Pachinko game machine
The pachinko gaming machine improves player engagement through a game board with interactive displays and light-emitting features, enhancing the entertainment value by offering varied visual and auditory cues.
Patent Information
- Application Number
- JP2023221834
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-07-09
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing pachinko gaming machines lack sufficient differentiation and interest-enhancing features to maintain player engagement.
The pachinko gaming machine incorporates a game board with various ports and display devices, including a hit/miss judgment mechanism, special pattern display, and performance display, along with light-emitting means for warning and identification displays, allowing for enhanced game interaction and player engagement through varied light emission modes and identification information.
The solution increases the entertainment value of the game by providing dynamic visual and auditory cues that enhance player interaction and differentiate the gaming experience.
Smart Images

Figure 2025104014000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a pachinko gaming machine.
Background Art
[0002] Generally, in a pachinko gaming machine, when a game ball enters a start port, a random number value for lottery is obtained and temporarily stored as an operation hold ball up to a predetermined upper limit number. Such operation hold balls are sequentially consumed one by one every time a predetermined start condition is satisfied, and a win / loss determination as to whether or not it corresponds to a big win is executed. If the result of the win / loss determination is a big win, after variably displaying a decorative pattern consisting of a plurality of columns, the decorative pattern is stopped and displayed in a predetermined winning mode, and a special game is established in which a big winning port that is normally in a closed state is opened.
[0003] In this type of pachinko gaming machine, there is known one that executes a game effect for suggesting or notifying the degree of expectation of shifting to a special game by using a predetermined effect device (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Since there are already many pachinko gaming machines adopting such a configuration as conventional models, in order to differentiate from the conventional models, further improvement in the interestingness of the game is required.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a pachinko gaming machine capable of improving the interestingness of the game.
Means for Solving the Problems
[0007] In order to achieve such an object, the pachinko game machine according to the present invention comprises a game board on which a game area is formed, a starting hole provided in the game area and through which a game ball can enter, a hit / miss judgment means for executing a hit / miss judgment triggered by the entry of a game ball into the starting hole, a special pattern display device for displaying a variable and stationary special pattern indicating the result of the hit / miss judgment, a big prize hole provided in the game area and opened in accordance with the result of the hit / miss judgment by the hit / miss judgment means to allow the game ball to enter, a special game execution means for executing a special game involving the opening of the big prize hole when the result of the hit / miss judgment by the hit / miss judgment means is a big win, and a performance display device for displaying a performance display, and is capable of executing a standby performance when a predetermined condition is satisfied in a situation in which the variable display of the special pattern is not being executed, and is capable of displaying a warning display which is a display that calls the player to a predetermined attention during the execution of the standby performance, and is capable of identifying the type of game machine during the execution of the standby performance. the light emitting means is capable of displaying a gaming machine identification display which is an indication relating to possible predetermined identification information, the light emitting means is equipped with a predetermined light-emitting means capable of emitting light, the light emission mode of the predetermined light-emitting means can be set to a predetermined mode while a warning display is being displayed, the light emission mode of the predetermined light-emitting means can be set to a specific mode different from the predetermined mode while a warning display is being displayed, the number of types of light emission colors that the predetermined light-emitting means can take when the light emission mode of the predetermined light-emitting means is the predetermined mode while a warning display is being displayed is configured to be less than the number of types of light emission colors that the predetermined light-emitting means can take when the light emission mode of the predetermined light-emitting means is the specific mode while a gaming machine identification display is being displayed, and the light emitting means is capable of displaying a specific identification display which is an indication relating to specific identification information which is identification information different from the predetermined identification information and can identify a type of special game while a special game is being played. Effect of the Invention
[0008] According to the pachinko gaming machine of the present invention, it is possible to increase the entertainment value of the game. [Brief description of the drawings]
[0009]
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Mode for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.
[0011] [First Embodiment] The front view and the rear view of the pachinko gaming machine PM according to this embodiment are shown in FIGS. 1 and 2. First, with reference to these figures, the overall configuration of the pachinko gaming machine PM will be outlined. Note that the pachinko gaming machine PM according to this embodiment is a model in which two functions corresponding to the conventional first type of pachinko gaming machine are mixed, and the first game (first special symbol game) and the second game (second special symbol game) can be developed.
[0012] <Basic Configuration of Pachinko Gaming Machine> First, with reference to FIG. 1, the basic structure on the front side of the pachinko gaming machine PM will be described. As shown in FIG. 1, the pachinko gaming machine PM (also simply referred to as "gaming machine PM") has a vertically fixed holding frame configured in an outer frame rectangular frame size, and a front frame 2 configured in a rectangular frame size corresponding thereto and forming an opening and closing mounting frame is horizontally opened, closed, and detachably attached by upper and lower hinge mechanisms 3 disposed at the front left edge portions of each other, and is always held in a closed state engaged and connected with the outer frame 1 by using a locking device 4 called a double lock provided at the front right edge portion.
