. When the player rotates the firing handle 9, the rotation is transmitted to the firing device unit, and the firing motor built in the firing device unit rotates, and the game balls are fired with a strength corresponding to the rotation angle.
[0021] Also, on the edge of the upper plate portion 7, there is a production button 10a that can be pressed by the player, and on the left side of the lower plate portion 8, there is a jog shuttle 10b that can be pushed in or rotated by the player. Although not shown in the figure, on the edge of the upper plate portion 7 and to the left of the production button 10a, there is a direction button 10c. The direction button 10c is composed of four buttons (up button, down button, left button, right button) corresponding to the up, down, left, and right directions respectively. These production buttons 10a, jog shuttle 10b, and direction buttons 10c are all production operation parts operated by the player, and when operated by the player when a predetermined condition is satisfied, a predetermined game production is performed.
[0022] Also, although not shown in the figure, on the back side of the front frame 4, a middle frame and a main body frame are provided. One end (the left side in FIG. 1) of the front frame 4 is pivotally supported so as to be rotatable with respect to the middle frame, and one end (the left side in FIG. 1) of the middle frame is pivotally supported so as to be rotatable with respect to the main body frame. The main body frame is a substantially rectangular frame body formed by assembling wooden plate-like members, and the pachinko machine 1 is installed in the game hall by attaching this main body frame to the island equipment. A game board 20 is detachably attached to the front side of the middle frame. When the front frame 4 is rotated (opened) to the front side of the pachinko machine 1 with respect to the middle frame, the game board 20 is in an exposed state.
[0023] A-2. Configuration of the game board: FIG. 2 is an explanatory diagram showing the layout of the game board 20. As described above, the game board 20 is detachably attached to the front side of the middle frame. As shown in FIG. 2, a substantially circular game area 21 is formed at the center of the game board 20. The game ball launched from the launching device unit 261 (see FIG. 3) is discharged into the game area 21 through the space between the outer rail 22 and the inner rail 23, and flows down from above to below in the game area 21. Since the game area 21 is visible to the player through the window portion 4a of the front frame 4, naturally, the state of the game balls flowing down in the game area 21 is also visible to the player through the window portion 4a.
[0024] A central device 40 is provided substantially at the center of the game area 21, and an effect display device 41 is provided substantially at the center of the central device 40. The effect display device 41 is composed of a liquid crystal display, and various images for effects can be displayed on its display screen. The detailed display content of the effect display device 41 will be described later.
[0025] Below the central device 40 (effect display device 41) in the game area 21, a first start port 24, which is a start port with a constant (fixed) opening size through which game balls can always enter, is provided. The game ball that enters the first start port 24 is guided to the back side of the game board 20 through a passage provided inside. A first start port sensor 24s (see FIG. 3) is provided in the passage inside the first start port 24, and can detect the game ball that enters the first start port 24.
[0026] Also, a left normal symbol activation gate 71 through which a game ball can pass is provided below the lower left of the central device 40 (performance display device 41) in the game area 21. Inside the left normal symbol activation gate 71, a left gate sensor 71s (see Fig. 3) for detecting the passage of a game ball is provided. Further, a right normal symbol activation gate 72 through which a game ball can pass is provided below the lower right of the central device 40 (performance display device 41) in the game area 21. Inside the right normal symbol activation gate 72, a right gate sensor 72s (see Fig. 3) for detecting the passage of a game ball is provided. Since the functions of the left normal symbol activation gate 71 and the right normal symbol activation gate 72 are common to each other, in this specification, when not particularly distinguishing them, they are collectively expressed as "normal symbol activation gates 71, 72". Also, since the functions of the left gate sensor 71s and the right gate sensor 72s are common to each other, in this specification, when not particularly distinguishing them, they are collectively expressed as "gate sensors 71s, 72s".
[0027] Also, below the right normal symbol activation gate 72, a second start port 25, which is a ball entry port (start port) where the possibility of a game ball entering changes, is provided. That is, the second start port 25 is provided with an opening / closing door 26 (hatched portion in the figure) that can rotate in the front-rear direction of the pachinko machine 1. The opening / closing door 26 can change between a closed state (non-ball-entry state) where it stands substantially upright and a game ball cannot enter, and an open state (ball-entry possible state) where the opening / closing door 26 rotates to the front side of the pachinko machine 1 and a game ball can enter. Fig. 2 shows the state where the second start port 25 is in the open state. The game ball that enters the second start port 25 is guided to the back side of the game board 20 through a passage provided inside. A second start port sensor 25s (see Fig. 3) is provided in the passage inside the second start port 25, and can detect a game ball that has entered the second start port 25.
[0028] Also, below the first start port 24 in the game area 21, a large winning port 28 (variable ball entry port), which is roughly rectangular and largely opened, is provided. The large winning port 28 is equipped with an opening / closing door 29 (hatched part in the figure) that can rotate in the front-rear direction of the pachinko machine 1. The opening / closing door 29 can change between a closed state (non-ball-entry state) where it stands almost upright and no game ball can enter, and an open state (ball-entry possible state) where the opening / closing door 29 rotates to the front side of the pachinko machine 1 and game balls can enter. In FIG. 2, the state where the large winning port 28 is in the open state is shown. Game balls that enter the large winning port 28 are guided to the back side of the game board 20 through a passage provided inside. A large winning port sensor 28s (see FIG. 3) is provided in the passage inside the large winning port 28, and it can detect game balls that enter the large winning port 28.
[0029] Also, below the second start port 25 in the game area 21 (the lower right corner of the game area 21), a protruding body 33 that protrudes forward (towards the player side) from the surface of the game board 20 is provided. The upper surface of the protruding body 33 slopes downward from the right side to the left side, forming a rolling surface 34 on which game balls can roll from the right side to the left side (towards the center of the pachinko machine 1). A small winning port 35 (variable ball entry port) is provided in the middle part of this rolling surface 34 (the middle part in the rolling direction of the game ball). This small winning port 35 is equipped with an opening / closing door 36 (hatched part in the figure) that can slide (move) in the front-rear direction of the pachinko machine 1. The opening / closing door 36 can change between a closed state where it slides (moves) to the front side and no game ball can enter, and an open state where the opening / closing door 36 slides (moves) to the rear side and game balls can enter. Game balls rolling on the rolling surface 34 will, of course, enter the small winning port 35 when the small winning port 35 is in the open state, and will pass above the small winning port 35 (opening / closing door 36) without entering the small winning port 35 when the small winning port 35 is in the closed state.
[0030] The game balls that enter the small winning opening 35 are guided to a specific opening 38 (so-called "V", the dashed line part in the figure) through a passage 37 (the dashed line part in the figure) provided inside the protruding body 33. At least a part of the front wall of the protruding body 33 is formed of a transparent plate (has light transmissibility), and the player can visually recognize the state in which the game balls that enter the small winning opening 35 are guided to the specific opening 38 through the front wall of the protruding body 33. Inside the small winning opening 35, a small winning opening sensor 35s (see FIG. 3) is provided, and it can detect the game balls that enter the small winning opening 35. Also, inside the specific opening 38, a specific opening sensor 38s (see FIG. 3) is provided, and it can detect the game balls that enter the specific opening 38.
[0031] In addition, around each of the above-described gaming devices, there are provided other ball entry openings 30 into which game balls can enter, a windmill-type wheel 31 that affects the flow path of the game balls, and a number of obstacle pins (not shown). Also, an out opening 32 is provided at the lowermost part of the gaming area 21, and the game balls that have not entered any of the above-described first starting opening 24, second starting opening 25, large winning opening 28, small winning opening 35, and other ball entry openings 30 are discharged from the out opening 32 to the back side of the game board 20.
[0032] In the above-mentioned left normal symbol operation gate 71 and the first start port 24, game balls flowing down in the left area of the central device 40 (the effect display device 41) can enter. On the contrary, in the right normal symbol operation gate 72, the second start port 25, the big winning port 28, and the small winning port 35, game balls flowing down in the right area of the central device 40 (the effect display device 41) can enter (or pass through). Hereinafter, launching game balls so as to flow down in the left area of the central device 40 (the effect display device 41) is also expressed as "left shooting", and launching game balls so as to flow down in the right area of the central device 40 (the effect display device 41) is also expressed as "right shooting". In the pachinko machine 1 of this embodiment, when a game ball enters the first start port 24, three game balls are paid out to the player. When a game ball enters the second start port 25, four game balls are paid out to the player. When a game ball enters the other entry port 30, five game balls are paid out to the player. When a game ball enters the big winning port 28, ten game balls are paid out to the player. When a game ball enters the small winning port 35, three game balls are paid out.
[0033] A segment display unit 50 for displaying information related to the game by a combination of LEDs is provided in the lower right of the game area 21 on the game board 20. The segment display unit 50 is visible to the player through a small window portion 4c (see FIG. 1) provided in the front frame 4. The detailed display content of the segment display unit 50 will be described later.
[0034] A-3. Configuration of the control circuit: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. FIG. 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, and the like. Specifically, a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the effects of the game, an image and sound control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the lighting of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, a firing control board 260 that controls the firing of game balls, and the like. These control boards are composed of CPUs (CPUs 201, 221, 231, etc. in FIG. 3) that execute various logical operations and arithmetic operations, ROMs (ROMs 202, 222, 232, etc. in FIG. 3) that store various programs and data executed by the CPUs, RAMs (203, 223, 233, etc. in FIG. 3) that temporarily store data by the CPUs when executing programs, input / output circuits, and various other peripheral LSIs that are interconnected by a bus.
[0035] Connected to the main control board 200 are a first start port sensor 24s that detects a game ball entering the first start port 24, a second start port sensor 25s that detects a game ball entering the second start port 25, a big winning port sensor 28s that detects a game ball entering the big winning port 28, a left gate sensor 71s that detects a game ball passing through the left normal symbol operation gate 71, a right gate sensor 72s that detects a game ball passing through the right normal symbol operation gate 72, a small winning port sensor 35s that detects a game ball entering the small winning port 35, a specific port sensor 38s that detects a game ball entering the specific port 38, and the like. When there is an input of a detection signal of a game ball from these sensors and the like, the CPU 201 of the main control board 201 transmits a command corresponding to the sensor where the detection signal was input to the sub-control board 220, the payout control board 240, the firing control board 260, and the like.
[0036] In addition, on the main control board 200, there are connected a second start port solenoid 26m for causing the opening / closing door 26 provided at the second start port 25 to perform an opening / closing operation (for opening / closing the second start port 25), a big winning port solenoid 29m for causing the opening / closing door 29 provided at the big winning port 28 to perform an opening / closing operation (for opening / closing the big winning port 28), a small winning port solenoid 35m for causing the opening / closing door 36 provided at the small winning port 35 to perform an opening / closing operation (for opening / closing the small winning port 35), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the second start port solenoid 26m, the big winning port solenoid 29m, the small winning port solenoid 35m, and the segment display unit 50.
[0037] An image / sound control board 230, a lamp control board 226, and a performance operation board 228 are connected to the sub-control board 220. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the content of the commands and performs a performance according to the content. That is, it transmits commands for specifying output images and output sounds to the image / sound control board 230, and transmits commands for specifying the light emission patterns of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226 to perform a performance. In addition, when the CPU 221 of the sub-control board 220 detects an operation by a player on a performance button 10a, a jog shuttle 10b, or a direction button 10c via the performance operation board 228, it performs a performance corresponding to the operation.
[0038] The image and audio control board 230 includes a VDP 234, an image ROM 235, and an audio ROM 236 in addition to a CPU 231, a ROM 232, and a RAM 233. When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads out image data (such as sprite data and video data) used for displaying the instructed image from the image ROM 235, generates an image, and outputs it to the display screen of the effect display device 41. Also, when the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it reads out audio data corresponding to the command from the audio ROM 236. Then, the audio based on the audio data is output from the upper speaker 6a and the lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.
[0039] Connected to the payout control board 240 are a ball lending button 241 provided in the upper tray portion 7 (not shown in FIG. 1), a card unit 242 juxtaposed with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. While communicating data with the payout control board 240, the card unit 242 drives the payout motor 243 to lend out game balls. Also, when receiving a payout command for instructing the payout of game balls from the main control board 200, the payout motor 243 is driven to payout game balls.
[0040] Further, a firing control board 260 is connected to the payout control board 240, and a firing device unit 261 having a firing motor 262 for firing game balls and a touch switch 263 for detecting that the player is touching the firing handle 9 is connected to the firing control board 260. When the firing control board 260 detects that the player is touching the firing handle 9 via the touch switch 263, it drives the firing motor 262 to fire the game balls with a strength corresponding to the rotation angle of the firing handle 9.
[0041] B. Game content: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the firing handle 9 is rotated with the game balls stored in the upper tray portion 7, the stored game balls are supplied one by one to the firing device unit 261 and fired into the game area 21 described above with reference to FIG. 2. Since the strength of hitting the game ball corresponds to the rotation angle of the firing handle 9, the player can cause the game ball to flow down to a desired area by changing the rotation angle of the firing handle 9. For example, the game ball can be fired so as to flow down in the area to the left of the central device 40 (the effect display device 41) (performing a left hit), or the game ball can be fired so as to flow down in the area to the right of the central device 40 (the effect display device 41) (performing a right hit).
[0042] In the pachinko machine 1 of this embodiment, the game state related to the frequency of the game ball entering the second start port 25 is appropriately set. Specifically, the game state related to the frequency of the game ball entering the second start port 25 is set to the "non-electric support state where the frequency of the game ball entering the second start port 25 is low (the frequency of the second start port 25 being in the open state is low)" or the "electric support state where the frequency of the game ball entering the second start port 25 is high (the frequency of the second start port 25 being in the open state is high)". And in the non-electric support state, the game ball is more likely to enter the first start port 24 than the second start port 25, and in the electric support state, the game ball is more likely to enter the second start port 25 than the first start port 24. For this reason, in the non-electric support state, the player can be made to perform a left hit (aim at the ball entering the first start port 24), and in the electric support state, the player can be made to perform a right hit (aim at the ball entering the second start port 25).
[0043] Further, the segment display unit 50 is provided with a power supply support display unit 58 that indicates that the above-described power supply support state is in progress. That is, as shown in FIG. 4, three LEDs are arranged in the power supply support display unit 58, and during the power supply support state, it is indicated that the power supply support state is in progress by lighting these three LEDs. Also, as shown in FIG. 4, the segment display unit 50 is provided with a right-handed display unit 59 that indicates performing a right-handed shot. During the power supply support state, the frequency of game balls entering the second start port 25 is high, and the second start port 25 can receive game balls that have been right-handed shot. Therefore, during the power supply support state, it is beneficial for the player to perform a right-handed shot. Thus, during the power supply support state, the player is prompted to perform a right-handed shot by lighting the two LEDs arranged in the right-handed display unit 59.
[0044] <Variable display of special symbols> As described above with reference to FIG. 2, the first start port 24 can receive game balls that have been left-handed shot (mainly during the non-power supply support state). When a left-handed shot game ball enters the first start port 24 and the entered game ball is detected by the first start port sensor 24s, a predetermined determination random number (such as the jackpot determination random number described later) is acquired, and based on the determination random number, a jackpot determination is made to determine whether it is a "jackpot" or a "miss". After performing such a jackpot determination, based on the result of the jackpot determination, the first special symbol is variably displayed and then stopped for display.
[0045] Also, as described above with reference to FIG. 2, the second start port 25 can receive game balls that have been right-handed shot. When a right-handed shot game ball enters the second start port 25 and the entered game ball is detected by the second start port sensor 25s, a predetermined determination random number (such as the jackpot determination random number described later) is acquired, and based on the determination random number, a jackpot determination is made to determine whether it is a "jackpot", a "small win", or a "miss". After performing such a jackpot determination, based on the result of the jackpot determination, the second special symbol is variably displayed and then stopped for display. That is, in the jackpot determination based on the game ball entering the second start port 25, it is also determined whether it is a "small win".
[0046] In the present specification, the "first special symbol" is also expressed as the "first special figure", and the "second special symbol" is also expressed as the "second special figure". Further, when the "first special figure" and the "second special figure" are not particularly distinguished, they are collectively expressed as the "special symbol".
[0047] Here, the first special figure and the second special figure will be described. FIG. 4 is an explanatory view showing an enlarged segment display section 50. As described above, the segment display section 50 is provided in the lower right of the game area 21 on the game board 20 (see FIG. 2), and the player can visually recognize the segment display section 50 through the small window portion 4c (see FIG. 1) of the front frame 4. As shown in FIG. 4, the segment display section 50 is provided with a first special figure display section 51 for displaying the first special figure and a second special figure display section 52 for displaying the second special figure, and nine LEDs are arranged in each of these display sections. The first special figure and the second special figure are variably displayed by switching the lit LEDs among the nine LEDs in their respective display sections, and are stopped and displayed by lighting a predetermined LED among the nine LEDs.
[0048] In the pachinko machine 1 of the present embodiment, as the first special figure, 200 types of "big win symbols (big win symbols 101 to 300)" and 10 types of "losing symbols (losing symbols 401 to 410)" can be stopped and displayed. Further, as the second special figure, 200 types of "big win symbols (big win symbols 501 to 700)", 100 types of "small win symbols (small win symbols 701 to 800)", and 10 types of "losing symbols (losing symbols 801 to 810)" can be stopped and displayed. The types of these symbols can be identified by the difference in the combination of lit LEDs.
[0049] When the result of the big win determination (also referred to as the "big win determination for the first special figure" in the present specification) based on the game ball entering the first start port 24 is "big win", the first special figure is stopped and displayed as any one of the "big win symbols 101 to 300", and when it is "losing", the first special figure is stopped and displayed as any one of the "losing symbols 401 to 410". Incidentally, in the "big win determination for the first special figure", it is determined as "big win" with a probability of about 1 / 300.
[0050] Also, when the result of the jackpot determination based on the game ball entering the second start opening 25 (also referred to as the "jackpot determination for the second special figure" in this specification) is "jackpot", the second special figure stops and is displayed as any one of the "jackpot patterns 501 to 700". When the result is "minor jackpot", the second special figure stops and is displayed as any one of the "minor jackpot patterns 701 to 800". When the result is "miss", the second special figure stops and is displayed as any one of the "miss patterns 801 to 810". Note that in the "jackpot determination for the second special figure" as well, the probability of determining a "jackpot" is about 1 in 300, and the probability of determining a "minor jackpot" is about 1 in 16.
[0051] When the special figure (the first special figure or the second special figure) stops and is displayed as any one of the jackpot pattern, minor jackpot pattern, or miss pattern, in order to confirm the stopped and displayed figure, a display (hereinafter also referred to as "confirmation display") is performed to maintain the state where the figure is stopped and displayed until a predetermined time elapses. Hereinafter, the game from when the special figure starts the variable display until it is confirmed and displayed, that is, the game until the result of one variable display is obtained, is also expressed as a "figure variable game".
[0052] <Jackpot game> In the pachinko machine 1 of this embodiment, it is possible to execute a jackpot game in which a plurality of round games in which the big winning opening 28 is in an open state are performed. When a game ball enters the big winning opening 28, many game balls are paid out (10 game balls are paid out for each game ball that enters). Therefore, the jackpot game is an advantageous game for the player. As described above with reference to FIG. 2, since a game ball hit on the right can enter the big winning opening 28, naturally, it is beneficial for the player to perform a right hit during the jackpot game. Therefore, also during the jackpot game, similar to the electric assist state, two LEDs arranged in the right hit display portion 59 of the segment display portion 50 are lit to encourage the player to perform a right hit. In this embodiment, as such a jackpot game, it is possible to execute "type 1 jackpot" and "type 2 jackpot" with different start triggers.
[0053] <Type 1 jackpot> One type is started when either the first special symbol or the second special symbol stops and is displayed as a jackpot symbol (when the jackpot determination result for the first special symbol or the second special symbol is "jackpot"). As this one type, depending on the "type of jackpot symbol that has stopped and is displayed", multiple types with different "number of round game plays" and "game state after the jackpot game ends" can be executed.
[0054] That is, as shown in Fig. 5(a), when the first special symbol stops and is displayed as "jackpot symbols 101 to 200" (when the first special symbol stops and is displayed as a jackpot symbol, there is a 50% probability), "one type where 6 rounds of game play are performed and the game state after the jackpot game ends becomes the electric support state (also referred to as 'one type of 6R electric support' in this specification)" is performed. Also, when the first special symbol stops and is displayed as "jackpot symbols 201 to 300" (when the first special symbol stops and is displayed as a jackpot symbol, there is a 50% probability), "one type where 6 rounds of game play are performed and the game state after the jackpot game ends becomes the non-electric support state (also referred to as 'one type of 6R non-electric support' in this specification)" is performed.