[0013] On the front frame 2, a rectangular glass frame 5 corresponding to the upper front area of the front frame 2 is assembled so as to be horizontally openable / closable and detachable by using upper and lower hinge mechanisms 3, and is always held in a closed state covering the front surface of the front frame 2 by using a locking device 4. A game board 20 is detachably set and held on the front frame 2, and the game area PA on the front of the game board 20 is visible through the multilayer glass of the glass frame 5 that is always held in a closed state.
[0014] On the front side of the glass frame 5, a frame lamp (LED lamp) 10 that emits light according to the progress of the game and a speaker 11 that generates sound effects according to the progress of the game are provided. Upper and lower ball trays (upper ball tray 8 and lower ball tray 9) for storing game balls are provided at the lower part of the glass frame 5. An effect button (effect switch) 15 that is pressed by the player is provided at the center of the front surface of the upper ball tray 8, and a firing handle 12 for performing a firing operation of the game ball is provided at the right side of the front surface of the lower ball tray 9. Hereinafter, for convenience, the operation input means for the effect is referred to as the "effect button 15", but the effect button 15 in this example includes all operation input means such as an on / off operation type button switch, a cross type switch (cross key, cross button) that outputs according to the direction of the operation input, a tilt operation type lever switch, a rotation operation type dial switch, a proximity switch that outputs when the player's hand approaches or touches, a touch sensor, and a touch panel.
[0015] The game board 20 is configured based on a substrate formed in a rectangular flat plate shape using a synthetic resin material such as acrylic resin, polycarbonate resin, or ABS resin. On the front surface of the game board 20, an outer rail 41 and an inner rail 42 are fixedly provided in an arc shape, and a substantially circular game area PA where game balls can roll is demarcated. Further, a guide passage (not shown) for guiding the game balls to the game area PA is formed by the outer rail 41 and the inner rail 42, and a ball return prevention valve 43 is disposed near the exit opening of the game ball in this guide passage (at the tip of the inner rail 42) to prevent the game balls discharged from the exit opening into the game area PA from returning to the guide passage again. In this game area PA, in addition to various winning openings such as a windmill, a large number of game nails, a first start port 51, a second start port 52, an operation gate 53, a big winning port 54, and general winning ports 61, 62, 63, 64, various display devices such as a first special symbol display device 71, a second special symbol display device 72, a first special figure holding lamp 73, a second special figure holding lamp 74, a normal symbol display device 75, and a normal figure holding lamp 76 are provided. A center decoration 21 is disposed substantially at the center of the game area PA, and the screen of the effect display device 70 is provided so as to be visible through the central opening of this center decoration 21.
[0016] The gaming area PA is divided into a left area PA1, which is the area on the left side of the center decoration 21 (the board area corresponding to left-handed play) and a right area PA2, which is the area on the right side of the center decoration 21 (the board area corresponding to right-handed play), based on the center decoration 21 at approximately the center. Above the center decoration 21, a top plate portion 22 that faces the outer rail 41 in a substantially vertical direction is integrally formed. A communication passage 44 through which the game ball can pass from between the top plate portion 22 and the outer rail 41 to the right area PA2 is formed on the extension of the above-described guide passage. In the present embodiment, the game balls flowing down in the left area PA1 can mainly enter any of the first start port 51 disposed below the center decoration 21 and the general winning ports 61 to 63. On the other hand, the game balls flowing down in the right area PA2 can mainly enter any of the operating gate 53 disposed to the right of the center decoration 21, the general winning port 64, the second start port 52, and the big winning port 54. At the lower end of the gaming area PA, an out port 29 is provided for discharging the game balls that have rolled down without entering any of the winning ports to the back side of the game board 20. Hereinafter, each component provided on the game board 20 will be described in order.
[0017] The first start port 51 is provided as a start winning port corresponding to the first special symbol game and includes a first start port switch 511 for detecting the entry of a game ball. This first start port 51 is an upwardly open and always open type winning port, and mainly game balls (left-handed game balls) flowing down in the left area PA1 can enter. The entry of a game ball into the first start port 51 triggers the first special symbol lottery. In the present embodiment, the special symbol that is variably displayed or stopped in the first special symbol display device 71 is referred to as the "first special symbol".