[0055] Also, as shown in Fig. 5(b), when the second special symbol stops and is displayed as "jackpot symbols 501 to 660" (when the second special symbol stops and is displayed as a jackpot symbol, there is an 80% probability), "one type where 10 rounds of game play are performed and the game state after the jackpot game ends becomes the electric support state (also referred to as 'one type of 10R electric support' in this specification)" is performed. Also, when the second special symbol stops and is displayed as "jackpot symbols 661 to 700" (when the second special symbol stops and is displayed as a jackpot symbol, there is a 20% probability), "one type where 10 rounds of game play are performed and the game state after the jackpot game ends becomes the non-electric support state (also referred to as 'one type of 10R non-electric support' in this specification)" is performed.
[0056] As described above, in the pachinko machine 1 of the present embodiment, one type of play with a larger number of round games is performed when the second special symbol stops and is displayed as a jackpot symbol than when the first special symbol stops and is displayed as a jackpot symbol. Also, when the second special symbol stops and is displayed as a jackpot symbol, the electric assist state is set with a higher probability after the end of one type of play than when the first special symbol stops and is displayed as a jackpot symbol. From this, it can be said that it is more advantageous for the player when the variable display of the second special symbol (jackpot determination for the second special symbol) is performed than when the variable display of the first special symbol (jackpot determination for the first special symbol) is performed.
[0057] <Two types of play> The above described one type of play. In contrast, two types of play are started when the game ball enters the specific opening 38 (see FIG. 2). Specifically, in the pachinko machine 1 of the present embodiment, when the second special symbol stops and is displayed as any small winning symbol (when the result of the jackpot determination for the second special symbol is "small win"), a small winning game is performed in which the small winning opening 35 (see FIG. 2) is in an open state. Then, during this small winning game, when the game ball enters the small winning opening 35 and the game ball enters the specific opening 38, two types of play are started.
[0058] Here, as the small winning game, it is possible to execute a first small winning game in which it is difficult for the game ball to enter the specific opening 38 (it is difficult to execute two types of play) and a second small winning game in which it is easy for the game ball to enter the specific opening 38 (it is easy to execute two types of play). Specifically, during the execution of the first small winning game, the small winning opening 35 is open for only a short time, the game ball does not enter the small winning opening 35, and the game ball does not enter the specific opening 38 (two types of play are not executed). In contrast, during the execution of the second small winning game, since the small winning opening 35 is open for a long time, the game ball enters the small winning opening 35 and the game ball enters the specific opening 38 (two types of play are executed).
[0059] These small winning games are executed according to the "type of small winning symbol stopped and displayed". That is, as shown in the upper part of FIG. 5(c), when the second special symbol stops and is displayed as "small winning symbols 701 to 780" (when the second special symbol stops and is displayed as a small winning symbol, with a probability of 80%), the first small winning game is executed. Of course, in this case, since the game ball does not enter the specific port 38, the two-way winning is not executed.
[0060] On the other hand, when the second special symbol stops and is displayed as "small winning symbols 781 to 800" (when the second special symbol stops and is displayed as a small winning symbol, with a probability of 20%), the second small winning game is executed. Of course, in this case, since the game ball enters the specific port 38, the two-way winning is executed.
[0061] Specifically, as shown in the lower part of FIG. 5(c), when the second special symbol stops and is displayed as "small winning symbols 781 to 796" (when the two-way winning is performed, with a probability of 80%), 'two-way winning in which 10 rounds of round games are performed and the game state after the big winning game ends becomes the electric support state (also referred to as "two-way winning of 10R electric support" in this specification)' is performed. On the other hand, when the second special symbol stops and is displayed as "small winning symbols 797 to 800" (when the two-way winning is performed, with a probability of 20%), 'two-way winning in which 10 rounds of round games are performed and the game state after the big winning game ends becomes the non-electric support state (also referred to as "two-way winning of 10R non-electric support" in this specification)' is performed.
[0062] As described above, in the pachinko machine 1 of this embodiment, the two-way winning may be performed when the variable display of the second special symbol is performed. From this, it can be said that the case where the variable display of the second special symbol (big winning determination for the second special symbol) is performed is more advantageous for the player than the case where the variable display of the first special symbol (big winning determination for the first special symbol) is performed.
[0063] Further, in the pachinko machine 1 of the present embodiment, when any of the jackpot games of "per one type of 6R electric assist", "per one type of 10R electric assist", or "per two types of 10R electric assist" is performed, an electric assist state is set after the jackpot game ends. This electric assist state is continuously set until 100 symbol variation games (variation displays in the first and second special figures) are performed, unless a new jackpot game is performed. And when the 100 symbol variation games are performed, a non-electric assist state is set instead of the electric assist state. In other words, when the electric assist state is set with the end of the jackpot game, the remaining number of symbol variation games executable in the electric assist state (also referred to as the "electric assist count" in this specification) is set to 100 (the electric assist state with an electric assist count of 100 is set). For the player, since the electric assist state is more advantageous than the non-electric assist state, in the electric assist state, the player can be made to expect that a jackpot game will start before the non-electric assist state is set (before the electric assist state ends).
[0064] Also, in the pachinko machine 1 of the present embodiment, one round game ends when 10 game balls enter (10 counts) or when 30 seconds have elapsed. Therefore, in most cases, 100 (10 counts × payout number 10) game balls are paid out in one round game. Accordingly, naturally, a jackpot game with a larger number of round games pays out more game balls to the player than a jackpot game with a smaller number of round games. For this reason, the player can be made to expect that a jackpot game with a larger number of round games will be performed.
[0065] Also, during the execution of the jackpot game described above, the number of round games of the jackpot game being executed is displayed on the round display section 55 of the segment display section 50. That is, as shown in FIG. 4, three LEDs are arranged in the round display section 55. In this round display section 55, by lighting the left and middle LEDs among the three LEDs, it is indicated that the jackpot game with 6 round games is being executed, and by lighting the right and middle LEDs, it is indicated that the jackpot game with 10 round games is being executed.
[0066] <Special symbol hold> When a game ball enters the first start port 24, although the "big win determination for the first special figure" and the variable display of the first special figure are performed as described above, these big win determinations and variable displays are not performed immediately after the game ball enters the first start port 24. Instead, the acquired determination random number is temporarily stored as the first special figure hold. Then, when a predetermined condition is satisfied, a big win determination and a variable display of the first special figure are performed based on the stored first special figure hold. Such first special figure holds are stored with a maximum of four. The number of stored first special figure holds (the first special figure hold number) is displayed on the first special figure hold display section 53 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special figure hold display section 53. In this first special figure hold display section 53, by turning off both of the two LEDs, it indicates that the number of first special figure holds is 0. By lighting one LED, it indicates that the number of first special figure holds is 1. By lighting both LEDs, it indicates that the number of first special figure holds is 2. By blinking one LED, it indicates that the number of first special figure holds is 3. By blinking both LEDs, it indicates that the number of first special figure holds is 4.
[0067] Also, when a game ball enters the second start port 25, although the "big win determination for the second special figure" and the variable display of the second special figure are performed as described above, these big win determinations and variable displays are not performed immediately after the game ball enters the second start port 25. Instead, the acquired determination random number is temporarily stored as the second special figure hold. Then, when a predetermined condition is satisfied, a big win determination and a variable display of the second special figure are performed based on the stored second special figure hold. Such second special figure holds are stored with a maximum of four. The number of stored second special figure holds (the second special figure hold number) is displayed on the second special figure hold display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the second special figure hold display section 54. In this second special figure hold display section 54, by turning off both of the two LEDs, it indicates that the number of second special figure holds is 0. By lighting one LED, it indicates that the number of second special figure holds is 1. By lighting both LEDs, it indicates that the number of second special figure holds is 2. By blinking one LED, it indicates that the number of second special figure holds is 3. By blinking both LEDs, it indicates that the number of second special figure holds is 4.
[0068] In the pachinko machine 1 of this embodiment, during the variable display of any special symbol, during the fixed display of any special symbol, during a big win game, or during a small win game, even if the first special figure hold or the second special figure hold is stored, the big win determination and the variable display related to these holds are not performed. Also, when only the first special figure hold of the first special figure hold and the second special figure hold is stored, a big win determination related to the first special figure hold stored first and a variable display of the first special figure are performed. However, when the second special figure hold is stored, regardless of whether the first special figure hold is stored or not, a big win determination related to the second special figure hold and a variable display of the second special figure are performed. That is, the second special figure is preferentially variably displayed over the first special figure (it has a so-called priority variable function of the second special figure).
[0069] <Variable display of normal symbols, normal symbol win game> As described above with reference to FIG. 2, the left normal symbol operation gate 71 allows the left-hit game ball to pass through, and the right normal symbol operation gate 72 allows the right-hit game ball to pass through. When the game ball passes through either the left normal symbol operation gate 71 or the right normal symbol operation gate 72 (normal symbol operation gates 71, 72), and the game ball is detected by either the left gate sensor 71s or the right gate sensor 72s (gate sensors 71s, 72s), a predetermined determination random number (the normal symbol per determination random number described later) is obtained, and a normal symbol per determination is performed to determine whether it is a "win on normal symbol" or a "miss" based on the determination random number. That is, whether the ball is hit from the left or the right, a normal symbol per determination may be performed.
[0070] Then, based on the result of this normal symbol per determination, the normal symbol is variably displayed and then stopped and displayed. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 for displaying the normal symbol, and two LEDs are arranged in the normal symbol display unit 56. The normal symbol is variably displayed in the normal symbol display unit 56 by switching the lit LED among the two LEDs, and is stopped and displayed by lighting a predetermined LED among the two LEDs. In the pachinko machine 1 of this embodiment, as the normal symbol, three types of symbols can be stopped and displayed: the win on normal symbol 1100 with the left LED lit among the two LEDs, the win on normal symbol 1101 with the right LED lit, and the miss on normal symbol 1102 with both the left and right (two) LEDs lit. When the result of the normal symbol per determination is a win on normal symbol, the normal symbol is stopped and displayed as either the win on normal symbol 1100 or 1101, and when the result of the normal symbol per determination is a miss on normal symbol, the normal symbol is stopped and displayed as the miss on normal symbol 1102. After the normal symbol is stopped and displayed as the win on normal symbol or the miss on normal symbol in this way, a display (confirmation display) is performed to maintain the state where the symbol is stopped and displayed until a predetermined time has elapsed in order to confirm the stopped and displayed symbol. When the normal symbol is stopped and displayed as the win on normal symbol, a win on normal symbol game that becomes closed after the second start port 25 is opened is performed.
[0071] The non-electric support state and the electric support state described above are set by varying the probability of being determined as "winning per normal symbol" (also referred to as "winning probability per normal symbol" in this specification), the mode of variable display of the normal symbol, and the mode of the game of winning per normal symbol. That is, in the non-electric support state, the winning probability per normal symbol is about 1 / 100, and a long time is likely to be selected as the variable time of the normal symbol (any one of 1000 msec, 2000 msec, and 3000 msec is equally selected), and during the game of winning per normal symbol, the second start port 25 is in the open state for a short time (16 msec × 1 time).
[0072] On the other hand, in the electric support state, the winning probability per normal symbol is about 99 / 100, and a short time is likely to be selected as the variable time of the normal symbol (any one of 1000 msec, 1252 msec, and 1500 msec is equally selected), and during the game of winning per normal symbol, the second start port 25 is in the open state for a long time (840 msec × 2 times). As a result, during the non-electric support state, the frequency (ratio) of the second start port 25 being in the open state becomes low, and the frequency of game balls entering the second start port 25 also becomes low. On the contrary, during the electric support state, the frequency (ratio) of the second start port 25 being in the open state becomes high, and the frequency of game balls entering the second start port 25 also becomes high.
[0073] <Display content of the effect display device 41> The processing for performing the game as described above is mainly carried out by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, in accordance with the game as described above, an effect of displaying various images on the effect display device 41 is performed. The processing for performing such an effect is mainly carried out by the CPU 221 of the sub-control board 220.
[0074] For example, in the effect display device 41, an effect (hereinafter also referred to as a "symbol variation effect") corresponding to the variation display (symbol variation game) of the first or second special figure is performed. That is, in synchronization with the start timing of the variation display (symbol variation game) of the special symbol (the first or second special figure), the variation display of the three decorative symbols 41a, 41b, and 41c is started simultaneously in the effect display device 41. Thereafter, the variation display of the decorative symbols 41a, 41b, and 41c is performed in various ways until the variation time of the special symbol elapses. Then, the variation display of the decorative symbols 41a, 41b, and 41c is ended in synchronization with the end timing of the variation display of the special symbol (the stop display of the special symbol). In the pachinko machine 1 of this embodiment, it is possible to display (designed) symbols indicating 10 numbers from "1" to "9" as the decorative symbols.
[0075] Fig. 6(a) conceptually shows the state in which the three decorative symbols 41a, 41b, and 41c are simultaneously varying and displaying. After the variation display is started, when a predetermined time elapses, normally, first, the left decorative symbol 41a stops displaying as a symbol indicating any one of the numbers from "1" to "9", then the right decorative symbol 41c stops displaying, and finally the middle decorative symbol 41b stops displaying. The combination of the three decorative symbols 41a, 41b, and 41c that stop displaying in these effect display devices 41 is configured to correspond to the special symbol (the first or second special figure) that stops displaying in the above-described first special figure display unit 51 or second special figure display unit 52.
[0076] Specifically, when the first special symbol or the second special symbol stops and is displayed as a jackpot symbol, the three decorative symbols 41a, 41b, and 41c of the effect display device 41 stop and are displayed in a symbol combination where they are the same symbol (also referred to as "identical symbols" in this specification). Also, when the second special symbol stops and is displayed as a minor winning symbol and a second minor winning game is played (even when a two-way win is played), the three decorative symbols 41a, 41b, and 41c stop and are displayed as "identical symbols". That is, in the pachinko machine 1 of this embodiment, when the first special symbol or the second special symbol stops and is displayed as a jackpot symbol, a one-way win is played, whereas when the second special symbol stops and is displayed as a minor winning symbol and a second minor winning game is played, a two-way win is played with a probability of approximately 100%. And since these are the same from the perspective of a jackpot game being played, whether the first special symbol or the second special symbol stops and is displayed as a jackpot symbol, or whether the second special symbol stops and is displayed as a minor winning symbol and a second minor winning game is played, the three decorative symbols 41a, 41b, and 41c are set to stop and be displayed as "identical symbols".
[0077] On the other hand, when the first special symbol or the second special symbol stops and is displayed as a non-winning symbol, the three decorative symbols 41a, 41b, and 41c stop and are displayed in a symbol combination where they do not match (also referred to as "non-matching symbols" in this specification). Also, when the second special symbol stops and is displayed as a minor winning symbol and a first minor winning game is played (even when a two-way win is not played), the three decorative symbols 41a, 41b, and 41c stop and are displayed as "non-matching symbols". Note that the stopped and displayed decorative symbols 41a, 41b, and 41c remain in the stopped and displayed state until the determination display time of the special symbol elapses (is determined).
[0078] In this way, the special symbol displayed on the first special symbol display section 51 or the second special symbol display section 52 and the three decorative symbols 41a, 41b, and 41c displayed on the effect display device 41 correspond to each other in terms of display content. When the special symbol during the variable display stops displaying, the three decorative symbols 41a, 41b, and 41c also stop displaying. Moreover, as shown in FIG. 2, the effect display device 41 is provided at a position more noticeable than the first special symbol display section 51 or the second special symbol display section 52 (segment display section 50). The display screen is also large and the display content is easy to understand. Therefore, it is normal for the player to play the game while visually recognizing the screen of the effect display device 41.
[0079] Therefore, for example, as shown in FIG. 6(b), when the left decorative symbol 41a that is first stopped and displayed on the display screen of the effect display device 41 and the right decorative symbol 41c that is subsequently stopped and displayed are stopped and displayed in a manner that can form a "double identical symbols", the player will focus on the variable display (symbol variation effect) of the decorative symbols, thinking that the middle decorative symbol 41b that is finally stopped and displayed may stop and display a "double identical symbols".
[0080] In this way, the effect performed by stopping and displaying two decorative symbols (excluding one of the plurality of decorative symbols) in a manner that can form a "double identical symbols" and leaving the last decorative symbol in a variable display state is called a "reach effect". By generating this reach effect, it is possible to enhance the gaming interest. Note that the variable display of the decorative symbols 41a, 41b, and 41c can also be regarded as a "decorative symbol variation".
[0081] Also, at the lower part of the display screen of the effect display device 41, a first hold display area 41d for indicating the number of holds of the first special figure and a second hold display area 41e for indicating the number of holds of the second special figure are set. In the pachinko machine 1 of this embodiment, the number of "hold symbols (small circular symbols in the figure)" equal to the number of holds of the first special figure is displayed in the first hold display area 41d to indicate the number of holds of the first special figure (the upper limit is 4), and the number of "hold symbols" equal to the number of holds of the second special figure (the upper limit is 4) is displayed in the second hold display area 41e to indicate the number of holds of the second special figure. In the example shown in FIG. 6, it is shown that the number of holds of the first special figure is 4 and the number of holds of the second special figure is 0.
[0082] Also, of course, the number of holds indicated by the hold symbols displayed on the display screen of the effect display device 41 matches the number of holds indicated by the first special figure hold display section 53 and the second special figure hold display section 54 of the segment display section 50.
[0083] <Main progress modes of the game> In the pachinko machine 1 of this embodiment, the game mainly progresses in the following manner. FIGS. 7 and 8 are explanatory diagrams showing the main progress modes of the game of this embodiment. Among them, FIG. 7 shows the main progress mode of the game in the non-electric support state, and FIG. 8 shows the main progress mode of the game in the electric support state.
[0084] During the non-electric support state, the second starting port 25 is rarely opened. Therefore, even if a "right shot" is made, it is rare for the game ball to enter the second starting port 25. Thus, during the non-electric support state, as shown in FIG. 7, a game aiming to get the game ball into the first starting port 24 by making a "left shot" (a game in which the variable display of the first special figure is exclusively performed, also referred to as a "game mainly based on the first special figure" in this specification) is played. When a game ball enters the first starting port 24 by making a left shot (ev.1), a jackpot determination for the first special figure is made and the variable display of the first special figure is performed (ev.2). Since the jackpot determination for the first special figure determines a "jackpot" with a probability of about 1 in 300, in most cases, the first special figure stops and is displayed as a non-winning symbol. While such variable displays of the first special figure are repeated, when the jackpot determination for the first special figure determines a "jackpot", the first special figure stops and is displayed as a jackpot symbol (ev.3), and one type of win is executed (ev.4).
[0085] And when this one type of win ends, as described above with reference to FIG. 5(a), a non-electric support state is set with a probability of about 50% (ev.5), and an electric support state with 100 electric support times is set with a probability of about 50% (ev.6). Among these, when the non-electric support state is set (ev.5), since the frequency of the second starting port 25 being opened remains low, the game of making the above-described left shot (the game mainly based on the first special figure shown in FIG. 7) is repeated.
[0086] On the other hand, when the electric support state is set (ev.6), the game progresses as follows. That is, during the electric support state, the second starting port 25 is frequently opened, and it is easy to make the game ball enter the second starting port 25. Therefore, during the electric support state, as shown in FIG. 8, a game aiming to get the game ball into the second starting port 25 by making a "right shot" (a game in which the variable display of the second special figure is exclusively performed, also referred to as a "game mainly based on the second special figure" in this specification) is played. And when a game ball enters the second starting port 25 (ev.11), a jackpot determination for the second special figure is made and the variable display of the second special figure is performed (ev.12).
[0087] Regarding the jackpot determination for the second special figure, similar to the jackpot determination for the first special figure, it is determined as a "jackpot" with a probability of approximately 1 / 300. And when it is determined as a "jackpot", the second special figure stops displaying as the jackpot symbol (ev.13), and one type of award is given (ev.14).
[0088] And when this one type of award ends, as described above using Fig. 5(b), a non-electric support state is set with a probability of approximately 20% (ev.15), and an electric support state with 100 electric support times is set with a probability of approximately 80% (ev.16).
[0089] Also, in the jackpot determination for the second special figure, it is determined as a "minor jackpot" with a probability of approximately 1 / 16. And when it is determined as a "minor jackpot", the second special figure stops displaying as the minor jackpot symbol (ev.17), and a minor jackpot game is played (ev.18). Specifically, when the second special figure stops displaying as the minor jackpot symbol, a first minor jackpot game is played with a probability of 80%, and a second minor jackpot game is played with a probability of 20%. And when the second minor jackpot game is played, the game ball enters the small winning hole 35 and then enters the specific hole 38 (ev.19), so two types of awards are given (ev.20). In contrast, when the first minor jackpot game is played, the game ball does not enter the small winning hole 35 (specific hole 38) (ev.23), so two types of awards are not given.