[0018] The second starting port 52 is provided as a starting winning port corresponding to the second special symbol game, and includes a second starting port switch 521 for detecting the entry of a game ball. This second starting port 51 is disposed in the right area PA2 which is a board area corresponding to right-handed shots, and game balls (right-handed game balls) mainly flowing down in the right area PA2 can enter. The entry of a game ball into the second starting port 52 triggers the second special symbol lottery. In this embodiment, the special symbol that is variably displayed or stopped in the second special symbol display device 72 is referred to as the "second special symbol". This second starting port 52 generally includes a normal electric accessory 522 called a "denchu", and a normal electric accessory solenoid 523 for driving the normal electric accessory 522 to open and close. The normal electric accessory 522 can be changed between an open state where a game ball can enter or easily enter, and a closed state where a game ball cannot enter or has difficulty entering the second starting port 52. That is, the normal electric accessory 522 has a structure such that it is difficult for a game ball to enter the second starting port 52 unless it is displaced to the open state, and when it becomes the open state at a predetermined opportunity (the opportunity to win the normal symbol lottery) described later, the ease of entry of the game ball increases. This normal electric accessory 522 includes a front-rear sliding movable member 524 for opening and closing the second starting port 52. The movable member 524 can slide in the front-rear direction (the direction perpendicular to the board surface) between a closed position (a protruding position) that closes the second starting port 52 and makes it impossible or difficult for a game ball to enter, and an open position (a retracted position) that opens the second starting port 52 and makes it possible or easy for a game ball to enter. The upper surface of this movable member 524 has a passage width for about one or more game balls in the front-rear direction, and is formed to be downwardly inclined from the right side to the left side in a front view. Therefore, when the movable member 524 is in the closed position (when the second starting port 52 is in the closed state), a game ball can flow down with the upper surface of the movable member 524 as a guiding path, flow down from the right side to the left side on the guiding path, and fall from the left end of the normal electric accessory 522.
[0019] The operating gate 53 is provided as a starting winning port corresponding to the normal symbol game, and includes an operating gate switch 531 for detecting the passage of a game ball. The passage of a game ball through the operating gate 53 triggers the normal symbol lottery for determining whether or not to open the second starting port 52.
[0020] The big winning opening 54 is formed as a horizontally rectangular winning opening that becomes open when the winning or losing lottery result of the first special symbol or the second special symbol is a big win or a small win. The big winning opening 54 includes a big winning opening switch 541 for detecting the entry of a game ball, a special electric accessory 542 generally called an attacker, and a big winning opening solenoid 543 for driving the opening and closing of the special electric accessory 542. The special electric accessory 542 can be changed between an open state where a game ball can enter or easily enter and a closed state where a game ball cannot enter or has difficulty entering the big winning opening 54. In this example, the big winning opening 54 is provided in the right area PA2 in the game area PA. Therefore, in a special game (big win game, small win game), when firing a game ball, by aiming at the right area PA2 and making a so-called right shot, it is easy for the game ball to enter the big winning opening 54.
[0021] The general winning openings 61 to 63 are arranged in the left area PA1 which is a board area corresponding to a left shot, and game balls flowing down in the left area PA1 can enter. The general winning openings 61 to 63 are provided with a left general winning opening switch 611 for detecting the entry of a game ball. From the perspective of cost reduction, etc., this left general winning opening switch 611 is configured as a common sensor (single sensor) for the three general winning openings 61 to 63, and it is possible to detect the entry of a game ball into any of the general winning openings 61 to 63.
[0022] The general winning opening 64 is arranged in the right area PA2 which is a board area corresponding to a right shot, and game balls flowing down in the right area PA2 can enter. The general winning opening 64 is provided with a right general winning opening switch 641 for detecting the entry of a game ball. It should be noted that the entry of a game ball into each of the general winning openings 61 to 64 does not trigger the lottery of the special symbol or the normal symbol, but like other winning openings (excluding the operating gate 53), it becomes an opportunity to obtain a prize ball.
[0023] The first special symbol display device 71 performs variable display and fixed display of the first special symbol when a game ball enters the first starting port 51. This first special symbol display device 71 is composed of, for example, eight LED lamps. The variable display of the first special symbol is expressed according to the blinking pattern of the lamps, and the first special symbol is fixed and displayed when the blinking of the lamps stops and switches to a lit display.
[0024] The second special symbol display device 72 performs variable display and fixed display of the second special symbol when a game ball enters the second starting port 52. This second special symbol display device 72 is composed of, for example, eight LED lamps. The variable display of the second special symbol is expressed according to the blinking pattern of the lamps, and the second special symbol is fixed and displayed when the blinking of the lamps stops and switches to a lit display.
[0025] The first special symbol hold lamp 73 and the second special symbol hold lamp 74 are each composed of, for example, two LED lamps, and the number of operation hold balls (up to four each) of the first special symbol and the second special symbol is expressed by the lighting and blinking display of the lamps. The number of operation hold balls of the first special symbol is the number related to the random number value obtained based on the entry of the game ball into the first starting port 51 during the variation of the first special symbol or the second special symbol or during the execution of the big win game, and the obtained random number value is held, that is, it indicates the number for which the validity determination has been temporarily held until the validity determination permission condition (variation start condition) for the obtained random number value is satisfied. Similarly, the number of operation hold balls of the second special symbol is the number related to the random number value obtained based on the entry of the game ball into the second starting port 52 during the variation of the first special symbol or the second special symbol or during the execution of the big win game, and the obtained random number value is held, that is, it indicates the number for which the validity determination has been temporarily held until the validity determination permission condition (variation start condition) for the obtained random number value is satisfied.