[0090] When two types of awards end (ev.20), as described above using Fig. 5(c), a non-electric support state is set with a probability of approximately 20% (ev.21), and an electric support state with 100 electric support times is set with a probability of approximately 80% (ev.22). Among these, when the electric support state with 100 electric support times is set (ev.22), the frequency of the second start port 25 remaining in the open state is high, so the game of hitting the right as described above (the game with the second special figure as the main body in Fig. 8) will be repeated. In contrast, when the non-electric support state is set (ev.21), the game of hitting the left as described above using Fig. 7 (the game with the first special figure as the main body) will be played.
[0091] When the electric support state is set, if the symbol variation game for the number of electric support times (100 times) is performed without a jackpot game afterwards (when the number of electric support times becomes 0 times), the non-electric support state is set instead of the electric support state. Also in this case, the game of performing the above-described left hitting (the game of the main body of the first special figure shown in FIG. 7) is performed.
[0092] As described above, in the pachinko machine 1 of this embodiment, when the "jackpot determination for the second special figure (variable display of the second special figure)" is performed during the electric support state, in addition to the case where the second special figure stops and is displayed as a jackpot symbol, even when the second special figure stops and is displayed as a minor jackpot symbol, the player can be made to feel that a jackpot game is being performed.
[0093] C. Game control process: FIG. 9 is a flowchart showing a game control process for performing control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 at a predetermined cycle (for example, based on a timer interrupt that occurs every 4 msec). Hereinafter, the game control process performed by the CPU 201 of the main control board 200 will be described according to the flowchart. In the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 201 are omitted from the description.
[0094] <Output process> As shown in FIG. 9, when the CPU 201 of the main control board 200 starts the game control process, it first performs an output process (S100). In the pachinko machine 1 of this embodiment, in various processes described later, various commands to be transmitted to various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this way are transmitted to the various control boards. By doing so, for example, in the sub-control board 220, control of the effect according to the progress of the game is performed, and in the payout control board 240, drive control of the payout motor 243 (payout of game balls) is performed.
[0095] <Input process> Subsequently, the CPU 201 of the main control board 200 performs input processing (S200). In the pachinko machine 1 of this embodiment, as described above, when a game ball enters any of the first start port 24, the second start port 25, other ball entry ports 30, the big winning port 28, and the small winning port 35, the game ball is paid out. Therefore, in the input processing (S200), for these sensors that detect the entry of the balls (such as the first start port sensor 24s, the second start port sensor 25s, the big winning port sensor 28s, the small winning port sensor 35s, etc.), it is determined whether a game ball has been detected. As a result, when a game ball is detected, a payout command indicating the number of game balls to be paid out is stored in the above-mentioned output buffer. The payout command thus stored in the output buffer is transmitted toward the payout control board 240 in the next output processing (S100).
[0096] <Random number update processing> Subsequently, the CPU 201 of the main control board 200 performs random number update processing (S300). In the pachinko machine 1 of this embodiment, as described above, jackpot determination and normal pattern win determination are performed based on predetermined determination random numbers. Specifically, the jackpot determination is performed based on the "jackpot determination random number", and the normal pattern win determination is performed based on the "normal pattern win determination random number". Also, the variable display of the special symbols in the pachinko machine 1 of this embodiment is performed based on a variable pattern described later, and this variable pattern is selected based on the "variable pattern selection random number".
[0097] In addition, in the pachinko machine 1 of this embodiment, when the jackpot determination result is "jackpot", any one of a plurality of types of jackpot symbols is stopped and displayed, and when the jackpot determination result is "small jackpot", any one of a plurality of types of small jackpot symbols is stopped and displayed. The types of these symbols are selected based on the "symbol selection random number". In the random number update processing (S300), these random numbers are updated. Note that the update of these random numbers may be performed not only in the random number update processing (S300) but also during the period from the end of the game control processing to the start of the next game control processing (the next timer interrupt). Also, a dedicated circuit for updating the random numbers may be provided, and the random numbers may be updated by this dedicated circuit.
[0098] <Sensor Detection Process for Start Port, etc.> Subsequently, the CPU 201 of the main control board 200 performs a sensor detection process for the start port, etc. (S400). In this sensor detection process for the start port, etc. (S400), first, based on the detection results of the gate sensors 71s and 72s, it is determined whether the game ball has passed through the normal symbol operation gates 71 and 72. As a result, if the game ball has passed through the normal symbol operation gates 71 and 72, it is determined whether it is during a game with a normal symbol win, during the variable display of the normal symbol, or during the determined display of the normal symbol. As a result, if it is not any of during a game with a normal symbol win, during the variable display of the normal symbol, or during the determined display of the normal symbol, a normal symbol win determination random number is acquired and the normal symbol win determination random number is stored.
[0099] After performing the process related to the gate sensors 71s and 72s in this way, subsequently, based on the detection result of the first start port sensor 24s, it is determined whether the game ball has entered the first start port 24. As a result, if the game ball has entered the first start port 24, it is determined whether the number of reserved special symbols of the first type has reached the upper limit of 4. If the number of reserved special symbols of the first type has not reached 4, a big win determination random number, a variation pattern selection random number, and a symbol selection random number are acquired and these random numbers are stored as the first type of special symbol reservation. The first type of special symbol reservation (acquired information) is stored in the first type of special symbol reservation storage area (acquired information storage means) secured in the RAM 203 so that the stored order can be identified.
[0100] Here, the variable display (symbol variable game) of the first special figure is performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special figure hold. Also, the effect (symbol variable effect) performed in accordance with the variable display of the first special figure is also performed based on the jackpot determination random number, variable pattern selection random number, and symbol selection random number acquired as the first special figure hold. Therefore, when the first special figure hold is memorized, even if the variable display based on the first special figure hold has not yet started (even if the variable start condition is not satisfied), it is possible to determine the mode of the variable display and effect (symbol variable game and symbol variable effect based on the first special figure hold). For example, even before the variable display based on the first special figure hold is performed, the result of the jackpot determination (jackpot, miss) for the first special figure hold, the type of jackpot game that will start if the result of the jackpot determination is "jackpot", whether a reach effect will be performed (whether the acquired information is predetermined information), etc. can be determined. Such a determination is called a preliminary determination. In the pachinko machine 1 of this embodiment, when the first special figure hold is memorized, a preliminary determination is made for the first special figure hold, and the preliminary determination result is memorized in association with the first special figure hold.
[0101] In this way, when the first special figure hold is memorized and the preliminary determination result for the first special figure hold is memorized, a preliminary determination result command indicating this preliminary determination result is memorized in the output buffer of the RAM 203. The preliminary determination result command memorized in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the preliminary determination result of the first special figure hold. Incidentally, when the game ball has not entered the first start port 24 or when the number of first special figure holds has already reached 4, a new first special figure hold is not memorized and no preliminary determination is made.
[0102] After performing the process related to the memory reserved for the first special figure in this way, subsequently, based on the detection result of the second start port sensor 25s, it is determined whether or not a game ball has entered the second start port 25. As a result, when a game ball has entered the second start port 25, it is determined whether or not the number of reserved second special figures has reached the upper limit value of 4. And if the number of reserved second special figures has not reached 4, a big win determination random number, a variation pattern selection random number, and a symbol selection random number are acquired and these random numbers are stored as the second special figure reservation. The second special figure reservation is stored in the second special figure reservation storage area secured in the RAM 203 so that the stored order can be identified. After storing the second special figure reservation in this way, a pre-determination similar to the above is performed for the second special figure reservation. However, in the pre-determination for the second special figure reservation, it is also determined whether or not the result of the big win determination is a small win.
[0103] After storing the second special figure reservation in this way and storing the pre-determination result for the second special figure reservation, a pre-determination result command indicating this pre-determination result is stored in the output buffer of the RAM 203. The pre-determination result command stored in the output buffer in this way is also transmitted toward the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special figure reservation. Incidentally, when a game ball has not entered the second start port 25 or when the number of reserved second special figures has already reached 4, a new second special figure reservation is not stored and no pre-determination is performed.
[0104] <Normal operation process> Subsequently, the CPU 201 of the main control board 200 performs a normal operation process (S500). In this normal operation process (S500), processes such as variably displaying a normal symbol and executing a normal symbol win game are performed. That is, first, the CPU 201 of the main control board 200 determines whether or not the normal symbol win determination random number has been stored in the above-described start port etc. sensor detection process (S400). As a result, when the normal symbol win determination random number has been stored, the stored normal symbol win determination random number is read out and a normal symbol win determination is performed based on the normal symbol win determination random number.
[0105] When the normal pattern hit determination is performed, it is determined whether the result of the normal pattern hit determination is a normal pattern hit. As a result, when the result of the normal pattern hit determination is a normal pattern hit, the normal pattern hit symbol (stop symbol) to be stopped and displayed in the current variable display of the normal symbol is determined, and the determined normal pattern hit symbol is stored. That is, when the normal pattern hit symbol 1100 is determined as the stop symbol, it is stored that the left LED (see FIG. 4) of the normal pattern display unit 56 is lit as the result of the current variable display of the normal symbol. On the other hand, when the normal pattern hit symbol 1101 is determined as the stop symbol, it is stored that the right LED (see FIG. 4) of the normal pattern display unit 56 is lit as the result of the current variable display of the normal symbol. On the other hand, when the result of the normal pattern hit determination is a miss of the normal pattern, the normal pattern miss symbol 1102 is stored as the symbol (stop symbol) to be stopped and displayed in the current variable display of the normal symbol. That is, it is stored that the left and right (two) LEDs (see FIG. 4) of the normal pattern display unit 56 are lit as the result of the current variable display of the normal symbol.
[0106] After storing the symbol (stop symbol) to be stopped and displayed in the current variable display of the normal symbol in this way, the variable time of the normal symbol is set. Specifically, if it is in the non-electric support state, one of 1000 msec, 2000 msec, and 3000 msec is set, and if it is in the electric support state, one of 1000 msec, 1252 msec, and 1500 msec is set. After setting the variable time of the normal symbol, the variable display of the normal symbol is started. Then, the normal pattern hit determination random number that was the target of the current normal pattern hit determination is deleted from the storage area.
[0107] The above has described the processing when it is not any of the cases during the game per normal symbol, during the variable display of the normal symbol, and during the fixed display of the normal symbol. On the other hand, when it is during the variable display of the normal symbol, it is determined whether the variable time of the normal symbol during the variable display has elapsed. As a result, if it is determined that the variable time has elapsed, the normal symbol during the variable display is stopped and displayed in a mode that has been previously memorized. That is, when the result of the determination per normal symbol is a win per normal symbol and it is to stop and display the normal symbol win pattern 1100, the left LED of the normal symbol display unit 56 is lit (stopping and displaying the normal symbol win pattern 1100), and when it is to stop and display the normal symbol win pattern 1101, the right LED of the normal symbol display unit 56 is lit (stopping and displaying the normal symbol win pattern 1101). On the contrary, when the result of the determination per normal symbol is a miss, the left and right (two) LEDs of the normal symbol display unit 56 are lit (stopping and displaying the normal symbol miss pattern 1102). After stopping and displaying the normal symbol in this way, since the fixed display of the normal symbol is started, the fixed display time of the normal symbol is set.
[0108] On the other hand, when it is during the fixed display of the normal symbol, it is determined whether the fixed display time has elapsed. As a result, if the fixed display time has elapsed, it is determined whether the normal symbol that was stopped and displayed (fixed displayed) this time is a normal symbol win pattern (lighting of the left LED of the normal symbol display unit 56). As a result, if the normal symbol that was stopped and displayed is a normal symbol win pattern, the opening pattern (number of openings, opening time, closing time, etc.) of the second start port 25 in the game per normal symbol win is set.
[0109] Specifically, when it is in the non-electric support state, an opening pattern is set in which the second start port 25 is in the open state only once for 16 msec. On the other hand, if it is in the electric support state, an opening pattern is set in which the second start port 25 is in the open state twice for 840 msec. After setting the opening pattern in this way, the game per normal symbol win is started.
[0110] During the execution of the normal pattern game, the second start port solenoid 26m is controlled to operate the opening / closing door 26 so that the second start port 25 is in the open state or the closed state according to the above-described opening pattern. Then, when the control according to this opening pattern ends, the normal pattern game ends. When ending the normal pattern game, a normal pattern game end command indicating the end of the normal pattern game is stored in the output buffer of the RAM 203. The normal pattern game end command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output process (S100).
[0111] <Special operation process> Subsequently, the CPU 201 of the main control board 200 performs a special operation process (S600). In this special operation process (S600), processes such as variably displaying a special symbol (the first special pattern or the second special pattern), executing a big win game, or executing a small win game are performed. That is, first, the CPU 201 of the main control board 200 determines whether it is in any of the states of during a big win game, during a small win game, during the variable display of a special symbol (the first special pattern or the second special pattern), or during the fixed display of a special symbol (the first special pattern or the second special pattern).
[0112] As a result, if it is not any of these, it is determined whether a second special pattern reservation is stored in the second special pattern reservation storage area. As a result, if a second special pattern reservation is stored in the second special pattern reservation storage area, the first second special pattern reservation (big win determination random number, variation pattern selection random number, symbol selection random number) stored among the stored second special pattern reservations is read out. Then, a big win determination (big win determination for the second special pattern) is performed based on the big win determination random number included in the read second special pattern reservation. In the 'big win determination for the second special pattern', it is determined whether it is a 'big win','small win', or'miss'.
[0113] On the other hand, when the second special figure hold is not stored, next, it is determined whether or not the first special figure hold is stored in the first special figure hold memory area. As a result, if the first special figure hold is stored in the first special figure hold memory area, the first special figure hold (jackpot determination random number, symbol selection random number, variation pattern selection random number) that was stored first among the stored first special figure holds is read out. Then, a jackpot determination (jackpot determination for the first special figure) is performed based on the jackpot determination random number included in the read first special figure hold. In the "jackpot determination for the first special figure", it is determined whether it is a "jackpot" or a "miss".
[0114] Here, in the pachinko machine 1 of this embodiment, the jackpot determination random number is a random number updated in the range of 0 to 65535 (a random number capable of taking 65536 values), and if the jackpot determination random number acquired as the first special figure hold or the second special figure hold is any of the values corresponding to "jackpot", it is determined as "jackpot". By appropriately setting such values corresponding to "jackpot", the probability of being determined as "jackpot" in both the "jackpot determination for the first special figure" and the "jackpot determination for the second special figure" is set to approximately 1 / 300.
[0115] Also, if the jackpot determination random number acquired as the second special figure hold is any of the values corresponding to "minor jackpot", it is determined as "minor jackpot". By appropriately setting such values corresponding to "minor jackpot", the probability of being determined as "minor jackpot" in the "jackpot determination for the second special figure" is set to approximately 1 / 16.
[0116] And when the result of the jackpot determination is "jackpot", based on the symbol selection random number included in the first special figure hold or the second special figure hold read this time, the type of jackpot symbol to be stopped and displayed in the variable display (symbol variation game) of the special symbol this time is selected. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of the present embodiment, as the first special figure, jackpot symbols 101 to 300 can be stopped and displayed, and as the second special figure, jackpot symbols 501 to 700 can be stopped and displayed. Therefore, when the first special figure hold is read, referring to a jackpot symbol selection table (not shown) in which symbol selection random numbers are assigned to jackpot symbols 101 to 300, the jackpot symbol corresponding to the symbol selection random number read as the first special figure hold is selected as the symbol to be stopped and displayed. Also, when the second special figure hold is read, referring to a jackpot symbol selection table in which symbol selection random numbers are assigned to jackpot symbols 501 to 700, the jackpot symbol corresponding to the symbol selection random number read as the second special figure hold is selected as the symbol to be stopped and displayed. Incidentally, the jackpot symbol selection table is stored in advance in the ROM 202 of the main control board 200.
[0117] Also, when the result of the jackpot determination for the second special figure is "small jackpot", based on the symbol selection random number included in the second special figure hold read this time, the type of small jackpot symbol to be stopped and displayed in the variable display (symbol variation game) of the special symbol this time is selected. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of the present embodiment, as the second special figure, small jackpot symbols 701 to 800 can be stopped and displayed. Therefore, referring to a small jackpot symbol selection table in which symbol selection random numbers are assigned to small jackpot symbols 701 to 800, the small jackpot symbol corresponding to the symbol selection random number read as the second special figure hold is selected as the symbol to be stopped and displayed. Incidentally, the small jackpot symbol selection table is stored in advance in the ROM 202 of the main control board 200.
[0118] On the other hand, when the result of the big win determination is "miss", the type of losing symbol to be stopped and displayed in the current special symbol variation display (symbol variation game) is selected based on the symbol selection random number included in the first special figure hold or the second special figure hold read this time. That is, as described above, in the pachinko machine 1 of the present embodiment, as the first special figure, losing symbols 401 to 410 can be stopped and displayed, and as the second special figure, losing symbols 801 to 810 can be stopped and displayed. Therefore, when the first special figure hold is read, a losing symbol selection table (not shown) in which symbol selection random numbers are assigned to losing symbols 401 to 410 is referred to, and the losing symbol corresponding to the symbol selection random number read as the first special figure hold is selected as the symbol to be stopped and displayed. Further, when the second special figure hold is read, a losing symbol selection table in which symbol selection random numbers are assigned to losing symbols 801 to 810 is referred to, and the losing symbol corresponding to the symbol selection random number read as the second special figure hold is selected as the symbol to be stopped and displayed. Incidentally, the losing symbol selection table is stored in advance in the ROM 202 of the main control board 200.
[0119] Once the symbol to be stopped and displayed is selected in this way, it is stored in the stop symbol storage area secured in the RAM 203. Then, the variation pattern of the special symbol variation display (symbol variation game) is selected. The variation pattern is the time (variation time) from when the special symbol (first special figure or second special figure) starts the variation display until it stops and is displayed, and each variation pattern is attached with information (variation pattern ID) for distinguishing it from other variation patterns. In the process of selecting the variation pattern, a variation pattern selection table is referred to. As shown in FIG. 10, the variation pattern selection table is a table in which variation pattern selection random numbers are assigned to a plurality of variation patterns (variation pattern ID, variation time). In the process of selecting the variation pattern, such a variation pattern selection table is referred to, and the variation pattern corresponding to the variation pattern selection random number read this time as the first special figure hold or the second special figure hold is determined as the current variation pattern. Therefore, the probability of each variation pattern being selected is determined by the ratio of the random numbers assigned to each variation pattern among the available variation pattern selection random numbers.
[0120] The thus selected variation pattern is transmitted as a variation pattern designation command described later to the sub-control board 220. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes a symbol variation effect with an effect pattern (corresponding) based on the recognized variation pattern.
[0121] In the process of selecting the above-described variation pattern, instead of always referring to the same variation pattern selection table, a variation pattern selection table corresponding to various game progress situations is referred to. Specifically, as shown in FIG. 11, a variation pattern selection table corresponding to the type of special symbol (first special figure or second special figure), the currently set game state, the result of the jackpot determination, the number of stored first special figure holds and second special figure holds, etc. is referred to. Also, although not shown, a variation pattern selection table corresponding to the type of one-type jackpot or two-type jackpot started this time (the type of one-type jackpot or two-type jackpot described above with reference to FIG. 5) is also referred to. By doing so, it becomes possible to select a variation pattern corresponding to various game progress situations, and as a result, the CPU 221 of the sub-control board 220 can execute a symbol variation effect with an effect pattern corresponding to various game progress situations.
[0122] For example, when the result of the "jackpot determination for the first special figure" or the "jackpot determination for the second special figure" is "jackpot", the CPU 221 of the sub-control board 220 executes a symbol variation effect in which the decorative symbols 41a, 41b, 41c are stopped and displayed as "identical" after the reach effect. Also, when the result of the "jackpot determination for the second special figure" is "minor jackpot" and a second minor jackpot game is being played (even when a two-type jackpot is being played), a symbol variation effect in which the decorative symbols 41a, 41b, 41c are stopped and displayed as "identical" after the reach effect is executed.
[0123] Also, when the result of "Big Hit Judgment for the First Special Reel" or "Big Hit Judgment for the Second Special Reel" is "miss", without performing a reach effect, or after the reach effect, a symbol variation effect is executed to stop displaying the decorative symbols 41a, 41b, and 41c in a "broken state". Also, when the result of "Small Hit Judgment for the Second Special Reel" is "small hit" and the first small hit game is played (even when the two-kind hit is not played), without performing a reach effect, or after the reach effect, a symbol variation effect is executed to stop displaying the decorative symbols 41a, 41b, and 41c in a "broken state". Incidentally, each variation pattern selection table is stored in advance in the ROM202 of the main control board 200.