[0026] The normal symbol display device 75 is composed of, for example, two LED lamps, and performs variable display and determination display of normal symbols. The general symbol hold lamp 76 is composed of, for example, four lamps, and the number of lit lamps corresponds to the number of holds of the normal symbol variation (the number of normal symbol variations that have not been executed yet). Note that on the left side of the normal symbol display device 75, a round display 77 for displaying the number of rounds (round number: the number of times the special electric accessory 542 operates continuously) in the big win game is provided.
[0027] The effect display device 70 mainly displays an effect image including a variation effect of a decorative symbol that variably displays and stops in conjunction with the first special symbol or the second special symbol, and a preview effect that pre-announces or notifies the degree of expectation of a big win, and performs a hold display corresponding to the hold balls of the first special symbol and the second special symbol. Specifically, on the screen of the effect display device 70, there are provided a decorative symbol display area 700 where a variation display of a decorative symbol, a preview effect display, etc. are executed, a hold image display area 710 where hold images of the first special symbol and the second special symbol are displayed in synchronization with the first special symbol hold lamp 73 and the second special symbol hold lamp 74, and a variation image display area 720 where a variation image corresponding to the current ongoing variation display is displayed. In this embodiment, a liquid crystal display device is adopted as the effect display device 70. In the decorative symbol display section 700, three display areas (left symbol display area Z1, middle symbol display area Z2, right symbol display area Z3) that serve as a variation display area of the decorative symbol are provided on a predetermined effective line (not shown), and the left symbol of the decorative symbol, the middle symbol of the decorative symbol, and the right symbol of the decorative symbol are respectively stopped and displayed corresponding to the left symbol display area Z1, the middle symbol display area Z2, and the right symbol display area Z3. In the hold image display section 710, a hold image (hold icon) corresponding to the hold ball of the first special symbol and a hold image (hold icon) corresponding to the hold ball of the second special symbol are displayed. The hold images are displayed in order according to the generation order (incoming ball order) of the hold balls of the special symbols, and a maximum of 4 hold images of the first special symbol and a maximum of 4 hold images of the second special symbol can be displayed. Also, in the variation image display area 720, a variation image (variation icon) corresponding to the current ongoing variation display is displayed.
[0028] The center decoration 21 is installed around the effect display device 70 and has functions such as guiding the flow path of game balls, protecting the effect screen, and decoration. A movable accessory 24 that executes an effect operation according to the progress of the game is provided on the center decoration 21. The movable accessory 24 is configured to include a motor M (for example, a stepping motor) as a drive source. Further, on the game board 20, a board lamp (LED lamp) 25 that emits light according to the progress of the game is provided. In the following description, for convenience, the frame lamp 10 and the board lamp 80 are also collectively referred to as the "effect lamp LP".
[0029] Subsequently, with reference to FIG. 2, the basic structure on the back side of the pachinko gaming machine PM will be described. On the back side of the front frame 2, a back set board 30 having a rectangular frame shape that is slightly smaller than the front frame 2 and has a window communicating front and back at the center as a base is connected to the rear of the front frame 2 via upper and lower hinge mechanisms 3 so as to be laterally opened, closed, and detachably attached. A back set cover 30C having a rectangular box shape with an open front is detachably attached to the back set board 30 and is always disposed to cover the back side of the game board 20 attached to the front frame 2 (thereby, the main control board 100, the effect control board 200, and the image control board 300 described later are covered by the back set cover 30C).
[0030] In each part of the back set board 30, a storage tank 31 for storing a large number of game balls, a tank rail 32 extending from the storage tank 31 to the right with a gentle downward slope, a ball supply passage portion 33 connected to the right end portion of the tank rail 32 and extending downward, a prize ball payout unit 34 for paying out the game balls guided by the ball supply passage portion 33, a prize ball passage portion 35 for guiding the game balls paid out from the prize ball payout unit 34 to the upper ball tray 6, and the like are provided.
[0031] On the back side of the game board 10, there are mounted a main control board 100 that comprehensively controls the operation of the pachinko gaming machine PM, a production control board 200 that controls all productions, an image control board 300 that controls image display and sound effects according to the game progress, and so on. On the other hand, on the back side of the back set board 30, there are mounted a payout control board 400 that controls the launch and payout of game balls, a power supply board 500 that receives power from the game facility side and supplies power to various control boards and electrical and electronic components, an external information terminal board 600 (see FIG. 3) that outputs an external information signal (outer end signal) to the outside of the gaming machine PM, and so on. These control boards are respectively arranged at predetermined positions on the back side of the game board 20 or the back side of the back set board 30 in an assembled state accommodated in a substrate case made of transparent resin having a caulking structure and a sealing tape structure for preventing unauthorized modification. These control boards and the electrical and electronic components of each part of the pachinko gaming machine PM are interconnected via a harness (connector cable), and the pachinko gaming machine PM is configured to be operable.
[0032] <Control Configuration of Pachinko Gaming Machine> Next, with additional reference to FIG. 3, each control board mounted on the pachinko gaming machine PM according to the present embodiment will be described. FIG. 3 is a control block diagram showing the control configuration of the pachinko gaming machine PM.
[0033] The main control board 100 is equipped with a main control microcomputer (one-chip microcomputer) 110 configured with a main CPU 101 that performs various arithmetic processes related to the game, a ROM 102 that stores control programs and various data, a RAM 103 that functions as a work area and buffer memory serving as a temporary storage area, and an I / O port circuit 104 that inputs and outputs signals between peripheral boards and each device. The main CPU 101 is configured to execute main control related to game progress according to the control program stored in the ROM 102. In addition, although not shown in the figure, the main control board 100 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the main CPU 101 when it malfunctions or runs wild and returns it to a normal state, a CTC circuit that enables the generation of real-time interrupts and time measurement, and a random number generation circuit that operates as a separate system from the program processing (software random number) by the main CPU 101 to generate a predetermined random number (built-in random number). These are interconnected via an internal bus.
[0034] Based on detection information from each switch and the like, the main CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing to execute various processes related to the main control of the game. The RAM 103 is a backup RAM as a non-volatile storage means backed up by a backup power supply generated in the power supply board 500. The backup area of the RAM 103 is an area for storing data such as the stack pointer and each register held at the time of power failure in the event of a power failure. When the power is turned on (when power failure is restored), the state of the gaming machine is restored to the state before the power failure based on the information in the backup area.
[0035] In addition, the main control board 100 is electrically connected to a first start port switch 511, a second start port switch 521, an operation gate switch 531, a big winning port switch 541, a left general winning port switch 611, a right general winning port switch 641, etc., and inputs detection signals from various switches to the main CPU 101 via the I / O port circuit 104. Further, the main control board 100 is electrically connected to a first special symbol display device 71, a second special symbol display device 72, a first special figure hold lamp 73, a second special figure hold lamp 74, a normal symbol display device 75, and a normal figure hold lamp 76, and is also electrically connected to a normal electric accessory solenoid 523 and a special electric accessory solenoid 543, and transmits control signals from the main CPU 101 to various display means and various solenoids via the I / O port circuit 104. Moreover, the main control board 100 is electrically connected to an external information terminal board 600, and transmits a game information signal from the main CPU 101 to the external terminal board 600 via the I / O port 104. Based on the game information signal transmitted from the main control board 100, this external information terminal board 600 transmits various external information signals to external devices (data display, hall computer, etc.) installed outside the gaming machine PM. Note that the game information signal transmitted from the main control board 100 may be input to the external information terminal board 600 via, for example, a payout control board 300 or the like.
[0036] The main control board 100 and the effect control board 200 are connected by eight parallel signal lines and one strobe line, and are communicably connected in only a single direction from the main control board 100 to the effect control board 200, and various effect control commands are transmitted from the main control board 100 to the effect control board 200. Data cannot be transmitted from the effect control board 200 to the main control board 100, and the effect control board 200 cannot request data transmission to the main control board 100.
[0037] The performance control board 200 is equipped with a sub-main CPU 201 that performs various arithmetic processes related to game performances based on performance control commands from the main control board 100, a ROM 202 that stores a performance control program and various data, a RAM 203 that functions as a work area and buffer memory for temporary storage, and an I / O port circuit 204 that inputs and outputs signals between peripheral boards and each device. It is equipped with a performance control microcomputer (one-chip microcomputer) 210 configured such that the sub-main CPU 201 executes main control related to game performances according to the control program stored in the ROM 202. In addition, although not shown in the figure, the performance control board 200 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the sub-main CPU 201 when it malfunctions or runs wild and returns it to a normal state, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that activates various interrupts such as timer interrupts based on signals from the TPU circuit, a serial communication circuit for inputting and outputting serial data, etc. These are interconnected via an internal bus.
[0038] Based on the performance control process according to the performance control command from the main control board 100, the performance control board 200 generates an image control command for instructing an image and sound to the image control board 300, a lamp control signal (lamp data) for controlling the lamp connection board 91, a drive control signal (drive data) for controlling the motor driver 92, etc. The performance control board 200 is connected to the image control board 300 such that two-way communication is possible. While the image control command related to the image and sound is transmitted from the performance control board 200 to the image control board 300, as a response, a response command (ACK command) indicating that this image control command has been received normally is transmitted from the image control board 300 to the performance control board 200.