[0124] In this way, after selecting the symbol to be stopped and displayed in the variable display of the special symbol this time and selecting the variation pattern of the variable display of the special symbol this time, the variable display of the special symbol is started. Then, a variation pattern designation command indicating the variation pattern selected this time is stored in the output buffer of the RAM203. The variation pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). Also, the first special reel hold or the second special reel hold that was the target of the big hit judgment this time is erased from the first special reel hold storage area or the second special reel hold storage area.
[0125] The above describes the processing when it is not any of the cases during the big hit game, during the small hit game, during the variable display of the special symbol (the first special reel or the second special reel), or during the fixed display of the special symbol. On the other hand, when it is during the variable display of the special symbol, it is determined whether the variable time of the special symbol during the variable display has elapsed. As a result, if it is determined that the variable time has elapsed, the special symbol during the variable display is stopped and displayed with the symbol stored in the stop symbol storage area in advance (the fixed display is started). When the special symbol is stopped and displayed in this way, the fixed display of the special symbol is started, so the fixed display time of the special symbol is set. Then, a variation stop command indicating that the special symbol has been stopped and displayed is stored in the output buffer of the RAM203. The variation stop command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0126] And, when the special symbol is in the determination display, it is determined whether or not the determination display time has elapsed. As a result, when the determination display time has elapsed, it is determined whether the special symbol stopped and displayed this time (determination display) is a big win symbol, a small win symbol, or a losing symbol.
[0127] As a result, when the stopped and displayed special symbol is a losing symbol, it is also determined whether or not the electric support state is set. And when the special symbol is stopped and displayed as a losing symbol during the electric support state, the electric support count is decremented by 1. As a result, when the electric support count becomes 0, a non-electric support state is set instead of the electric support state. When a new non-electric support state is set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. And the game state designation command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100).
[0128] On the other hand, when the stopped and displayed special symbol is a small win symbol, first, it is determined whether or not the electric support state is set. When the electric support state is set, the electric support count is decremented by 1. As a result, when the electric support count becomes 0, a non-electric support state is set instead of the electric support state. When a new non-electric support state is set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. And the game state designation command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100).
[0129] In response to the stop display of the small winning symbol, the opening pattern (number of openings, opening time, closing time, etc.) of the small winning opening 35 in the small winning game is set. In the pachinko machine 1 of this embodiment, during the first small winning game, the small winning opening 35 is in an open state for 0.2 seconds so that the game ball cannot enter the small winning opening 35 (so that the game ball cannot enter the specific opening 38). During the second small winning game, the small winning opening 35 is in an open state for 1.6 seconds so that the game ball can enter the small winning opening 35 (so that the game ball can enter the specific opening 38). Thus, such an opening pattern of the small winning opening 35 is set. After setting the opening pattern of the small winning opening 35 in this way, the small winning game is started. Then, a small winning game start command indicating the start of the small winning game is stored in the output buffer of the RAM 203. The small winning game start command stored in the output buffer is transmitted toward the sub-control board 220 in the next output process (S100).
[0130] Also, when the stopped special symbol is the big winning symbol, the opening pattern (number of openings, opening time, closing time, etc.) of the big winning opening 28 in one type of big winning is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of round games in one type of big winning varies depending on the type of the stopped big winning symbol. Therefore, the opening pattern of the big winning opening 28 is set corresponding to the type of the stopped big winning symbol. After setting the opening pattern of the big winning opening 28 in this way, one type of big winning is started. Then, a big winning game start command indicating the start of one type of big winning is stored in the output buffer of the RAM 203. This big winning game start command also includes information indicating the type of one type of big winning to be started this time (see FIG. 5). The big winning game start command stored in the output buffer is transmitted toward the sub-control board 220 in the next output process (S100).
[0131] The above has described the processing when the special symbol is in the confirmation display state. On the other hand, during the small winning game, the small winning port solenoid 35m is controlled to operate the opening / closing door 36 so that the small winning port 35 is in the open state and the closed state in the above-described opening pattern (the opening pattern that is in the open state for 1.6 seconds). Then, when the control of the small winning port solenoid 35m (the operation of the opening / closing door 36) according to the above-described opening pattern is completed, a small winning game end command indicating the end of the small winning game is stored in the output buffer of the RAM 203. The small winning game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0132] Then, it is determined whether or not a game ball has entered the small winning port 35 during the current small winning game. As a result, if a game ball has entered the small winning port 35 during the current small winning game, it is determined whether or not the game ball has entered the specific port 38. As a result, if the game ball has entered the specific port 38, in order to start the double hit, the opening pattern (the number of openings, the opening time, the closing time, etc.) of the big winning port 28 in the double hit is set. After setting the opening pattern of the big winning port 28 in this way, the double hit is started. Then, a big winning game start command indicating the start of the double hit is stored in the output buffer of the RAM 203. This big winning game start command also includes information indicating the type of double hit to be started this time (see FIG. 5). The big winning game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).
[0133] The above has described the processing in the case of a small win game. On the other hand, in the case of a big win game (during a type 1 win or a type 2 win), the big winning port solenoid 29m is controlled to operate the opening / closing door 29 so that the big winning port 28 is in an open state or a closed state in the above-described opening pattern. And at the start of the round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. The round game start command and the round game end command stored in the output buffer in this way are transmitted toward the sub-control board 220 in the next output process (S100).
[0134] Also, when the control of the big winning port solenoid 29m (operation of the opening / closing door 29) according to the above-described opening pattern is completed, the big win game ends. And a big win game end command indicating the end of the big win game is stored in the output buffer of the RAM 203. The big win game end command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100). When the big win game ends, according to the type of the big win game (see FIG. 5), the game state is set to a non-electric support state or an electric support state (electric support state with 100 electric support times). Even when the game state is set in this way, a game state designation command indicating the set game state is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted toward the sub-control board 220 in the next output process (S100).
[0135] <Retention number processing> Subsequently, the CPU 201 on the main control board 200 performs the pending number process (S700). In this pending number process (S700), the number of the first special drawing pending stored in the first special drawing pending storage area and the number of the second special drawing pending stored in the second special drawing pending storage area are read out, and a pending number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The pending number transmission command thus stored in the output buffer is also transmitted toward the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on these numbers, such as displaying the pending symbols corresponding to the number of the first special drawing pending and the number of the second special drawing pending on the effect display device 41.
[0136] Incidentally, the "CPU 201 of the main control board 200" that executes the "special symbol variation", which is a variable display of the special symbol, can also be regarded as "special symbol variation means", and the "CPU 201 of the main control board 200" that executes the jackpot game can also be regarded as "jackpot game execution means", and the "CPU 201 of the main control board 200" that can set the non-electric support state and the electric support state can also be regarded as "game state setting means". Also, the "CPU 201 of the main control board 200" that executes the small win game can also be regarded as "small win game execution means", the small winning opening 35 can also be regarded as a "variable ball entry opening", and the specific opening 38 can also be regarded as a "specific area".
[0137] D. Effect control process: FIG. 12 is a flowchart showing an effect control process for performing control related to effects. The effect control process is performed by the CPU 221 of the sub-control board 220 at a predetermined cycle (for example, based on a timer interrupt that occurs every 10 msec). Hereinafter, the effect control process performed by the CPU 221 of the sub-control board 220 will be described according to the flowchart. In the following description, well-known processes such as the initialization process, interrupt prohibition process, and interrupt permission process of the CPU 221 are omitted from the description.
[0138] When the performance control process starts, the CPU 221 of the sub-control board 220 first performs command analysis processing (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, as an external interrupt process, it stores the received command in the received command storage area of the RAM 223. In the command analysis processing (S800), it determines the performance corresponding to the command stored in this received command storage area, that is, the command received from the main control board 200, and stores the command to be sent to the image and audio control board 230, the lamp control board 226, etc. for performing this performance in the output buffer secured in the RAM 223.
[0139] Subsequently, the CPU 221 of the sub-control board 220 performs output processing (S900). In this process, it sends the commands stored in the output buffer of the RAM 223 to the image and audio control board 230, the lamp control board 226, etc. When receiving a command from the sub-control board 220, the image and audio control board 230 displays the image corresponding to the received command on the performance display device 41 and outputs the audio corresponding to the received command from various speakers 6a, 6b, etc. Also, the lamp control board 226 causes various lamps 5a to 5c, etc. to emit light in the light emission pattern corresponding to the received command.
[0140] As described above, the sub-control board 220 executes various performances in cooperation with the image and audio control board 230, the lamp control board 226, etc. However, for the convenience of explanation in this specification, performing such various performances is also simply expressed as "the CPU 221 of the sub-control board 220 executes various performances".
[0141] FIG. 13 shows the processing (such as various effects) performed by the CPU 221 of the sub-control board 220 in response to the commands received from the main control board 200. As shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a pre-judgment result command, it performs a pre-effect, which is an effect based on the pre-judgment result. For example, it causes an image of a character or the like corresponding to the pre-judgment result to be displayed on the effect display device 41, or makes the mode of the hold symbol displayed in the first hold display area 41d or the second hold display area 41e of the effect display device 41 correspond to the mode corresponding to the pre-judgment result. Note that the pre-judgment effect does not necessarily need to be always performed when a pre-judgment result command is received, and it may be performed when a predetermined condition is satisfied (for example, when winning a predetermined execution lottery).
[0142] Also, when the CPU 221 of the sub-control board 220 receives a hold number transmission command, it displays the same number of hold symbols as the first special figure hold number and the second special figure hold number indicated by this command in the first hold display area 41d or the second hold display area 41e of the effect display device 41. Note that it is not necessary to always display both the first special figure hold number and the second special figure hold number. For example, in a non-electric support state where left-handed play is performed, that is, in a state where a game with the first special figure as the main body is played, the first special figure hold number may be displayed, and in a non-electric support state where right-handed play is performed, that is, in a state where a game with the second special figure as the main body is played, the second special figure hold number may be displayed.
[0143] Also, when the CPU 221 of the sub-control board 220 receives a variation pattern specification command, in accordance with the variation display of a special symbol (the first special figure or the second special figure), it starts a symbol variation effect (including the variation display of the decorative symbols 41a, 41b, 41c) corresponding to the variation pattern indicated by the variation pattern specification command.
[0144] That is, when a variation pattern (variation pattern designation command) selected when the result of "Big Win Judgment for the First Special Figure" or "Big Win Judgment for the Second Special Figure" is "Big Win" is received (when the first special figure or the second special figure stops displaying as a big win symbol), after the reach effect, a symbol variation effect that stops displaying the decorative symbols 41a, 41b, and 41c as "identical" is started. Also, when a variation pattern (variation pattern designation command) selected when the result of "Small Win Judgment for the Second Special Figure" is "Small Win" and the second small win game is being played (when two types of wins are being played) is received (when the second special figure stops displaying as small win symbols 781 to 800), after the reach effect, a symbol variation effect that stops displaying the decorative symbols 41a, 41b, and 41c as "identical" is started.
[0145] Also, when a variation pattern (variation pattern designation command) selected when the result of "Big Win Judgment for the First Special Figure" or "Big Win Judgment for the Second Special Figure" is "Miss" is received (when the first special figure or the second special figure stops displaying as a miss symbol), without performing the reach effect, or after the reach effect, a symbol variation effect that stops displaying the decorative symbols 41a, 41b, and 41c as "scattered" is started. Also, when a variation pattern (variation pattern designation command) selected when the result of "Small Win Judgment for the Second Special Figure" is "Small Win" and the first small win game is being played (when two types of wins are not being played) is received (when the second special figure stops displaying as small win symbols 701 to 780), without performing the reach effect, or after the reach effect, a symbol variation effect that stops displaying the decorative symbols 41a, 41b, and 41c as "scattered" is started. And when a variation stop command is received during the execution of the symbol variation effect, the symbol variation effect is terminated.
[0146] Also, as shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a small win game start command, it starts a small win game effect indicating that a small win game is in progress. Then, when receiving a small win game end command, the CPU 221 of the sub-control board 220 ends the small win game effect. Further, when receiving a specific port ball entry command during a small win game, it executes a specific port ball entry effect indicating that the game ball has entered the specific port 38 (indicating that it has been determined that a double win has started). The specific port ball entry command is a command transmitted from the main control board 200 when a small win game (a small win game based on the second special symbol) is started by the second special symbol stopping and being displayed as a small win symbol, and when the game ball that has entered during the small win game enters the specific port 38, in other words, when a double win is being conducted. As the specific port ball entry effect, for example, an effect of displaying a character image of "V" is executed.
[0147] Also, when the CPU 221 of the sub-control board 220 receives a big win game start command, it starts a big win game effect indicating that a big win game is in progress. For example, at the timing when the big win game is started, it executes a fanfare effect indicating the start of the big win game and starts displaying a video (so-called movie) indicating that a big win game is in progress. Also, it executes an effect suggesting the number of round games of the started big win game and an effect suggesting the game state (non-electric support state or electric support state) set after the end of the started big win game. In the pachinko machine 1 of this embodiment, as such a big win game effect, a plurality of big win game effects with different modes (for example, the videos to be displayed, etc.) can be executed, and which big win game effect to execute is determined according to a predetermined lottery result or the type of big win game.
[0148] When the round game start command is received during the big win game, the CPU 221 of the sub-control board 220 starts a round game effect indicating that it is during the round game (for example, overlaid on the big win game effect). For example, it starts an effect indicating the number of round games in the ongoing big win game (such as an effect that displays 1R, 2R, 3R...). Then, when the round game end command is received, the round game effect ends, and when the big win game end command is received, the big win game effect ends.
[0149] Also, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts an effect corresponding to the set game state. For example, it executes an effect that makes the decorative symbols 41a, 41b, 41c and their background images in a manner (such as color and shape) corresponding to the game state, or when the electric support state is set, it starts an effect that displays the remaining number of electric support times.
[0150] E. Reach effect: Here, in the pachinko machine 1 of this embodiment, as the reach effect described above with reference to FIG. 6(b), four types of reach effects, reach effects A to D, can be executed. Specifically, a reach effect A in which character A is displayed, a reach effect B in which character B is displayed, a reach effect C in which character C is displayed, and a reach effect D in which character D is displayed can be executed. Since the symbol variation effect is performed corresponding to the variation pattern, these reach effects, which are part of the symbol variation effect, are also performed when the corresponding variation pattern is selected.
[0151] Specifically, when the result of "Big Win Judgment for the First Special Figure" or "Big Win Judgment for the Second Special Figure" is "Big Win" and a variation pattern corresponding to each reach effect is selected, after the reach effect corresponding to this variation pattern is performed, a symbol variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop displaying as "identical symbols". Also, when the result of "Small Win Judgment for the Second Special Figure" is "Small Win" and a second small win game is played (when a two-way win is played) and a variation pattern corresponding to each reach effect is selected, after the reach effect corresponding to this variation pattern is performed, a symbol variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop displaying as "identical symbols".
[0152] Also, when the result of "Big Win Judgment for the First Special Figure" or "Big Win Judgment for the Second Special Figure" is "Loss" and a variation pattern corresponding to each reach effect is selected, after the reach effect corresponding to this variation pattern is performed, a symbol variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop displaying as "broken symbols". Also, when the result of "Small Win Judgment for the Second Special Figure" is "Small Win" and a first small win game is played (when a two-way win is not played) and a variation pattern corresponding to each reach effect is selected, after the reach effect corresponding to this variation pattern is performed, a symbol variation effect is performed in which the decorative symbols 41a, 41b, and 41c stop displaying as "broken symbols".
[0153] The reach effects A to D are effects that suggest "the possibility that the first special figure or the second special figure stops displaying as a big win symbol (the possibility of a one-way win)" or "the possibility that the second special figure stops displaying as a small win symbol 781 to 800 (the possibility of a two-way win)", in other words, "the possibility of a big win game (also referred to as 'big win expectancy' in this specification)". And the "big win expectancy" suggested by these reach effects is lowest when reach effect A is performed, and increases in the order of when reach effect B is performed → when reach effect C is performed → when reach effect D is performed. Therefore, the player is expected to have a reach effect with a "big win expectancy" higher than the current one.
[0154] FIG. 14 shows the "jackpot expectation levels" of the reach effects A to D. As shown in FIG. 14, the "jackpot expectation level" is 10% when the reach effect A is performed (the decorative symbols 41a, 41b, and 41c stop and are displayed as a winning combination with a 10% probability), 30% when the reach effect B is performed (the decorative symbols 41a, 41b, and 41c stop and are displayed as a winning combination with a 30% probability), 40% when the reach effect C is performed (the decorative symbols 41a, 41b, and 41c stop and are displayed as a winning combination with a 40% probability), and 50% when the reach effect D is performed (the decorative symbols 41a, 41b, and 41c stop and are displayed as a winning combination with a 50% probability).
[0155] Such "jackpot expectation levels" are realized by appropriately setting the execution probabilities of the reach effects A to D (the probabilities that the variable patterns corresponding to the reach effects A to D are selected). Specifically, the execution probabilities of the reach effects A to D (the probabilities that the variable patterns corresponding to the reach effects A to D are selected) are realized by appropriately setting the ratios of the variable pattern selection random numbers assigned to each variable pattern in the variable pattern selection table described above with reference to FIG. 10.
[0156] In the pachinko machine 1 of this embodiment, when "the first special figure or the second special figure stops and is displayed as a jackpot symbol" or "the second special figure stops and is displayed as a small winning symbol 781 to 800", in other words, when one type of win or two types of win occur (when the decorative symbols 41a, 41b, and 41c stop and are displayed as a winning combination), the "execution probability of the reach effect A" is set to be the lowest, and it is set to increase as "the execution probability of the reach effect B" → "the execution probability of the reach effect C" → "the execution probability of the reach effect D".
[0157] Conversely, when "the first special symbol or the second special symbol stops and is displayed as a losing symbol" or "the second special symbol stops and is displayed as small winning symbols 701 to 780", in other words, when a big win game is not played (when the decorative symbols 41a, 41b, and 41c stop and are displayed in a scattered state), the "execution probability of the reach effect A" is set to be the highest, and the "execution probability of the reach effect B" → "execution probability of the reach effect C" → "execution probability of the reach effect D" decreases accordingly.
[0158] As a result, the suggested "big win expectancy" is the lowest when the reach effect A is performed, and increases when the reach effect B is performed → when the reach effect C is performed → when the reach effect D is performed. Consequently, the player will be expected to have a reach effect with a higher "big win expectancy" performed.
[0159] Note that the "reach effects A to D", which suggest the possibility (big win expectancy) that the special symbol stops and is displayed as a big win symbol, can also be regarded as "big win suggestion effects".
[0160] F. Electric assist state when reaching the ceiling: Here, in the pachinko machine 1 of this embodiment, as described above with reference to FIG. 5, after the end of "one type of 6R electric assist", "one type of 10R electric assist", and "two types of 10R electric assist", the electric assist state is set. However, in addition to this, the electric assist state is also set in the following cases.
[0161] That is, in the pachinko machine 1 of this embodiment, as the variable display of the special symbol (the first special symbol or the second special symbol), "variable display in which the big win symbol stops and is displayed" (also referred to as "big win variation" in this specification), "variable display in which the small win symbol stops and is displayed" (also referred to as "small win variation" in this specification), and "variable display in which the losing symbol stops and is displayed" (also referred to as "losing variation" in this specification) can be executed. And when the consecutive number of times of the "losing variation" reaches the "ceiling number of times", the electric assist state is set instead of the non-electric assist state.
[0162] The number of consecutive "off-variations" refers to the number of times "off-variations" are continuously carried out without "big-win variations (big-win games)" or "small-win variations (small-win games)" occurring in between, and in this specification, it is also expressed as the "number of stuck times". That is, in the pachinko machine 1 of this embodiment, when the "number of stuck times" reaches the "ceiling number" in the non-electric support state, the electric support state is set. By doing so, it is possible to make the player feel surprise and enhance the gaming interest.
[0163] And in order to realize such setting of the electric support state, the CPU 201 of the main control board 200 executes the following "ceiling reach processing" as part of the "special operation processing (S600 in FIG. 9)".
[0164] FIG. 15 shows a flowchart indicating the "ceiling reach processing". When starting the ceiling reach processing, the CPU 201 of the main control board 200 first determines whether it is in the process of setting the non-electric support state (S1000). And if it is in the process of setting the non-electric support state (S1000: yes), it determines whether it is the timing when the variable display of the special symbol (the first special figure or the second special figure) has ended (S1002).
[0165] As a result, if it is the timing when the variable display of the special symbol has ended (S1002: yes), it determines whether the variable display of the special symbol that has ended this time is an "off-variation" (S1004). As a result, if the variable display of the special symbol that has ended this time is not an "off-variation" (S1004: no), that is, if it is a "big-win variation" or a "small-win variation", the "number of stuck times" is set to "0 times" (reset) (S1006). That is, since the "number of stuck times" is the number of times "off-variations" are continuously carried out (without going through big-win variations or small-win variations), when a "big-win variation" or a "small-win variation" occurs, the "number of stuck times" is set to "0 times" (reset).