[0039] In addition, the effect control board 200 is electrically connected to a lamp connection board 91 equipped with a plurality of LED drivers, and transmits a lamp control signal (lamp data) for controlling the lamp connection board 91 via a serial communication circuit. In this example, clock-synchronous serial communication is adopted between the effect control board 200 and the lamp connection board 91, and the lamp control signal is transmitted bit by bit via the data line in synchronization with a clock signal transmitted via a separate signal line (clock line) from the data line for lamp data transmission. The lamp connection board 91 incorporates an LED driver that functions upon receiving the lamp control signal for LED driving transmitted from the effect control board 200, and supplies or cuts off a drive current to the effect lamp LP by switching the switches in the circuit on / off based on this lamp control signal, thereby performing control to turn on or off the effect lamp LP.
[0040] Furthermore, the effect control board 200 is electrically connected to a plurality of motor drivers 92, and transmits a drive control signal (drive data) for controlling the motor drivers 92 to the motor drivers 92 via the I / O port circuit 204. The motor driver 92 supplies or cuts off a drive current to the stepping motor of each movable accessory 24 by switching the switches in the circuit on / off based on the drive control signal for accessory driving transmitted from the effect control board 200, thereby performing control to operate each movable accessory 24. Note that parallel communication is adopted for data transmission to the motor driver 92.
[0041] The image control board 300 is equipped with a sub-sub CPU 301 that performs various arithmetic processes related to image effects based on image control commands from the effect control board 200, a ROM 302 that stores an image control program, various data, etc., a RAM 303 that functions as a work area and buffer memory for a temporary storage area, and an I / O port circuit 304 that inputs and outputs signals between peripheral boards and each device. It is configured to mount an image control microcomputer (one-chip microcomputer) 310. The sub-sub CPU 301 is configured to execute main control related to image effects according to the control program stored in the ROM 302. In addition, although not shown in the figure, the image control board 300 is equipped with a VDP that generates image data along with the effect content based on the control signal obtained from the sub-sub CPU 301, and a sound source IC that generates acoustic data along with the effect content based on the control signal obtained from the sub-sub CPU 301. The VDP is a so-called image processor. It reads the image data stored in the image ROM in response to an instruction from the sub-sub CPU 301, processes this image data, and transmits the generated video signal (image data) to the effect display device. A high-speed VRAM used for the expansion and processing of the image data read from the image ROM is connected to this VDP. The sound source IC reads the acoustic data stored in the voice ROM in response to an instruction from the sub-sub CPU 301, synthesizes this data, and outputs the generated acoustic data to the speaker 11 via an amplifier (digital amplifier).
[0042] The payout control board 400 is mainly composed of a payout CPU 401, a ROM 402, and a RAM 403. The payout control board 400 is connected to the main control board 100 so as to enable two-way communication. Based on the payout control command from the main control board 100, it executes control to drive the prize ball payout unit 34 to pay out prize balls, and based on the operation amount of the firing handle 12, it synchronously drives the ball feeding mechanism 13 and the firing mechanism 14 to execute control of the firing of the game balls.
[0043] Although the detailed illustration of the power supply board 500 is omitted, based on the primary power supply supplied from the power supply equipment of the gaming island, it is configured to include a normal power supply circuit for generating the normal power supply used in each control board, a backup power supply circuit for generating a backup power supply, and a power failure monitoring circuit for monitoring a power failure due to a voltage drop, and supplies the power required for electronic and electrical components such as each control board and gaming equipment. A power switch for starting the power supply circuit is connected to the power supply board 500. On the premise that the primary power supply is supplied from the power supply device of the gaming island, when the power switch is turned on, a predetermined power supply is supplied from the normal power supply circuit of the power supply board 500 to each control board and the like. The power supply board 500 is configured to be able to detect that the power supply from the power supply device of the gaming island has been interrupted, and when a power failure is detected, it transmits a power failure signal (NMI signal) indicating that fact to the main control board 100, the effect control board 200, and the payout control board 400. The backup power supply circuit is configured to be charged when the power supply is supplied from the power supply device of the gaming island to the pachinko gaming machine PM. In addition, a RAM clear switch (not shown) for once erasing the temporary storage content of the RAM 103 of the main control board 100 and setting an initial value is connected to the power supply board 500 when the pachinko gaming machine PM is powered on. The RAM clear switch may be connected to, for example, the main control board 100 instead of the power supply board 500.