[0166] On the other hand, when the variable display of the special symbol that has just ended is an "off-variable" (S1004: yes), "1" is added to the "number of times of getting stuck" (S1008). By doing so, the "number of times of getting stuck" during the setting of the non-electric support state is counted.
[0167] And when "1" is added to the "number of times of getting stuck" (S1008), as a result, it is determined whether the "number of times of getting stuck" has reached the "ceiling number of times" (S1010). In the pachinko machine 1 of this embodiment, 1500 times is set as this "ceiling number of times". Therefore, in the determination process of S1010, it is determined whether the "number of times of getting stuck" has reached 1500 times.
[0168] And when the "number of times of getting stuck" has reached the "ceiling number of times (1500 times)" (S1010: yes), an electric support state with 100 electric support times is set (S1012), and a game state designation command indicating the newly set game state (here, the electric support state) is stored in the output buffer of the RAM203 (transmitted toward the sub-control board 220). And in preparation for the next counting of the "number of times of getting stuck", the "number of times of getting stuck" is set to "0" (reset) (S1014).
[0169] Note that "off-variable" can also be regarded as "non-big win variable".
[0170] G. Trigger for ending the electric support state: Here, in the pachinko machine 1 of this embodiment, as described above with reference to FIG. 5, after the end of "one type of 6R non-electric support", "one type of 10R non-electric support", and "two types of 10R non-electric support", a non-electric support state is set (the electric support state is ended).
[0171] Also, in the pachinko machine 1 of this embodiment, as described above with reference to FIGS. 7 and 8, when 100 symbol variation games (variable display of the first special figure or the second special figure) are performed without a big win game being performed in the electric support state, a non-electric support state is set (the electric support state is ended).
[0172] That is, as shown in Fig. 16(a), the opportunity to end the electric assist state in the pachinko machine 1 of this embodiment is that any one of "per one type of 6R non-electric assist", "per one type of 10R non-electric assist", and "per two types of 10R non-electric assist" ends, or 100 symbol variation games (variation displays in the first special figure and the second special figure) are performed without a jackpot game being performed in the electric assist state.
[0173] Note that the electric assist state may end when a jackpot game (regardless of its type) starts. In this case, a non-electric assist state is set during the execution of the jackpot game, and a game state corresponding to the type of the jackpot game is set after the end of the jackpot game.
[0174] G-1. Special opportunity to end the electric assist state: In the pachinko machine 1 of this embodiment, in addition to the above-mentioned opportunities, the electric assist state ends (a non-electric assist state is set instead of the electric assist state) when the following special event occurs. That is, as shown in Fig. 16(b), in the pachinko machine 1 of this embodiment, even when two types of jackpot games are not started even though five minor winning games (minor winning variations) are performed in one electric assist state (even when the number of executions of the minor winning game (minor winning variation) in one electric assist state reaches 5 but two types of jackpot games are not performed), the electric assist state ends (a non-electric assist state is set instead of the electric assist state).
[0175] Note that since two types of jackpot games are not performed when the first minor winning game is performed, such a configuration can also be regarded as a configuration in which the electric assist state ends (a non-electric assist state is set instead of the electric assist state) when five first minor winning games are performed in one electric assist state (when the number of executions of the first minor winning game in one electric assist state reaches 5).
[0176] FIG. 17 shows a flowchart indicating the “Special Power Saving End Processing”. This processing is for ending the power saving state when the above-described special event occurs, and is executed by the CPU 201 of the main control board 200 as part of the “Special Operation Processing (S600 in FIG. 9)”.
[0177] When starting the “Special Power Saving End Processing”, the CPU 201 of the main control board 200 first determines whether or not the power saving state is being set (S1100). If the power saving state is being set (S1100: yes), it then determines whether or not it is the end timing of the small hit game (S1102).
[0178] As a result, if it is the end timing of the small hit game (S1102: yes), it determines whether or not the double hit has not started (whether or not the game ball has not entered the specific port 38) (S1104). That is, in the determination processes of S1102 and S1104, ultimately, it is determined whether or not the double hit has not started despite the small hit game being performed.
[0179] Note that since the double hit is not performed when the first small hit game is performed, instead of the determination processes of S1102 and S1104, it may be determined whether or not it is the end timing of the first small hit game. Alternatively, since the first small hit game is performed when the second special symbol stops and is displayed with the small hit symbols 701 to 780, instead of the determination processes of S1102 and S1104, it may be determined whether or not the second special symbol has stopped and is displayed with the small hit symbols 701 to 780.
[0180] If, as a result of the determination process of S1104, it is determined that the small hit game has been performed but the two-way hit has not been performed (S1104: yes), it is determined whether or not the number of executions of the small hit game in the current power-saving state (one-time power-saving state) has reached 5 (S1106). As a result, if the number of executions of the small hit game in the current power-saving state has reached 5 (S1106: yes), the current power-saving state is terminated (S1108). That is, a non-power-saving state is set instead of the current power-saving state.
[0181] In addition, instead of the determination processes of S1102 and S1104, if it is determined whether or not it is the end timing of the first small hit game, instead of the determination process of S1106, it is determined whether or not the number of executions of the first small hit game in the current power-saving state (one-time power-saving state) has reached 5. If the number of executions of the first small hit game has reached 5, the current power-saving state is terminated (a non-power-saving state is set instead of the current power-saving state).
[0182] Also, instead of the determination processes of S1102 and S1104, if it is determined whether or not the second special symbol has stopped and been displayed with the small hit symbols 701 to 780, instead of the determination process of S1106, it is determined whether or not the number of times the second special symbol has stopped and been displayed with the small hit symbols 701 to 780 in the current power-saving state (one-time power-saving state) has reached 5. If the number of executions of the first small hit game has reached 5, the current power-saving state is terminated (a non-power-saving state is set instead of the current power-saving state).
[0183] As described above, in the pachinko machine 1 of the present embodiment, when the number of executions of the small win game (or the number of executions of the first small win game, the number of executions of the small win variation) reaches 5 times during the setting of the electric support state, the electric support state ends (a non-electric support state is set instead of the electric support state). Here, normally, the timing for the end of the electric support state (the timing for setting the non-electric support state) is that a predetermined big win game is played or a variation display of a special symbol is performed a predetermined number of times. In this regard, in the pachinko machine 1 of the present embodiment, when the number of executions of the small win game (or the number of executions of the first small win game, the number of executions of the small win variation) reaches 5 times, the electric support state ends (the non-electric support state is set), so it is possible to make the player feel surprised and enhance the gaming interest. Also, for players who expect that the electric support state will not end (the non-electric support state will not be set), it is possible to realize a novel gameplay that attracts attention to the small win game (the number of executions of the small win game, the number of executions of the first small win game, the number of executions of the small win variation), and it is possible to enhance the gaming interest.
[0184] Further, in the pachinko machine 1 of the present embodiment, not only when the big win symbol stops and is displayed, but also when a game ball enters the specific port 38 during the small win game (when the game ball passes through the specific area), the big win game is executed. On the other hand, when the big win game (two types of wins) is not performed despite the small win game being played (when the game ball does not enter the specific port 38), the electric support state may end (the non-electric support state may be set). That is, when the small win game is played, depending on whether the game ball enters the specific port 38 or not, it may become a situation more advantageous for the player than the current situation (the situation where the big win game is played), or it may become a situation more disadvantageous for the player than the current situation (the situation where the non-electric support state is set). Therefore, when the small win game is played, it is possible to realize a novel gameplay that makes the player more strongly desire the game ball to enter the specific port 38 than before, and it is possible to enhance the gaming interest.
[0185] G-2. Suggestive Selection of Small Win Counts: As described above, in the pachinko machine 1 of the present embodiment, when the number of times of executing a small win game (or the number of times of executing the first small win game, the number of times of executing a small win variation) in the currently set electric support state (one-time electric support state) reaches 5 times, the currently set electric support state is terminated (a non-electric support state is set instead of the currently set electric support state). In the pachinko machine 1 of the present embodiment, in response to this, during the setting of the electric support state, it is possible to execute a "small win count suggestion effect" that suggests the number of times of executing a small win game (or the number of times of executing the first small win game, the number of times of executing a small win variation).
[0186] FIG. 18 illustrates a state in which the "small win count suggestion effect" is being executed. As shown in FIG. 18, in the "small win count suggestion effect", when the electric support state is started, five "character images", which are images showing characters, are arranged and displayed. These "character images" are displayed within an area capable of displaying the "character images" indicated by the "display area image".
[0187] In the "small win count suggestion effect", by displaying five "character images" in this way, it is suggested that the number of times of executing a small win game (or the number of times of executing the first small win game, the number of times of executing a small win variation) in the currently set electric support state is 0 times.
[0188] Then, as shown in FIG. 19, every time the number of times of executing a small win game (or the number of times of executing the first small win game, the number of times of executing a small win variation) in the currently set electric support state increases by 1 time, one of the currently displayed "character images" is decreased (erased). That is, by decreasing the currently displayed "character images", it is suggested that the number of times of executing a small win game (or the number of times of executing the first small win game, the number of times of executing a small win variation) is increasing.
[0189] Then, as shown in the bottom row of FIG. 19, when the number of times of executing the small win game in the currently set electric support state (one-time electric support state) reaches 5 times, all of the "character images" are erased (the last one is erased), and in order to suggest that the electric support state ends, the characters "END OF ELECTRIC SUPPORT" are displayed in the area where the "character images" have been displayed until then, that is, the area where the "character images" can be displayed as shown by the "display area image".
[0190] As described above, in the pachinko machine 1 of this embodiment, when the number of times of executing the small win game (or the number of times of executing the first small win game, the number of times of executing the small win variation) reaches 5 times during the setting of the electric support state, the electric support state ends (a non-electric support state is set instead of the electric support state). During the setting of the electric support state, a "small win count suggestion effect" that suggests the number of times of executing the small win game (or the number of times of executing the first small win game, the number of times of executing the small win variation) is executed. By doing so, it is possible to make the player who expects that the electric support state will not end (a non-electric support state will not be set) pay more attention to the number of times of executing the small win game.
[0191] H. Timing of starting the electric support state: The above is an explanation of the timing of ending the electric support state. In contrast, in the pachinko machine 1 of this embodiment, as described above with reference to FIG. 5, an electric support state is set (started) after the end of "one type of 6R electric support", "one type of 10R electric support", and "two types of 10R electric support" (instead of the non-electric support state).
[0192] Also, as described above with reference to FIG. 15, in the pachinko machine 1 of this embodiment, when the "number of stuck times" reaches the "ceiling number of times (1500 times)" during the setting of the non-electric support state, an electric support state is set (started) (instead of the non-electric support state).
[0193] That is, as shown in Fig. 20(a), the trigger for starting the electric assist state in the pachinko machine 1 of this embodiment is that any one of "per one type of 6R electric assist", "per one type of 10R electric assist", and "per two types of 10R electric assist" ends, or the "number of stuck times" in the non-electric assist state reaches the "ceiling number of times (1500 times)".
[0194] H-1. Special termination trigger for the electric assist state: In the pachinko machine 1 of this embodiment, in addition to the above-mentioned triggers, the electric assist state is started (the electric assist state is set instead of the non-electric assist state) triggered by the following special events. That is, in the pachinko machine 1 of this embodiment, the off-designs 801 to 810 can be stopped and displayed as the second special figure, and among these, the off-designs 801 and 802 are set as "electric assist designs". That is, when the off-design is stopped and displayed as the second special figure, the "electric assist design" is stopped and displayed with a probability of 1 / 5 (20%). And as shown in Fig. 20(b), in the pachinko machine 1 of this embodiment, even when this "electric assist design" is stopped and displayed, the electric assist state is started (the electric assist state is set instead of the non-electric assist state).
[0195] Note that in the pachinko machine 1 of this embodiment, in the non-electric assist state, the game ball does not enter the second start port 25 (or it is extremely rare). For this reason, the second special figure hold, which is the trigger for starting the variable display of the second special figure, is stored only during the setting of the electric assist state (in most cases).
[0196] Therefore, the variable display of the second special figure during the setting of the non-electric assist state is (in most cases) only when the second special figure hold was stored at the end point of the immediately preceding electric assist state (at the start point of the non-electric assist state). And when the variable display of the second special figure based on the second special figure hold stored at the end point of the electric assist state (at the start point of the non-electric assist state) ends, the variable display of the second special figure will not be performed (or it is extremely rare) until the non-electric assist state ends.
[0197] In other words, the period during which the variable display of the second special figure is performed during the setting of the non-power support state is the period from the end of the power support state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power support state are performed. Therefore, naturally, the period during which the second special figure can be stopped and displayed as the "power support symbol" during the setting of the non-power support state is also the period from the end of the power support state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power support state are performed.
[0198] From these facts, when the power support state ends (when the non-power support state is set instead of the power support state), if the second special figure is stopped and displayed as the "power support symbol" during the period from the end of the power support state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power support state are performed, the power support state will be started again (activated) (the power support state will be set instead of the non-power support state).
[0199] Figure 19 shows a flowchart indicating the "power support special start process". This process is for starting the power support state when the above-mentioned special event occurs, and is executed by the CPU 201 of the main control board 200 as part of the "special operation process (S600 in FIG. 9)".
[0200] When starting the "power support special start process", the CPU 201 of the main control board 200 first determines whether the non-power support state is being set (S1200). If the non-power support state is being set (S1200: yes), it determines whether it is the end timing of the variable display of the second special figure (S1202).
[0201] As a result, if it is the end timing of the variable display of the second special figure (S1202: yes), it determines whether the second special figure has been stopped and displayed as the "power support symbol" (S1204). If the second special figure has been stopped and displayed as the "power support symbol" (S1204: yes), it starts the power support state (S1206). That is, it sets the power support state instead of the currently set non-power support state.
[0202] As described above, in the pachinko machine 1 of this embodiment, during the period from the end of the power-saving state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power-saving state are performed, when the second special figure stops displaying the "power-saving symbol", the power-saving state is started again (revived). Therefore, for the player who is expecting the start of the power-saving state, the period from the end of the power-saving state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power-saving state are performed (the fact that more second special figure holds are stored at the end point of the power-saving state), and thus, the player is expected that the second special figure stops displaying with the "power-saving symbol" during the period from the end of the power-saving state until all the variable displays of the second special figure based on the second special figure holds stored at the end point of the power-saving state are performed (before the end of this period). It is possible to realize a novel gameplay that can enhance the gaming interest.
[0203] In addition, in the pachinko machine 1 of this embodiment, when the number of executions of the small win game (or the number of executions of the first small win game, the number of executions of the small win variation) reaches 5 during the setting of the electric support state, the electric support state ends (a non-electric support state is set instead of the electric support state). In this case, the period from when the electric support state ends until all the variation displays of the second special figure based on the second special figure reservations stored at the end time of the electric support state are performed starts. Then, when the variation display of the second special figure is performed a predetermined number of times thereafter, the period from when the electric support state ends until all the variation displays of the second special figure based on the second special figure reservations stored at the end time of the electric support state are performed ends. That is, even if the electric support state ends (a non-electric support state is set instead of the electric support state) because the number of executions of the small win game (or the number of executions of the first small win game, the number of executions of the small win variation) reaches 5 during the setting of the electric support state, if the "electric support symbol" stops being displayed before the variation display of the second special figure is performed a predetermined number of times thereafter, the electric support state will start again (resume). For this reason, even if the electric support state ends (a non-electric support state is set instead of the electric support state) because the number of executions of the small win game (or the number of executions of the first small win game, the number of executions of the small win variation) reaches 5 during the setting of the electric support state, it is possible to realize a novel gameplay that makes the player expect the electric support state to start again (resume) during the immediately subsequent period, and it becomes possible to enhance the gaming interest.
[0204] H-2. Revival Selection: As described above, in the pachinko machine 1 of this embodiment, when the second special figure stops being displayed as the "electric support symbol" during the period from when the electric support state ends until all the variation displays of the second special figure based on the second special figure reservations stored at the end time of the electric support state are performed, the electric support state starts again (resumes).
[0205] Therefore, when the execution count of the small win game (or the execution count of the first small win game, the execution count of the small win variation) reaches 5 times and the electric support state ends (the non-electric support state starts), the "small win count suggestion performance" that has been executed until then is continuously executed. Specifically, when the electric support state ends due to the execution count of the small win game (or the execution count of the first small win game, the execution count of the small win variation) reaching 5 times, as shown in the bottom row of Fig. 19, the characters "End of Electric Support" are displayed in the area where the "character image" shown in the "display area image" can be displayed, so this state is continued.
[0206] And, during the period from the end of the electric support state until all the variation displays of the second special figure based on the second special figure hold stored at the end point of the electric support state are performed, if the "electric support symbol" stops being displayed, as shown in Fig. 22, a "revival performance" is executed to display 5 "character images" again (revived) in the area where the "character image" shown in the "display area image" can be displayed, replacing the characters "End of Electric Support".
[0207] That is, during the period from the end of the electric support state until all the variation displays of the second special figure based on the second special figure hold stored at the end point of the electric support state are performed, if the "electric support symbol" stops being displayed, the electric support state starts again (revives), and accordingly, the execution count of the small win game in one electric support state (or the execution count of the first small win game, the execution count of the small win variation) also returns to 0 times (since the electric support state does not end until these execution counts reach 5 times), so as to suggest that, a "revival performance" is executed to display 5 "character images" again (revived), replacing the characters "End of Electric Support". At this time, the character "Revival" indicating that the "character image" is displayed again (revived) is also displayed.
[0208] In addition, such a "revival performance" can also be regarded as a performance suggesting that the "execution count of the small win game in the electric support state (or the execution count of the first small win game, the execution count of the small win variation)" suggested by the "small win count suggestion performance" decreases.
[0209] On the other hand, if the "electric support symbol" is not stopped during the period from the end of the electric support state until all the second special figure variations based on the second special figure holds stored at the end of the electric support state are displayed, the "small win count suggestion effect" ends. That is, the display of the characters "electric support end" and the "display area image" ends.
[0210] As described above, in the pachinko machine 1 of this embodiment, even if the electric support state ends because the number of times of executing the small win game (or the number of times of executing the first small win game, the number of times of executing the small win variation) reaches 5 times during the setting of the electric support state (a non-electric support state is set instead of the electric support state), if the second special figure is such that the "electric support symbol" is not stopped during the period from the end of the electric support state until all the second special figure variations based on the second special figure holds stored at the end of the electric support state are displayed, the electric support state starts again (resumes). In this case, a "resurrection effect" is executed. In this "resurrection effect", it is suggested that the "number of times of executing the small win game in the electric support state (or the number of times of executing the first small win game, the number of times of executing the small win variation)" suggested by the "small win count suggestion effect" decreases. Therefore, it is possible to strongly impress the player that the electric support state is set again (resumes), and it is possible to enhance the game interest.
[0211] Note that the period from the end of the electric support state until all the second special figure variations based on the second special figure holds stored at the end of the electric support state are displayed can also be regarded as a "specific period".
[0212] I. Modification example: In the above-described "special start process for electric assist", as described above with reference to FIG. 21, when the "electric assist symbol" stops being displayed in the second special figure during the setting of the non-electric assist state, the electric assist state is started (the electric assist state is set instead of the non-electric assist state). Not limited to this, when the "electric assist symbol" stops being displayed during the period from the end of the electric assist state until a predetermined number of special symbols are variably displayed, the electric assist state may be started (the electric assist state is set instead of the non-electric assist state).
[0213] Specifically, in the modification, it is assumed that the "electric assist symbol" can also be stopped and displayed as the first special figure. That is, in the pachinko machine 1 of this embodiment, the off symbols 401 to 410 can be stopped and displayed as the first special figure. Among these, the off symbols 401 and 402 are also set as the "electric assist symbols". That is, even when an off symbol is stopped and displayed as the first special figure, the "electric assist symbol" is stopped and displayed with a probability of 1 / 5 (20%). And in the modification, during the period from the end of the electric assist state until a predetermined number of special symbols are variably displayed, not only when the second special figure is stopped and displayed as the "electric assist symbol", but also when the first special figure is stopped and displayed as the "electric assist symbol", the electric assist state is started (the electric assist state is set instead of the non-electric assist state).
[0214] FIG. 23 shows a flowchart of the "special start process for electric assist" in the modification. This process is executed instead of the "special start process for electric assist" of the embodiment described above with reference to FIG. 21.
[0215] When starting the "special start process for electric assist" in the modification, the CPU 201 of the main control board 200 first determines whether the non-electric assist state is being set (S1300). And if the non-electric assist state is being set (S1300: yes), it is determined whether the number of executions of the variable display of the special symbol after the end of the electric assist state is within 4 times (S1302). That is, in this determination process, it is determined whether it is within the period from the end of the electric assist state until 4 variable displays of the special symbol are performed.
[0216] As a result, when it is within the period "from the end of the electric support state until four special symbol variable displays are performed" (S1302: yes), it is determined whether it is the end timing of the special symbol variable display (S1304). That is, it is determined whether it is the end timing of the variable display of either the first special figure or the second special figure.
[0217] As a result, when it is the end timing of the special symbol variable display (S1306: yes), it is determined whether the "electric support symbol" has stopped being displayed in the special symbol variable display that ended this time (S1306). And when the "electric support symbol" has stopped being displayed in the special symbol variable display that ended this time (S1306: yes), the electric support state is started (S1308). That is, the electric support state is set instead of the currently set non-electric support state.
[0218] As described above, in the modification example, when the number of times of executing the small hit game (or the number of times of executing the first small hit game, the number of times of executing the small hit variation) reaches 5 times during the setting of the electric support state, the electric support state ends (a non-electric support state is set instead of the electric support state). In this case, the "period from when the electric support state ends until the special symbol is variably displayed a predetermined number of times (4 times)" starts. Then, when the special symbol is variably displayed a predetermined number of times thereafter, the "period from when the electric support state ends until the special symbol is variably displayed a predetermined number of times (4 times)" ends. That is, even if the electric support state ends (a non-electric support state is set instead of the electric support state) because the number of times of executing the small hit game (or the number of times of executing the first small hit game, the number of times of executing the small hit variation) reaches 5 times during the setting of the electric support state, if the "electric support symbol" stops being displayed before the special symbol is variably displayed a predetermined number of times thereafter, the electric support state will start again (be revived). For this reason, even if the electric support state ends (a non-electric support state is set instead of the electric support state) because the number of times of executing the small hit game (or the number of times of executing the first small hit game, the number of times of executing the small hit variation) reaches 5 times during the setting of the electric support state, it is possible to realize a novel gameplay that makes the player expect the electric support state to start again (be revived) during the immediately subsequent period, and it is possible to enhance the gaming interest.
[0219] Incidentally, the "period from when the electric support state ends until the special symbol is variably displayed a predetermined number of times (4 times)" can also be regarded as a "specific period".
[0220] As described above, the embodiments of the present invention have been described. However, the present invention is not limited thereto. Without departing from the scope described in each claim, it is not limited to the literal description of each claim, and it also extends to the range that can be easily replaced by those skilled in the art, and improvements based on the knowledge that those skilled in the art usually have can be appropriately added.
[0221] For example, in the above-described embodiment, when the number of executions of the small hit game (or the number of executions of the first small hit game, the number of executions of the small hit variation) reaches a specified number (5 times), the electric support state is terminated. This specified number may be made different according to the conditions that are satisfied. For example, when the first condition is satisfied (for example, when the electric support state is set by the end of 10R electric support), the specified number is set to 3 times. That is, in this case, when the number of executions of the small hit game (or the number of executions of the first small hit game, the number of executions of the small hit variation) reaches 3 times (the specified number), the electric support state is terminated. On the other hand, when the second condition is satisfied (for example, when the electric support state is set by the end of 6R electric support), the specified number is set to 6 times. That is, in this case, when the number of executions of the small hit game (or the number of executions of the first small hit game, the number of executions of the small hit variation) reaches 6 times (the specified number), the electric support state is terminated. By doing so,
[0222] Also, the above-specified number may be changeable during the setting of the electric support state. For example, at the beginning of the start of the electric support state, an initial value (for example, 5 times) is set as the specified number, and then, when an addition condition is satisfied (for example, when the off-symbol 801 (the first off-symbol) stops being displayed), 1 time is added to the specified number, and when a subtraction condition is satisfied (for example, when the off-symbol 802 (the second off-symbol) stops being displayed), 1 time is subtracted from the specified number. In addition, when such a configuration is adopted, in correspondence with the change in the specified number, the number of "character images" displayed in the "small hit number suggestion effect" is also changed. For example, when 1 time is added to the specified number, the number of "character images" displayed is increased by 1, and when 1 time is subtracted from the specified number, the number of "character images" displayed is decreased by 1.
[0223] In addition, in the above-described embodiments, the "number of times of getting stuck" is defined as the number of consecutive occurrences of "abnormal variation". However, it is not limited to this. The "number of times of getting stuck" may be defined as the number of times that the "variation display of a special symbol, which is either an abnormal variation or a small win variation" occurs continuously. That is, based on the fact that the number of consecutive occurrences (number of times of getting stuck) of the "variation display of a special symbol, which is either an abnormal variation or a small win variation" reaches the "ceiling number", the electric support state may be set. Incidentally, in such a configuration, "abnormal variation" and "small win variation" can be regarded as "non-big win variations". Also, the "number of times of getting stuck" may be defined as the number of times of "small win variation". That is, based on the fact that the number of times of "small win variation" reaches the "ceiling number", the electric support state may be set. Incidentally, in such a configuration, "small win variation" can be regarded as "non-big win variation".
[0224] Also, an example in which the present invention is applied to a pachinko machine 1 that gives a player a profit (game value) as a result of a game by paying out game balls supplied from the island equipment of a game hall has been described. However, the present invention is not limited to this, and can also be applied to a type of gaming machine that gives a gaming profit in a form different from "paying out game balls". For example, the present invention can also be applied to a pachinko machine of a type that gives a player a gaming profit (game value) by storing data indicating the amount of profit (magnitude of game value) corresponding to the ball entry when a game ball enters various ball entry ports. In this case as well, the same effects as those of the above-described embodiments can be obtained. Incidentally, examples of pachinko machines that give a player a gaming profit (game value) in the form of data include gaming machines that circulate and use a plurality of game balls built into the pachinko machine. Specifically, a pachinko machine (so-called enclosed gaming machine) configured to return a game ball discharged to the back surface of the game board through various ball entry ports or outlets to the firing position and fire it again can be cited.
[0225] J. Pachinko machine 1A: Next, the pachinko machine 1A will be described. The pachinko machine 1A has a configuration different from that of the above-described pachinko machine 1. In the following description of the pachinko machine 1A, the description of the same configuration as that of the pachinko machine 1 will be omitted as appropriate.
[0226] J-1. Small winning game: In the above-described pachinko machine 1, as a small winning game, a first small winning game and a second small winning game can be executed. When the first small winning game is performed, it is almost never the case that a double win occurs. In contrast, in the pachinko machine 1A, even when the first small winning game is performed, similar to the case when the second small winning game is performed, a double win occurs with a probability of approximately 100%.
[0227] That is, in the pachinko machine 1A, in both the first small winning game and the second small winning game, the small winning opening 35 is in an open state for 1.6 seconds so that the game ball can enter the small winning opening 35 (so that the game ball can enter the specific opening 38). Therefore, regardless of whether the first small winning game or the second small winning game is performed, a double win occurs with a probability of approximately 100%.
[0228] Therefore, in the pachinko machine 1A, when the small winning symbols 701 to 780 that will result in the first small winning game are stopped and displayed, and when the small winning symbols 781 to 800 that will result in the second small winning game are stopped and displayed, the three decorative symbols 41a, 41b, and 41c are stopped and displayed in a "matched" state.
[0229] As described above, in the pachinko machine 1A, since both the first small winning game and the second small winning game are the same in terms of being the trigger for a double win, they are collectively simply expressed as "small winning game".
[0230] J-2. Big winning game: FIG. 24 shows the types of jackpot games that can be executed in the pachinko machine 1A. As shown in FIG. 24(a), in the pachinko machine 1A, in all cases where the first special symbol stops and is displayed as "jackpot symbols 101 to 300" (when the first special symbol stops and is displayed as a jackpot symbol, with a 100% probability), "one type out of 6R electric support" is performed.
[0231] Also, as shown in FIG. 24(b), in all cases where the second special symbol stops and is displayed as "jackpot symbols 501 to 700" (when the second special symbol stops and is displayed as a jackpot symbol, with a 100% probability), "one type out of 10R electric support" is performed.
[0232] Also, as shown in FIG. 24(c), in all cases where the second special symbol stops and is displayed as "small jackpot symbols 701 to 800" (when a small jackpot game is performed) (when two types are performed, with a 100% probability), "two types out of 10R electric support" are performed.
[0233] J-3. Electric support state: As described above, in the pachinko machine 1A, "one type out of 6R electric support", "one type out of 10R electric support", and "two types out of 10R electric support" can be executed. When these jackpot games are performed, the electric support state is set after the end of the jackpot game. That is, in the pachinko machine 1A, regardless of which jackpot game is performed, the electric support state is set after the end of the jackpot game. However, in the pachinko machine 1A, as the electric support state, the first electric support state and the second electric support state can be set. The end conditions are different between the first electric support state and the second electric support state.
[0234] Figure 25 shows the end conditions for the first power support state and the second power support state. As shown in Figure 25, the first power support state ends when the number of symbol variation games (variation display of the first special figure and the second special figure) in the first power support state reaches 30 times (the number of symbol variation games performed without a big win game) (a non-power support state is set instead of the first power support state). Also, the first power support state ends when the second special figure stops and is displayed (definitely displayed) as a small win symbol (when a small win game is started), even if the number of symbol variation games (variation display of the first special figure and the second special figure) in the first power support state has not reached 30 times (a non-power support state is set instead of the first power support state).
[0235] On the other hand, the second power support state ends when the number of symbol variation games (variation display of the first special figure and the second special figure) in the second power support state reaches 80 times (the number of symbol variation games performed without a big win game) (a non-power support state is set instead of the second power support state). Note that the second power support state does not end even if the second special figure stops and is displayed (definitely displayed) as a small win symbol (even if a small win game is started).
[0236] From the above, when comparing the first power support state and the second power support state, the number of symbol variation games that can be executed in the power support state is greater in the second power support state than in the first power support state. Furthermore, the first power support state ends at the timing of the stop display of the small win symbol (the start timing of the small win game), whereas the second power support state does not end at the timing of the stop display of the small win symbol (the start timing of the small win game). That is, the stop display of the small win symbol (the start of the small win game) is a trigger for the end of the first power support state, but not a trigger for the end of the second power support state. From these facts, it becomes easier to continuously set the second power support state than the first power support state, and the player will expect the second power support state to be set rather than the first power support state.
[0237] J-4. Game state when two types of wins start: As described above, in the pachinko machine 1A, the first power supply cut-off state ends at the stop display timing of the winning symbol (the start timing of the winning game), while the second power supply cut-off state does not end at the stop display timing of the winning symbol (the start timing of the winning game). Therefore, when the winning symbol is stopped and displayed in the first power supply cut-off state (when the winning game is started) and when the winning symbol is stopped and displayed in the second power supply cut-off state (when the winning game is started), the game states when the two-way win starts thereafter will be different from each other.
[0238] Specifically, as shown in Fig. 26(a), when the winning symbol is stopped and displayed in the first power supply cut-off state (when the winning game is started), the first power supply cut-off state ends at this timing and the non-power supply cut-off state is set. Then, since the two-way win starts after the subsequent winning game ends, this two-way win will start in the non-power supply cut-off state. That is, when the winning symbol is stopped and displayed in the first power supply cut-off state, the two-way win will start in the non-power supply cut-off state.
[0239] On the other hand, as shown in Fig. 26(b), when the winning symbol is stopped and displayed in the second power supply cut-off state (when the winning game is started), the second power supply cut-off state does not end at this timing (the second power supply cut-off state remains continuously set). Then, since the two-way win starts after the subsequent winning game ends, this two-way win will start in the second power supply cut-off state (power supply cut-off state) that remains continuously set. That is, when the winning symbol is stopped and displayed in the second power supply cut-off state, the two-way win will start in the second power supply cut-off state (power supply cut-off state). In this case, the second power supply cut-off state ends with the start of the two-way win (based on the start of the two-way win), or ends with the setting of a new game state when the two-way win ends (based on this).
[0240] As described above, in the pachinko machine 1A, when the winning symbol stops and is displayed in the first power support state, the two-way win starts in the non-power support state, and when the winning symbol stops and is displayed in the second power support state, the two-way win starts in the second power support state (power support state). Although this will be described in detail later, in the pachinko machine 1A, the game state after the jackpot game ends is determined according to whether the jackpot game starts in the non-power support state or the jackpot game starts in the power support state.
[0241] J-5. Game state after the jackpot game ends: FIG. 27 shows the game state after the jackpot game ends in the pachinko machine 1A. As shown in FIG. 27, when the first special symbol stops and is displayed as "winning symbols 101 to 300" in the non-power support state and the one-way win (one-way win in the 6R power support) starts, the first power support state is set after the end of the one-way win (one-way win in the 6R power support).
[0242] Also, when the second special symbol stops and is displayed as "winning symbols 501 to 700" in the non-power support state and the one-way win (one-way win in the 10R power support) starts, the first power support state is set after the end of the one-way win (one-way win in the 10R power support).
[0243] Also, when the second special symbol stops and is displayed as "winning symbols 701 to 780" in the non-power support state and the two-way win (two-way win in the 10R power support) starts (when the second special symbol stops and is displayed as a winning symbol in the non-power support state, there is an 80% probability), the first power support state is set after the end of the two-way win (two-way win in the 10R power support).
[0244] In contrast, when the second special symbol stops and is displayed as "winning symbols 781 to 800" in the non-power support state and the two-way win (two-way win in the 10R power support) starts (when the second special symbol stops and is displayed as a winning symbol in the non-power support state, there is a 20% probability), the second power support state is set after the end of the two-way win (two-way win in the 10R power support).
[0245] That is, when a jackpot game is started in the non-electric support state, the second electric support state is set only when the trigger for starting the jackpot game is the stop display of "small win symbols 781 to 800", and the first electric support state is set in other cases.
[0246] On the other hand, when a single-kind win (a single-kind win in 6R electric support) is started by the first special figure stopping and displaying as "jackpot symbols 101 to 300" in the electric support state, the second electric support state is set after the end of the single-kind win (a single-kind win in 6R electric support).
[0247] Also, when a single-kind win (a single-kind win in 10R electric support) is started by the second special figure stopping and displaying as "jackpot symbols 501 to 700" in the electric support state, the second electric support state is set after the end of the single-kind win (a single-kind win in 10R electric support).
[0248] Also, when a two-kind win (a two-kind win in 10R electric support) is started by the second special figure stopping and displaying as "small win symbols 701 to 800" in the electric support state, the second electric support state is set after the end of the two-kind win (a two-kind win in 10R electric support).
[0249] That is, when a jackpot game is started in the electric support state, regardless of the type of the jackpot game, the second electric support state is set.
[0250] As described above, in the pachinko machine 1A, when a jackpot game is started in the non-electric support state, the second electric support state is set only when the trigger for starting the jackpot game is the stop display of "small win symbols 781 to 800", and the first electric support state is set in other cases. In contrast, when a jackpot game is started in the electric support state, regardless of the type of the jackpot game, the second electric support state is set.
[0251] J-6. Main progress modes of the game in the pachinko machine 1A: Figs. 28 to 30 show the progress modes of the main games of the pachinko machine 1A. Among them, Fig. 28 shows the progress mode of the main game in the non-electric support state, Fig. 29 shows the progress mode of the main game in the first electric support state, and Fig. 30 shows the progress mode of the main game in the second electric support state.
[0252] Also in the pachinko machine 1A, during the non-electric support state, the frequency of the second starting port 25 being in the open state is low. For this reason, even if a "right hit" is performed, it is rare for the game ball to enter the second starting port 25. Therefore, during the non-electric support state, as shown in Fig. 28, a game (the game centered on the first special figure) aiming to get the game ball into the first starting port 24 is played by performing a "left hit". When the game ball enters the first starting port 24 by performing a left hit (ev.31), a "big win determination for the first special figure" is made and the variable display of the first special figure is performed (ev.32). In the "big win determination for the first special figure", it is determined as a "big win" with a probability of about 1 in 300. Therefore, in most cases, the first special figure stops and is displayed as a non-winning symbol (ev.36). While repeating such variable displays of the first special figure, when it is determined as a "big win" in the "big win determination for the first special figure", the first special figure stops and is displayed as a big win symbol (ev.33), and one type of win (one type of win in the 6R electric support) is performed (ev.34).
[0253] And when this one type of win (one type of win in the 6R electric support) ends (ev.34), the first electric support state is set (ev.35). That is, since this one type of win (one type of win in the 6R electric support) starts in the non-electric support state, as described above with reference to Fig. 27, after the end of this one type of win (one type of win in the 6R electric support), the first electric support state (30 times of electric support) is set (ev.35).
[0254] When the first electric assist state is set in this way (ev.35), the game proceeds as follows. That is, during the first electric assist state, since it is in the electric assist state, the second start port 25 is frequently in the open state, and it is easy for the game ball to enter the second start port 25. Therefore, during the first electric assist state, as shown in FIG. 29, a game (a game centered on the second special figure) aiming to get the game ball into the second start port 25 by performing "right hitting" is played. And when a game ball enters the second start port 25 (ev.41), a "big win determination for the second special figure" is made and the variable display of the second special figure is performed (ev.42).
[0255] In the "big win determination for the second special figure" as well, similar to the "big win determination for the first special figure", it is determined as a "big win" with a probability of about 1 in 300. And when it is determined as a "big win", the second special figure stops and is displayed as a big win symbol (ev.43), and one type of win (one type of win in the 10R electric assist) is carried out (ev.44).
[0256] And when this one type of win (one type of win in the 10R electric assist) ends (ev.44), the second electric assist state (80 times of electric assist) is set (ev.45). That is, since this one type of win (one type of win in the 10R electric assist) in this case starts in the electric assist state (the first electric assist state), as described above with reference to FIG. 27, after the end of this one type of win (one type of win in the 10R electric assist), the second electric assist state is set. Note that the game progress mode in the second electric assist state will be described later with reference to FIG. 30.
[0257] Also, in the "Big Hit Determination for the Second Special Figure", it is determined as a "Small Hit" with a probability of about 1 / 16. When it is determined as a "Small Hit", the second special figure stops and is displayed as a small hit symbol (ev.46). Along with this, a non-electric support state is set instead of the first electric support state (ev.47), and a small hit game is started (ev.48). That is, as described above with reference to FIG. 26(a), when the second special figure stops and is displayed as a small hit symbol in the first electric support state (when a small hit variation and a small hit game start), a non-electric support state is set instead of the first electric support state (the first electric support state ends) (ev.47), and a small hit game is started (ev.48). And in this non-electric support state, when the game balls that enter the small winning opening 35 enter the specific opening 38, a two-kind hit (two-kind hit of 10R electric support) is started (ev.49). That is, when the second special figure stops and is displayed as a small hit symbol in the first electric support state (when a small hit variation and a small hit game start), the two-kind hit (two-kind hit of 10R electric support) will be started in the non-electric support state (ev.49).
[0258] When the two-kind hit (two-kind hit of 10R electric support) is started in the non-electric support state in this way (that is, when a small hit variation and a small hit game start in the first electric support state), when the two-kind hit (two-kind hit of 10R electric support) ends, the first electric support state or the second electric support state is set. That is, as described above with reference to FIG. 27, when the two-kind hit (two-kind hit of 10R electric support) is started in the non-electric support state, if the start trigger of the two-kind hit is the stop display of "small hit symbols 701 to 780" (with a probability of 80% when the small hit symbol stops and is displayed), the first electric support state is set after the end of the two-kind hit (two-kind hit of 10R electric support) (ev.50), and if the start trigger of the two-kind hit is the stop display of "small hit symbols 781 to 800" (with a probability of 20% when the small hit symbol stops and is displayed), the second electric support state is set after the end of the two-kind hit (two-kind hit of 10R electric support) (ev.51).
[0259] Among these, when the first power-saving state is set (ev.50), the game described above using FIG. 29 will be repeated. Incidentally, when the first power-saving state is set, if 30 symbol variation games (power-saving times) are performed without a jackpot game being conducted thereafter (when the power-saving times reach 0), the non-power-saving state will be set instead of the first power-saving state. In this case, the game of performing a left hit described above using FIG. 28 (the game mainly based on the first special figure) will be conducted.
[0260] On the other hand, when the second power-saving state is set (ev.51), the game progresses as follows. That is, even during the second power-saving state, since it is in the power-saving state, the second start port 25 is frequently in the open state, and it is easy to let the game ball enter the second start port 25. Therefore, even during the second power-saving state, as shown in FIG. 30, a game (the game mainly based on the second special figure) of aiming to let the game ball enter the second start port 25 by performing a "right hit" is conducted. And when a game ball enters the second start port 25 (ev.61), a jackpot determination for the second special figure is made and a variable display of the second special figure is performed (ev.62).