[0044] The external information terminal board 600 outputs an external information signal (outer end signal) to the outside of the gaming machine PM based on the gaming information signal from the main control board 100. The external information signals output by the external information terminal board 600 as external information to external devices outside the machine include, for example, jackpot signals, signals during continuous winning streaks, symbol determination signals, prize ball signals (also referred to as prize ball information signals), door frame opening signals, security signals (also referred to as security information signals), magnetic sensor abnormality signals, disconnection and short-circuit power supply abnormality signals, abnormal sensor detection (such as abnormal ball entry passing time) signals, and the like. In addition, external devices installed outside the gaming machine PM include data displays, hall computers, and the like. The data display is a device installed on the upper part of the gaming machine PM that displays data (gaming information) related to the operating state of the gaming machine PM based on the external information signal output from the gaming machine PM. The gaming information displayed on this data display serves as useful judgment material for the player to select a gaming machine. The hall computer is a device that totals the operating states of each gaming machine (including this gaming machine PM) based on the external information signals output from each gaming machine installed in the hall of the gaming parlor and manages the operating status of each gaming machine. This hall computer may be electrically connected to this gaming machine PM via the data display or may be electrically connected to this gaming machine PM without passing through the data display.
[0045] <Basic Operations of Pachinko Machines> The pachinko gaming machine PM configured as described above has its outer frame 1 fixedly installed on the gaming island of the gaming facility. With the front frame 2, the glass frame 5, etc. in a closed and locked state, it is used for gaming. The game starts by storing game balls in the upper ball tray 8 and rotating the firing handle 12. When the firing handle 12 is rotated, the game balls stored in the upper ball tray 8 are sent one by one to the firing mechanism 14 by the ball feeding mechanism 13 disposed on the back side of the glass frame 5, and are launched into the game area PA by the firing mechanism 14. At this time, when the firing handle 12 is operated by less than a predetermined amount, the game balls do not reach the right area PA2 and flow down the left area PA1. In this left area PA1, a left flow path is formed for guiding the game balls to the first start port 51 or the general winning ports 61 to 63. On the other hand, when the firing handle 12 is operated by a predetermined amount or more, the game balls reach the right area PA2 and flow down the right area PA2. In this right area PA2, a right flow path is formed for guiding the game balls to the operating gate 53, the general winning port 64, the second start port 52, and the big winning port 54. The game balls flowing down the left area PA1 or the right area PA2 can enter any of the first start port 51, the second start port 52, the operating gate 53, the big winning port 54, and the general winning ports 61 to 64 according to the path assigned in these left area PA1 or right area PA1. If the game balls do not enter any of the winning ports, they flow down to the out port 29.
[0046] When a game ball flowing down the game area PA enters any of the first start port 51, the second start port 52, the big winning port 54, or the general winning ports 61 to 63, prize balls corresponding to the type of the winning port are paid out by the prize ball payout unit 34 to the upper ball tray 8 or the lower ball tray 9. In the present embodiment, as the number of prize balls paid out when one game ball enters each winning port (referred to as "unit prize ball number"), the first start port 51 is set to "4", the second start port 52 is set to "1", the general winning ports 61 to 64 are set to "3", and the big winning port 54 is set to "15". Note that the unit prize ball number of each winning port is not limited to the numbers exemplified in the present embodiment, and other unit prize ball numbers may be applied. For example, as the unit prize ball number, the first start port 51 may be set to "1" instead of "4". Also, the second start port 52 may be set to "3" instead of "1". Also, the general winning ports 61 to 64 may be set to "5" instead of "3". Also, the big winning port may be set to "10" instead of "15".
[0047] When a game ball enters the first start port 51 or the second start port 52, a lottery random number value for a special symbol is acquired, and the random number value is temporarily stored as a special symbol operation hold ball up to a predetermined upper limit number. Then, when a predetermined start condition (a special symbol variation start condition described later) is satisfied, a winning determination, a symbol determination, and a variation pattern determination are performed on the lottery random number value related to the earliest operation hold ball, and in a manner corresponding to the determination result, the special symbol is variably displayed on the first special symbol display device 71 or the second special symbol display device 72, and the decorative symbol is variably displayed on the effect display device 70. The variable display of the special symbol and the decorative symbol stops synchronously after the elapse of a variable time corresponding to the selected variation pattern.
[0048] When the first special symbol or the second special symbol is definitely displayed in a stop mode indicating a big win, the game shifts to a special game (big win game) that is more advantageous to the player than the normal game. In each round game (unit game) of this big win game, an opening and closing operation is performed to change the big winning opening 54 to the open state one or more times. When a prescribed number of game balls enter the big winning opening 54, or when the opening time of the big winning opening 54 reaches the opening limit time, the ongoing round game ends. Here, the stop mode of the decorative symbol indicating a big win is, for example, a mode in which the types of three symbols match. In the present embodiment, when the special symbol and the decorative symbol are definitely displayed in a stop mode indicating a big win, a plurality of round games (unit games) are executed as the big win game.
[0049] In the present embodiment, when winning a predetermined big win, the probability variation function of the special symbol may operate from after the end of the big win game until the number of variation times of the special symbol reaches a predetermined final number of times. When the probability variation function of the special symbol operates, the big win probability of the special symbol lottery shifts from the normal low probability state to the high probability state, so that a new big win (big win game) occurs relatively early. Note that the probability variation function of the special symbol may continue until the next big win occurs. Also, as the above-mentioned predetermined final number of times, "10,000 times" corresponding to the number of variation display times until the next big win occurs may be set substantially.