[0261] In this jackpot determination for the second special figure as well, of course, it is determined as a "jackpot" with a probability of about 1 in 300. And when it is determined as a "jackpot", the second special figure stops and is displayed as a jackpot symbol (ev.63), and one type of prize (one type of 10R power-saving) is awarded (ev.64).
[0262] And when this one type of prize (one type of 10R power-saving) ends (ev.64), the second power-saving state (power-saving times 80 times) is set (ev.65). That is, since this one type of prize (one type of 10R power-saving) starts in the power-saving state (the second power-saving state), as described above using FIG. 27, the second power-saving state is set after the end of this one type of prize (one type of 10R power-saving).
[0263] Also, in this "Big Hit Determination for the Second Special Figure", of course, it is determined as a "Small Hit" with a probability of about 1 / 16. When it is determined as a "Small Hit", the second special figure stops displaying as a small hit symbol (ev.66), and a small hit game is played (ev.67). Then, when the game ball that has entered the small winning opening 35 enters the specific opening 38, a two-kind hit (two-kind hit of 10R electric jackpot) is performed (ev.68).
[0264] And when this two-kind hit (two-kind hit of 10R electric jackpot) ends (ev.68), the second electric jackpot state is set (ev.69). That is, as described above using FIG. 26(b), when the second special figure stops displaying as a small hit symbol in the second electric jackpot state (when a small hit variation or a small hit game starts), the electric jackpot state (the second electric jackpot state) does not end, and a two-kind hit (two-kind hit of 10R electric jackpot) starts in the electric jackpot state (the second electric jackpot state) (ev.69). For this reason, as described above using FIG. 27, whether the two-kind hit (two-kind hit of 10R electric jackpot) starts because the second special figure stops displaying as "small hit symbols 701 to 780" or because the second special figure stops displaying as "small hit symbols 781 to 800" (regardless of the type of small hit symbol that stops displaying), the second electric jackpot state is set after the two-kind hit (two-kind hit of 10R electric jackpot) ends (ev.69). And when the second electric jackpot state is set (ev.69), the game described above using FIG. 30 is repeated.
[0265] In addition, when the second electric jackpot state is set, if 80 (the number of electric jackpot times) symbol variation games are played without a big hit game being played thereafter (when the number of electric jackpot times becomes 0), a non-electric jackpot state is set instead of the second electric jackpot state. Also in this case, the game of performing the above-described left hitting (the game mainly based on the first special figure shown in FIG. 28) is played.
[0266] As described above, in the pachinko machine 1A, different types of benefits are provided when "minor win variation (variation display of the second special symbol where the minor win symbol stops and is displayed)" starts in the first power-saving state and when "minor win variation" starts in the second power-saving state. Specifically, when the second special symbol stops and is displayed as the minor win symbol in the first power-saving state (when minor win variation and minor win game start), after the end of two types of wins, the first power-saving state is set with an 80% probability and the second power-saving state is set with a 20% probability. In contrast, when the second special symbol stops and is displayed as the minor win symbol in the first power-saving state (when minor win variation and minor win game start), after the end of two types of wins, the second power-saving state is set with a 100% probability.
[0267] Therefore, for players who are paying attention to the content of the benefits (the game state set after the end of two types of wins), when minor win variation occurs during the power-saving state, it is possible to achieve a novel gameplay that makes the player notice whether the power-saving state is the first power-saving state or the second power-saving state, and it becomes possible to enhance the game interest.
[0268] Also, in the pachinko machine 1A, when the second special symbol stops and is displayed as the minor win symbol in the first power-saving state (when minor win variation and minor win game start), the first power-saving state ends (a non-power-saving state is set) at the timing when the minor win variation starts, so the game state when two types of wins start thereafter is a non-power-saving state. In contrast, when the second special symbol stops and is displayed as the minor win symbol in the second power-saving state (when minor win variation and minor win game start), the second power-saving state does not end (the power-saving state remains set) when the minor win variation starts, so the game state when two types of wins start thereafter is a power-saving state.
[0269] In this regard, in the pachinko machine 1A, different types of benefits can be provided depending on whether the game state at the start of the double-win is the non-electric support state or the electric support state. That is, when the game state at the start of the double-win is the non-electric support state, after the double-win ends, the first electric support state is set with an 80% probability, and the second electric support state is set with a 20% probability. On the other hand, when the game state at the start of the double-win is the electric support state, after the double-win ends, the second electric support state is set with a 100% probability.
[0270] Therefore, for players who focus on the content of the benefit (the game state set after the double-win), when a small-win variation occurs during the electric support state, it is possible to realize a novel gameplay that makes the player notice whether the electric support state is the first electric support state (whether the game state at the start of the double-win is the non-electric support state) or the second electric support state (whether the game state at the start of the double-win is the electric support state), and it is possible to enhance the gaming interest.
[0271] K. Modification example of the pachinko machine 1A: Next, a modification example of the pachinko machine 1A will be described. As described above with reference to FIG. 26, in the pachinko machine 1A, for the first electric support state, although it ends at the stop display timing of the small-win symbol (the start timing of the small-win game), for the second electric support state, it is assumed that it does not end at the stop display timing of the small-win symbol (the start timing of the small-win game).
[0272] However, if the second power supply cut-off state does not end at the timing of the stop display of the winning symbol (the start timing of the winning game), the following problems may occur. That is, as shown in the upper part of FIG. 31, if the second power supply cut-off state does not end at the timing of the stop display of the winning symbol (the start timing of the winning game), the subsequent winning game will be carried out during the second power supply cut-off state (during the power supply cut-off state). Therefore, the number of game balls paid out during this winning game (when the game ball enters the small winning opening 35) will be counted (totaled) as the number of game balls paid out during the second power supply cut-off state (during the power supply cut-off state).
[0273] Here, the "payout number per unit launch number" during the power supply cut-off state (for example, the payout number of game balls per 100 launches of game balls) has a pre-set upper limit (for example, 100) determined by rules and the like. Naturally, it is not preferable to exceed it. Nevertheless, if the number of game balls paid out during the winning game is counted (totaled) as the number of game balls paid out during the second power supply cut-off state (during the power supply cut-off state), there is a risk that the "payout number per unit launch number" will exceed the above-mentioned pre-set upper limit.
[0274] Furthermore, the "payout number per unit launch number" during the power supply cut-off state is compared with the "payout number per unit launch number" during the non-power supply cut-off state. This comparison is made to grasp the difference in the "payout number per unit launch number" based on the difference in the opening frequency of the second start port 25. Nevertheless, if the number of game balls paid out during the winning game is counted (totaled) as the number of game balls paid out during the second power supply cut-off state (during the power supply cut-off state), the "payout number per unit launch number" during the power supply cut-off state may increase due to factors other than the opening frequency of the second start port 25 (the execution of the winning game), and there is a risk that it will be difficult to make the above comparison.
[0275] Therefore, in the modified example of the pachinko machine 1A, as shown in the lower part of FIG. 31, even for the second power-suppression state, it is set to end at the stop display timing of the small-win symbol (the start timing of the small-win game). That is, in the modified example of the pachinko machine 1A, both the first power-suppression state and the second power-suppression state are set to end at the stop display timing of the small-win symbol (the start timing of the small-win game).
[0276] In this way, not only when the small-win symbol stops and is displayed in the first power-suppression state, but also when the small-win symbol stops and is displayed in the second power-suppression state, the number of game balls paid out during the small-win game will not be counted (totaled) as the number of game balls paid out during the power-suppression state. Therefore, it is possible to reduce the above-mentioned concerns.
[0277] However, with such a configuration, it is conceivable that the playability of the pachinko machine 1A will be lost. Specifically, among the following "first playability" and the following "second playability", which are part of the playability of the pachinko machine 1A, the following "first playability" is realized, but the following "second playability" is lost.
[0278] The "first playability" of the pachinko machine 1A, which is also realized in the modified example of the pachinko machine 1A, is the playability when the small-win symbol stops and is displayed during the first power-suppression state. That is, in the pachinko machine 1A, as described above with reference to FIG. 29, when the small-win symbol stops and is displayed during the first power-suppression state (ev.46), the two-way win (two-way win in the 10R power-suppression) starts during the non-power-suppression state (the game state when the two-way win starts is the non-power-suppression state). And when the two-way win (two-way win in the 10R power-suppression) starts during the non-power-suppression state, after the end of the two-way win (two-way win in the 10R power-suppression), it is set to the first power-suppression state with a probability of 80% and the second power-suppression state with a probability of 20% (see FIG. 28).
[0279] In the case of such "first gaming performance", even in the modified example of the pachinko machine 1A, since the first electric support state ends at the stop display timing of the small winning symbol in the same way as the pachinko machine 1A, it will not be lost. That is, as shown in Fig. 32(a), two-way wins (two-way wins in the 10R electric support) will start during the non-electric support state (the gaming state when the two-way wins start is the non-electric support state). Therefore, similar to the pachinko machine 1A, after the end of the two-way wins (two-way wins in the 10R electric support), the first electric support state is set with an 80% probability, and the second electric support state is set with a 20% probability.
[0280] In addition, in this case, instead of determining the gaming state after the end of the two-way wins (two-way wins in the 10R electric support) based on the gaming state (and the type of small winning symbol stopped and displayed) when the two-way wins (two-way wins in the 10R electric support) start, it may be determined based on the gaming state (and the type of small winning symbol stopped and displayed) at any timing during the period from when the non-electric support state is set by the stop display (definitive display) of the small winning symbol until the end of the small winning game (and thus until the end of the two-way wins). For example, it may be determined based on the gaming state (and the type of small winning symbol stopped and displayed) at the timing when the non-electric support state is set by the stop display (definitive display) of the small winning symbol (the end timing of the variable display of the special symbol).
[0281] On the other hand, the "second gaming performance" of the pachinko machine 1A that will be lost in the modified example of the pachinko machine 1A is the gaming performance when the small winning symbol stops and is displayed during the second electric support state. As described above with reference to Fig. 30, when the small winning symbol stops and is displayed during the second electric support state (ev.66), two-way wins (two-way wins in the 10R electric support) start during the electric support state. And when two-way wins (two-way wins in the 10R electric support) start during the electric support state, after the end of the two-way wins (two-way wins in the 10R electric support), the second electric support state is set (see Fig. 28).
[0282] Such "second playability" is lost in the modified example of the pachinko machine 1A. That is, in the pachinko machine 1A, when the winning symbol stops and is displayed during the second power-saving state, the second power-saving state does not end. Therefore, the two-way winning (two-way winning in the 10R power-saving state) starts during the power-saving state (the gaming state when the two-way winning starts is the power-saving state). For this reason, after the end of the two-way winning (two-way winning in the 10R power-saving state), the second power-saving state is set (see Fig. 28).
[0283] On the other hand, in the modified example of the pachinko machine 1A, when the winning symbol stops and is displayed during the second power-saving state, the second power-saving state ends. Therefore, the two-way winning (two-way winning in the 10R power-saving state) starts during the non-power-saving state (the gaming state when the two-way winning starts is the non-power-saving state). For this reason, after the end of the two-way winning (two-way winning in the 10R power-saving state), the first power-saving state is set with an 80% probability, and the second power-saving state is set with a 20% probability (see Fig. 28). That is, the gaming state is set in a manner different from the above "second playability".
[0284] In other words, when determining the gaming state after the end of the two-way winning (two-way winning in the 10R power-saving state), the gaming state when the two-way winning (two-way winning in the 10R power-saving state) starts is referred to. Since the gaming state when it starts is different between the pachinko machine 1A and its modified example, the gaming states after the end of the two-way winning (two-way winning in the 10R power-saving state) are also set in different manners from each other.
[0285] Therefore, in the modified example of the pachinko machine 1A, in order to realize the above-mentioned "second gaming property", the following configuration is adopted. That is, as shown in FIG. 32(b), when the winning symbol stops and is displayed during the second electric payout state, instead of the gaming state (and the type of the winning symbol that has stopped and is displayed) when the two-way win (two-way win in the 10R electric payout) starts, it is based on the gaming state (and the type of the winning symbol that has stopped and is displayed) at any timing within the period from when the variable display of the second special symbol in which the winning symbol stops and is displayed starts until before the winning symbol stops and is displayed (is definitely displayed) and the second electric payout state ends. (Adopted as the gaming state when the two-way win starts), the gaming state after the end of the two-way win (two-way win in the 10R electric payout) is determined. For example, based on (referring to) the gaming state (and the type of the winning symbol that has stopped and is displayed) at the start timing of the variable display of the second special symbol in which the winning symbol stops and is displayed (the start timing of the variable display of the special symbol), it may be determined the gaming state after the end of the two-way win (two-way win in the 10R electric payout).
[0286] In this way, even in the modified example of the pachinko machine 1A, when the winning symbol stops and is displayed during the second electric payout state, similar to the pachinko machine 1A, after the end of the two-way win (two-way win in the 10R electric payout), the second electric payout state is set. That is, it becomes possible to realize the above-mentioned "second gaming property".
[0287] In addition, regarding the pachinko machine 1A and its modified example, the configuration may be such that the "stop display timing of the winning symbol" in the above description is read as the "end timing of the definite display of the winning symbol", and the "end timing of the variable display of the special symbol" may be read as the "end timing of the definite display of the special symbol".
[0288] As described above, even in the modified example of the pachinko machine 1A, different types of benefits are provided when "small win variation (variation display of the second special figure where the small win symbol stops and is displayed)" starts in the first power-saving state and when "small win variation" starts in the second power-saving state. Specifically, when the second special figure stops and is displayed as a small win symbol in the first power-saving state (when small win variation and small win game start), after the end of the two types of wins, the first power-saving state is set with an 80% probability and the second power-saving state is set with a 20% probability. In contrast, when the second special figure stops and is displayed as a small win symbol in the first power-saving state (when small win variation and small win game start), after the end of the two types of wins, the second power-saving state is set with a 100% probability.
[0289] Therefore, for players who are paying attention to the content of the benefits (the game state set after the end of the two types of wins), when small win variation occurs during the power-saving state, it is possible to realize a novel gameplay that makes the player notice whether the power-saving state is the first power-saving state or the second power-saving state, and it becomes possible to enhance the game interest.
[0290] Also, in the modified example of the pachinko machine 1A, when small win variation occurs, a benefit corresponding to the game state at the "predetermined timing" is provided. This "predetermined timing" is different between the case where small win variation occurs during the first power-saving state and the case where small win variation occurs during the second power-saving state.
[0291] Specifically, when a small win variation occurs during the first electric support state, based on the game state (and the type of small win symbol that has stopped displaying) at any timing (the timing after the small win variation has ended) within the period from when the non-electric support state is set by the small win symbol stopping displaying (being confirmed) until the small win game ends (and thus until the two-way win ends), the game state after the end of the two-way win is determined (adopting the game state when the two-way win starts). On the other hand, when a small win variation occurs during the second electric support state, based on the game state (and the type of small win symbol that has stopped displaying) at any timing (the timing before the small win variation ends) within the period from when the variation display of the second special symbol where the small win symbol stops displaying starts until before the small win symbol stops displaying (being confirmed) and the second electric support state ends, the game state after the end of the two-way win is determined (adopting the game state when the two-way win starts).
[0292] In this way, for a player who pays attention to the content of the privilege (the game state after the end of the two-way win), when a small win variation occurs during the first electric support state, the player's attention is drawn to the game state at any timing (the timing after the small win variation has ended) within the period from when the non-electric support state is set by the small win symbol stopping displaying (being confirmed) until the small win game ends (and thus until the two-way win ends). When a small win variation occurs during the second electric support state, the player's attention is drawn to the game state at any timing (the timing before the small win variation ends) within the period from when the variation display of the second special symbol where the small win symbol stops displaying starts until before the small win symbol stops displaying (being confirmed) and the second electric support state ends. This enables the realization of a novel gameplay that enhances the gaming interest.
[0293] As described above, the embodiments of the present invention have been explained, but the present invention is not limited thereto. Without departing from the scope described in each claim, it is not limited to the literal description of each claim, and extends to the range that can be easily replaced by those skilled in the art, and improvements based on the knowledge usually possessed by those skilled in the art can be appropriately added.
[0294] For example, in the above pachinko machine 1A, when the winning symbol stops and is displayed in the second power-saving state, it was determined that the second power-saving state would be set with a 100% probability after the end of the two-way win. Not limited to this, when the winning symbol stops and is displayed in the second power-saving state, the second power-saving state may be set with a higher probability after the end of the two-way win than when the winning symbol stops and is displayed in the first power-saving state. For example, when the winning symbol stops and is displayed in the second power-saving state, if the winning symbol is one of winning symbols 701 to 720 (with a 20% probability when the winning symbol stops and is displayed), the first power-saving state may be set, and if the winning symbol is one of winning symbols 721 to 800 (with an 80% probability when the winning symbol stops and is displayed), the second power-saving state may be set.
[0295] Also, in the pachinko machine 1A, when the number of stuck times reaches 1500 times in the non-power-saving state, a power-saving state (the first power-saving state or the second power-saving state) may be set, or when the power-saving symbol stops and is displayed, a power-saving state (the first power-saving state or the second power-saving state) may be set.
[0296] Also, in the pachinko machine 1A, it may be possible to execute the first small winning game and the second small winning game similar to those in the pachinko machine 1. And when the first small winning game is performed 5 times in the electric support state, the electric support state may be terminated. Further, when the second small winning game is performed in the electric support state, if the number of executions of the first small winning game in the electric support state is the first number of times (for example, 1 to 3 times), the electric support state may be terminated at the start timing of the second small winning game (the stop display timing of the small winning symbol), and if the number of executions of the first small winning game in the electric support state is the second number of times (for example, 4 times), the electric support state may not be terminated at the start timing of the second small winning game (the stop display timing of the small winning symbol) (it will be terminated after the start of the two-way winning). In other words, when the second small winning game is performed in the electric support state, if the number of executions of the first small winning game in the electric support state is the first number of times (for example, 1 to 3 times), the two-way winning may be started during the non-electric support state, and if the number of executions of the first small winning game in the electric support state is the second number of times (for example, 4 times), the two-way winning may be started during the electric support state. Naturally, in this case, based on the game state (and the type of small winning symbol) when the two-way winning is started, the game state after the end of the two-way winning is set.
[0297] In this way, when the second small winning game is performed in the electric support state, according to the number of executions of the first small winning game in the electric support state, the setting mode of the game state after the end of the two-way winning can be made different, and it becomes possible to enhance the game interest.
[0298] In addition, an example in which the present invention is applied to a pachinko machine 1A that awards a player a profit (gaming value) as a result of the game by paying out game balls supplied from the island facilities in the game hall has been described. The present invention is not limited to this, and can also be applied to a type of gaming machine that awards gaming profits in a form different from "paying out game balls". For example, when data indicating the amount of profit (the magnitude of the gaming value) corresponding to the ball entry is stored by the occurrence of the entry of game balls into various ball entry ports, the present invention can also be applied to a type of pachinko machine that awards a player a gaming profit (gaming value). In this case as well, the same effects as those of the above-described embodiments can be obtained. Note that examples of pachinko machines that digitize and award gaming profits (gaming values) to players include gaming machines that circulate and use a plurality of game balls incorporated in the pachinko machine. Specifically, a pachinko machine (so-called enclosed gaming machine) configured to return a game ball discharged to the back surface of the game board through various ball entry ports or outlets to the firing position and fire it again can be exemplified.
[0299] In the above-described embodiments, the present invention has been applied to the pachinko machine 1A that conducts the game by firing game balls toward the game area 21 formed on the game board 20. However, the present invention may be applied to a slot machine (rotary drum gaming machine) that conducts the game by rotating a rotary drum having a plurality of types of symbols drawn on its outer peripheral surface and stopping the rotary drum. In a slot machine, when the rotary drum stops and displays a predetermined combination of symbols, game medals are paid out. Therefore, when the present invention is applied to a slot machine, the game medals can be regarded as gaming media.
[0300] <Gaming machines A1 to A6 extractable from the above-described embodiments> The pachinko machines of the above-described embodiments can also be regarded as the following gaming machines A1 to A6.
[0301] <Gaming machine A1> <Overview> (Based on the fact that a specified number of small winning games are conducted during the setting of the (one-time) power-saving state, it is possible to set a non-power-saving state instead of the power-saving state. <Claim format> Special symbol variation means capable of executing a special symbol variation, which is a variable display of a special symbol, based on a game ball entering the start opening; Small win game execution means capable of executing a small win game when a small win symbol stops and is displayed during the special symbol variation; Big win game execution means capable of executing a big win game when a big win symbol stops and is displayed during the special symbol variation; Game state setting means capable of setting, as game states, a non-electric support state and an electric support state in which the frequency of game balls entering the start opening is higher than that in the non-electric support state; Comprising: Based on a specified number of small win games being played during the setting of the electric support state, it is possible to set the non-electric support state instead of the electric support state A gaming machine characterized by this.
[0302] In such a gaming machine, based on a specified number of small win games being played during the setting of the electric support state, the non-electric support state is set instead of the electric support state. Here, normally, the trigger for setting the non-electric support state is that a predetermined big win game is played or a predetermined number of special symbol variations are performed. In this regard, in this gaming machine, since the non-electric support state is set based on a specified number of small win games being played, it is possible to make the player feel surprised and enhance the gaming interest. Also, it is possible to realize a novel gaming property of attracting the player's attention to the small win game (the number of executions of the small win game) for a player who expects the non-electric support state not to be set, and enhance the gaming interest.
[0303] <Gaming machine A2> <Overview> Subordinate to gaming machine A1. It is also possible to execute a big win game even when a game ball passes through a specific area during a small win game. When a big win game is not executed despite a specified number of small win games being played during the setting of the (one-time) electric support state, it is possible to set the non-electric support state instead of the electric support state. <Claim format> In gaming machine A1, The jackpot game execution means can execute a jackpot game even when a game ball that has entered the variable ball entrance during a minor win game passes through a specific area. When a jackpot game has not been executed despite the fact that the specified number of minor win games have been conducted during the setting of the electric power saving state, it is possible to set the non-electric power saving state instead of the electric power saving state. A gaming machine characterized by the above.
[0304] In such a gaming machine, not only when the jackpot symbol stops and is displayed, but also when a game ball passes through a specific area during a minor win game, a jackpot game is executed. On the other hand, when a jackpot game has not been conducted despite a minor win game being played (when the game ball has not passed through the specific area), the non-electric power saving state may be set. That is, when a minor win game is played, depending on whether the game ball passes through the specific area or not, it may result in a situation that is more advantageous for the player than the current situation (a situation where a jackpot game is conducted), or it may result in a situation that is less advantageous for the player than the current situation (a situation where the non-electric power saving state is set). For this reason, when a minor win game is played, it is possible to realize a novel gameplay that makes the player more strongly desire the game ball to pass through the specific area than before, and it becomes possible to enhance the gaming interest.
[0305] <Gaming Machine A3> <Overview> Subordinate to Gaming Machine A1 and Gaming Machine A2. During the setting of the electric power saving state, it is possible to execute a minor win count suggestion effect that suggests the number of times a minor win game is executed. <Claim Format> In Gaming Machine A1 or Gaming Machine A2, During the setting of the electric power saving state, it is possible to execute a minor win count suggestion effect that suggests the number of times a minor win game is executed. A gaming machine characterized by the above.
[0306] In such a gaming machine, when a certain number of small winning games are played during the setting of the electric support state, the non-electric support state is set. During the setting of the electric support state, a small winning count suggestion effect that suggests the number of times the small winning game is executed is performed. By doing so, it is possible to make players who expect the non-electric support state not to be set pay even more attention to the number of times the small winning game is executed.
[0307] <Gaming Machine A4> <Overview> Subordinate to Gaming Machine A1 and Gaming Machine A2. During a specific period, which is a part of the period during the setting of the non-electric support state, based on the fact that the electric support symbol (a type of losing symbol) stops being displayed, it is possible to set the electric support state instead of the non-electric support state. <Claim Format> In Gaming Machine A1 or Gaming Machine A2, When a losing symbol stops being displayed due to the special symbol variation, neither the small winning game nor the big winning game is executed. During a specific period, which is a part of the period during the setting of the non-electric support state, based on the fact that the electric support symbol stops being displayed as the losing symbol, it is possible to set the electric support state instead of the non-electric support state. A gaming machine characterized by the above.
[0308] In such a gaming machine, during a specific period, based on the fact that the electric support symbol stops being displayed as the losing symbol, the electric support state is set. Therefore, for players who expect the electric support state to be set, it is possible to realize a novel gameplay that makes them expect that a specific period is set, and thus, the electric support symbol stops being displayed during the specific period (before the end of the specific period), and it is possible to enhance the gaming interest.
[0309] In such a gaming machine, as described above, when a certain number of small winning games are played during the setting of the electric support state, the non-electric support state is set. However, if the electric support symbol stops being displayed during a specific period, the electric support state will be set again (revived). Therefore, even if the non-electric support state is set due to a certain number of small winning games being played during the setting of the electric support state, the setting of a specific period, and thus the expectation that the electric support symbol will stop being displayed during the specific period (before the end of the specific period), can realize a novel gameplay that enhances the gaming interest and makes it possible to increase the gaming appeal.
[0310] <Gaming Machine A5> <Overview> Subordinate to Gaming Machine A4. The specific period is the period from when the non-electric support state is set until a predetermined number of special symbol variations are performed. <Claim Format> In Gaming Machine A4, The specific period is the period from when the non-electric support state is set until a predetermined number of the special symbol variations are performed. A gaming machine characterized by this.
[0311] In such a gaming machine, as described above, when a certain number of small winning games are played during the setting of the electric support state, the non-electric support state is set. In this case, the specific period starts. Then, when a predetermined number of special symbol variations are performed later, the specific period ends. That is, even if the non-electric support state is set due to a certain number of small winning games being played during the setting of the electric support state, if the electric support symbol stops being displayed before a predetermined number of special symbol variations are performed later, the electric support state will be set again (revived). Therefore, even if the non-electric support state is set due to a certain number of small winning games being played during the setting of the electric support state, a novel gameplay can be realized that makes the player expect the electric support state to be set again (revived) during the immediately starting period (specific period), and it becomes possible to increase the gaming interest.
[0312] <Gaming Machine A6> <Summary> It is subordinate to gaming machine A4 and gaming machine A5. During the setting of the electric support state, it is possible to execute a small win count suggestion effect that suggests the number of executions of the small win game. When the electric support state is set based on the fact that the electric support symbol stops displaying during a specific period, it is possible to execute an effect that suggests that the number of executions of the small win game suggested by the small win count suggestion effect decreases. <Claim format> In gaming machine A4 or gaming machine A5, During the setting of the electric support state, it is possible to execute a small win count suggestion effect that suggests the number of executions of the small win game, When the electric support state is set based on the fact that the electric support symbol stops displaying during the specific period, it is possible to execute an effect that suggests that the number of executions of the small win game suggested by the small win count suggestion effect decreases A gaming machine characterized by this.
[0313] In such a gaming machine, as described above, when a specified number of small win games are performed during the setting of the electric support state, the non-electric support state is set. However, during the setting of the electric support state, a small win count suggestion effect that suggests the number of executions of the small win game is executed. By doing so, it is possible to make players who are expecting the non-electric support state not to be set pay more attention to the number of executions of the small win game.
[0314] Also, in this gaming machine, even if the non-electric support state is set due to a specified number of small win games being performed during the setting of the electric support state, if the electric support symbol stops displaying during a specific period, the electric support state is set again (revived). In this case, an effect that suggests that the number of executions of the small win game suggested by the small win count suggestion effect decreases is executed. Therefore, it is possible to strongly impress the player that the electric support state has been set again (revived), and it is possible to enhance the gaming interest.
[0315] <Gaming machines B1 and B2 extractable from the above-described embodiments> The pachinko machine of the above-described embodiment can also be regarded as the following gaming machines B1 and B2.
[0316] <Gaming machine B1> <Overview> During a specific period, which is a part of the period during the setting of the non-electric support state, an electric support state can be set based on the fact that an electric support symbol (a kind of losing symbol) stops being displayed. <Claim format> Special symbol variation means capable of executing a special symbol variation, which is a variable display of a special symbol, based on a game ball entering the start port; Big win game execution means capable of executing a big win game when a big win symbol stops being displayed in the special symbol variation; Game state setting means capable of setting, as game states, a non-electric support state and an electric support state in which the frequency of game balls entering the start port is higher than that in the non-electric support state; Comprising: When a losing symbol stops being displayed in the special symbol variation, a big win game is not executed; During a specific period, which is a part of the period during the setting of the non-electric support state, an electric support state can be set instead of the non-electric support state based on the fact that an electric support symbol, which is a losing symbol, stops being displayed. A gaming machine characterized by the above.
[0317] In such a gaming machine, during a specific period, an electric support state is set based on the fact that an electric support symbol, which is a losing symbol, stops being displayed. Therefore, for players who are expecting the electric support state to be set, a specific period is set, and as a result, it is possible to realize a novel gameplay that makes them expect that the electric support symbol will stop being displayed during the specific period (before the end of the specific period), and it is possible to enhance the gaming interest.
[0318] <Gaming machine B2> <Overview> Subordinate to gaming machine B1. The specific period is the period from when the non-electric support state is set until a predetermined number of special symbol variations are performed. <Claim format> In the gaming machine B1, The specific period is the period from when the non-electric support state is set until a predetermined number of special symbol variations are performed. A gaming machine characterized by this.
[0319] In such a gaming machine, when the non-electric support state is set, the specific period starts. And when a predetermined number of special symbol variations are performed thereafter, the specific period ends. That is, even if the non-electric support state is set, if the electric support symbol stops being displayed before a predetermined number of special symbol variations are performed after that, the electric support state will be set again (revived). For this reason, even when the non-electric support state is set, it is possible to realize a novel gaming property that makes the player expect that the electric support state will be set again (revived) in the immediately starting period (specific period), and it is possible to enhance the gaming interest.
[0320] <Gaming machines C1 to C6 that can be extracted from the above-described embodiments> The pachinko machine of the above-described embodiment can also be regarded as the following gaming machines C1 to C6.
[0321] <Gaming machine C1> <Overview> Based on the passing of the game ball through a specific area during a small win game, a big win game (two types of wins) can be executed. The electric support state ends based on the occurrence of a small win variation. <Claim format> Special symbol variation means capable of executing a special symbol variation, which is a variation display of a special symbol, based on the entry of a game ball into the start port, Small win game execution means for executing a small win game when a small win variation, which is the special symbol variation in which the small win symbol stops being displayed, is performed, Big win game execution means capable of executing a big win game based on the passing of the game ball through a specific area during the small win game, As a game state, there is provided a game state setting means capable of setting a non-electric support state and an electric support state in which game balls are more likely to enter the start port than in the non-electric support state. and comprising When the small win variation is performed during the setting of the electric support state, it is possible to end the electric support state based on the performance of the small win variation. A gaming machine characterized by this.
[0322] In such a gaming machine, when a small win variation is performed, a big win game (also referred to as "two types of wins" in this specification) may be performed when the game ball passes through a specific area during the small win game. And when a small win variation is performed during the setting of the electric support state, even if a "two types of wins" is performed thereafter, the electric support state ends (a non-electric support state is set) when the small win variation is performed. That is, when a small win variation is performed, without waiting for the start of the small win game or "two types of wins", the electric support state is ended at a timing before the start of the small win game or "two types of wins" deliberately.
[0323] By doing so, the game state during the small win game can be set to the non-electric support state, so that the "number of game balls paid out during the small win game" is not counted (totaled) as the "number of game balls paid out during the electric support state". Here, the "number of payouts per unit launch number" (for example, the number of game balls paid out per 100 launches of game balls) during the electric support state is predetermined by rules or the like with an upper limit (for example, 100), and of course, it is not preferable to exceed it. Nevertheless, if the "number of game balls paid out during the small win game" is counted as the "number of game balls paid out during the electric support state", there is a risk that the "number of payouts per unit launch number" will exceed the above-mentioned predetermined upper limit.
[0324] Furthermore, the "payout number per unit emission number" during the electric support state is compared with the "payout number per unit emission number" during the non-electric support state. This comparison is made to grasp the difference in the "payout number per unit emission number" based on the difference in the "frequency of game balls entering the start port". Nevertheless, if the "payout number of game balls during a small win game" is counted as the "payout number of game balls during the electric support state", the "payout number per unit emission number" during the electric support state may increase due to factors other than the "frequency of game balls entering the start port" (execution of a small win game), making it difficult to perform the above comparison.
[0325] In this regard, in this gaming machine, since the electric support state ends when a small win variation occurs, the "payout number of game balls during a small win game" is not counted as the "payout number of game balls during the electric support state", making it possible to reduce the above-mentioned concern.
[0326] Also, in a normal gaming machine, the gaming state after the end of the "two-way win" is set based on the gaming state (whether it is a non-electric support state or an electric support state) when the "two-way win" is started. In this regard, in this gaming machine, since the electric support state ends when a small win variation occurs, the gaming state when the "two-way win" is started can be set to a non-electric support state, and the gaming state after the end of the "two-way win" can be diversified.
[0327] <Gaming Machine C2> <Overview> Subordinate to Gaming Machine C1. As the electric support state, it is possible to set a first electric support state and a second electric support state. It is possible to grant a privilege to the player based on the occurrence of a small win variation. The content of the privilege corresponds to the gaming state at a predetermined timing. The predetermined timings are different when a small win variation occurs during the first electric support state and when a small win variation occurs during the second electric support state. <Claim Format> In Gaming Machine C1, As the electric assist state, a first electric assist state and a second electric assist state can be set. Based on the occurrence of the small win variation, a privilege can be granted to the player. The content of the privilege corresponds to the game state at a predetermined timing. The predetermined timing is different between the case where the small win variation is performed in the first electric assist state and the case where the small win variation is performed in the second electric assist state. A gaming machine characterized by the above.
[0328] In such a gaming machine, when a small win variation is performed, a privilege with content corresponding to the game state at the "predetermined timing" is granted. And this "predetermined timing" is different between the case where the small win variation is performed during the first electric assist state and the case where the small win variation is performed during the second electric assist state. By doing so, it is possible to realize a novel gameplay that makes players who focus on the content of the privilege pay attention to the game states at different timings when the first electric assist state is set and when the second electric assist state is set, and it becomes possible to enhance the gaming interest.
[0329] <Gaming machine C3> <Overview> Subordinate to gaming machine C2. When the small win variation starts in the first electric assist state, a privilege with content corresponding to the game state at the "timing after the small win variation ends" can be granted. When the small win variation starts in the second electric assist state, a privilege with content corresponding to the game state at the "timing before the small win variation ends" can be granted. <Claim form> In gaming machine C2, The predetermined timing is When the small win variation is performed in the first electric assist state, it is the timing after the small win variation ends. When the small win variation is performed in the second electric assist state, it is the timing before the small win variation ends. A gaming machine characterized by...
[0330] In such a gaming machine, when a small win variation occurs, a privilege corresponding to the gaming state at the "predetermined timing" is granted. And this "predetermined timing" is, when a small win variation occurs during the first power-saving state, the timing after the small win variation ends, and when a small win variation occurs during the second power-saving state, the timing before the small win variation ends. By doing so, for a player who is paying attention to the content of the privilege, when a small win variation occurs during the first power-saving state, it makes the player pay attention to the gaming state at the timing after the small win variation ends, and when a small win variation occurs during the second power-saving state, it makes the player pay attention to the gaming state at the timing before the small win variation ends, thus realizing a novel gaming property and making it possible to enhance the gaming interest.
[0331] <Gaming Machine C4> <Overview> Subordinate to Gaming Machine C1. As the power-saving state, it is possible to set the first power-saving state and the second power-saving state. The first power-saving state ends based on the occurrence of a small win variation. The second power-saving state does not end based on the occurrence of a small win variation. <Claim Format> In Gaming Machine C1, As the power-saving state, it is possible to set the first power-saving state and the second power-saving state, The first power-saving state ends based on the occurrence of the small win variation, The second power-saving state does not end based on the occurrence of the small win variation A gaming machine characterized by...
[0332] In such a gaming machine, when a small win variation occurs during the first power-saving state, the first power-saving state ends (a non-power-saving state is set) based on the occurrence of the small win variation. However, when a small win variation occurs during the second power-saving state, the second power-saving state does not end (remains in the power-saving state) based on the occurrence of the small win variation. By doing so, when a small win variation occurs during the power-saving state, it is possible to realize a novel gaming property that makes the player notice whether the power-saving state is the first power-saving state or the second power-saving state, and it becomes possible to enhance the gaming interest.
[0333] <Gaming machine C5> <Overview> Subordinate to gaming machine C4. When the gaming state at the start of the big win game (two types of wins) is the non-power-saving state and when the gaming state at the start of the big win game (two types of wins) is the power-saving state, it is possible to assign different contents of benefits. <Claim format> In gaming machine C4, When the gaming state at the start of the big win game is the non-power-saving state and when the gaming state at the start of the big win game is the power-saving state, it is possible to assign different contents of benefits A gaming machine characterized by this.
[0334] In such a gaming machine, when a small win variation occurs during the first power-saving state, the first power-saving state ends (a non-power-saving state is set) because of the occurrence of the small win variation. Therefore, the gaming state when the big win game (two types of wins) is started thereafter becomes the non-power-saving state. On the other hand, when a small win variation occurs during the second power-saving state, the second power-saving state does not end (remains in the power-saving state) because of the occurrence of the small win variation. Therefore, the gaming state when the big win game (two types of wins) is started thereafter becomes the power-saving state.
[0335] In this regard, in this gaming machine, different types of benefits can be provided depending on whether the gaming state when the big win game (two types of wins) starts is in the non-electric support state or in the electric support state. Therefore, for players who are paying attention to the content of the benefits, when a small win variation occurs during the electric support state, the player can be made to focus on whether the electric support state is the first electric support state (whether the gaming state when the two types of wins start is the non-electric support state) or the second electric support state (whether the gaming state when the two types of wins start is the electric support state), realizing a novel gameplay that can enhance the gaming interest.
[0336] <Game Machine C6> <Overview> Subordinate to Game Machine C1. As the electric support state, it is possible to set the first electric support state and the second electric support state. When a small win variation starts in the first electric support state and when a small win variation starts in the second electric support state, different types of benefits can be provided. <Claim Format> In Game Machine C1, as the electric support state, it is possible to set the first electric support state and the second electric support state, and when the small win variation starts in the first electric support state and when the small win variation starts in the second electric support state, different types of benefits can be provided A gaming machine characterized by this.
[0337] In such a gaming machine, different types of benefits are provided when a small win variation starts in the first electric support state and when a small win variation starts in the second electric support state. Therefore, for players who are paying attention to the content of the benefits, when a small win variation occurs during the electric support state, the player can be made to focus on whether the electric support state is the first electric support state or the second electric support state, realizing a novel gameplay that can enhance the gaming interest.
Industrial Applicability
[0338] The present invention can be used for a gaming machine used in a game hall.
Explanation of Signs
[0339] 1... Pachinko machine (gaming machine), 24... First start port, 25... Second start port, 28... Big winning port, 35... Small winning port, 38... Specific port (specific area), 41... Effect display device, 50... Segment display unit, 200... Main control board, 201... CPU (special symbol variation means, big win game execution means, game state setting means, small win game execution means), 202... ROM, 220... Sub control board, 221... CPU.
Claims
1. Special symbol variation means capable of executing a special symbol variation, which is a variable display of a special symbol, based on a game ball entering a start port; Small win game execution means for executing a small win game when a small win variation, which is the special symbol variation in which a small win symbol stops and is displayed, is performed; Jackpot game execution means capable of executing a jackpot game based on a game ball passing through a specific area during the small win game; Game state setting means capable of setting, as game states, a non-electric support state and an electric support state in which game balls are more likely to enter the start port than in the non-electric support state; Comprising: When the small win variation is performed during the setting of the electric support state, it is possible to end the electric support state based on the performance of the small win variation. A gaming machine characterized by this.
2. In the gaming machine according to Claim 1, As the electric support state, it is possible to set a first electric support state and a second electric support state, It is possible to grant a privilege to the player based on the performance of the small win variation, The content of the privilege corresponds to the game state at a predetermined timing, The predetermined timing is different between the case where the small win variation is performed in the first electric support state and the case where the small win variation is performed in the second electric support state. A gaming machine characterized by this.
3. In the gaming machine according to Claim 2, The predetermined timing is When the small win variation is performed in the first electric support state, it is the timing after the small win variation ends, When the small win variation is performed in the second electric support state, it is the timing before the small win variation ends. A gaming machine characterized by this.
4. In the gaming machine according to Claim 1, As the electric support state, it is possible to set a first electric support state and a second electric support state, The first electric support state ends based on the performance of the small win variation, The second electric support state does not end based on the performance of the small win variation. A gaming machine characterized by this.
5. In the gaming machine according to Claim 4, When the game state at the start of the jackpot game is the non-electric support state and when the game state at the start of the jackpot game is the electric support state, it is possible to grant privileges with different contents. A gaming machine characterized by this.
6. In the gaming machine according to Claim 1, As the electric assist state, a first electric assist state and a second electric assist state can be set, It is possible to give privileges with different contents when the small hit variation starts in the first electric assist state and when the small hit variation starts in the second electric assist state. The gaming machine is characterized by this.
Citation Information
Patent Citations
Game machine
JP2019170421A