[0050] Also, after the big win game ends, the variation time shortening function of the special symbol may operate either accompanying the probability variation function of the special symbol or independently. When the variation time shortening function of the special symbol operates, the average variation time of the special symbol and the decorative symbol tends to be shortened more than usual, and the number of special symbol lotteries per unit time improves (the ease of obtaining a big win per unit time can be increased).
[0051] Furthermore, after the jackpot game ends, the electric chuhou support function (also simply referred to as "electric support") may operate either in association with or independently of the special symbol variation time shortening function. The electric chuhou support function is a state (also referred to as the "electric support state" or the "easy ball entry state") in which the ease of ball entry into the second start port 52 is enhanced by the operation of the normal symbol probability variation function, the normal symbol variation time shortening function, and the release extension function of the normal electric accessory 522. When the normal symbol probability variation function operates, the winning probability of the normal symbol becomes higher than in the normal state. When the normal symbol variation time shortening function operates, the variation time of the normal symbol is shortened. When the release extension function of the normal electric accessory 522 operates, the release time of the normal electric accessory 522 is extended compared to the normal state. In this easy ball entry state, the number of variations of the normal symbol per unit time is likely to increase more than usual, and the ease of ball entry into the second start port 52 is also enhanced. Therefore, the possibility of an increase in the number of balls entering the second start port 52 also improves. Thus, when the electric chuhou support function operates, the opportunity to obtain bonus balls due to balls entering the second start port 52 during that period increases, and as a result, it becomes possible to continue the game with little reduction in the number of held balls. That is, the "base", which is the ratio of the number of bonus balls to the number of launched game balls, increases. Hereinafter, the state in which the electric chuhou support function is operating is also referred to as the "high base state", and the state in which the electric chuhou support function is not operating is also referred to as the "low base state".
[0052] <Main functional configurations of a pachinko gaming machine> Next, with additional reference to FIG. 4, various functions of the pachinko gaming machine PM (mainly the main control board 100 / effect control board 200) according to the present embodiment will be described. Note that FIG. 4 is a functional block diagram of the present gaming machine PM (mainly the main control board 100 / effect control board 200).
[0053] As shown in FIG. 4, the main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a hold control means 130, a preliminary determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric accessory control means 160, a game state control means 165, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Each of the above means in the main control board 100 functionally represents a configuration composed of hardware such as a main CPU 101, a ROM 102, a RAM 103, and an electronic circuit provided on the main control board 100, and software such as a control program stored in the ROM 102 and the like.
[0054] The ball entry determination means 110 determines the entry of game balls into each winning port based on detection signals from the first start port switch 511, the second start port switch 521, the operating gate switch 531, the big winning port switch 541, the general winning port switches 611 and 641, etc. When the ball entry determination means 110 detects the entry of a game ball at the first start port switch 511, it generates an effect control command indicating that fact (referred to as the "first start port winning command"), and when it detects the entry of a game ball at the second start port switch 521, it generates an effect control command indicating that fact (referred to as the "second start port winning command"), and when it detects the passage of a game ball at the operating gate switch 531, it generates an effect control command indicating that fact (referred to as the "operating gate winning command"), and when it detects the entry of a game ball at the big winning port switch 541, it generates an effect control command indicating that fact (referred to as the "big winning port winning command"), and when it detects the entry of a game ball at the left general winning port switch 611, it generates an effect control command indicating that fact (referred to as the "left general winning port winning command"), and when it detects the entry of a game ball at the right general winning port switch 611, it generates an effect control command indicating that fact (referred to as the "right general winning port winning command"), and temporarily stores this in the command storage area of the main information storage means 180.
[0055] The game lottery random number generation means 120 captures the built-in random number generated by the random number generation circuit of the main control microcomputer 110 in software, and adds the soft random number per special symbol described later to generate the random number per special symbol used for the winning / losing lottery of the special symbol. Further, the game lottery random number generation means 120 includes a random number counter for generating various software random numbers by the program processing of the main CPU 101. These random number counters serve as random number generation means for generating random numbers in software. As these software random numbers, there are the soft random number per special symbol added to the aforementioned built-in random number for winning random number generation, the soft initial value random number per special symbol for determining the initial value for new update after one cycle of update of the soft random number per special symbol is completed, the special symbol stop symbol random number used for determining the winning symbol (combination of symbols that will activate the condition device) as the stop symbol of the special symbol, the special symbol stop symbol initial value random number for determining the initial value for new update after one cycle of update of the special symbol stop symbol random number is completed, the special symbol variation pattern random number used for selecting the variation pattern of the special symbol, the random number per normal symbol used for the winning / losing lottery of the normal symbol, the initial value random number per normal symbol for determining the initial value for new update after one cycle of update of the random number per normal symbol is completed, the normal symbol variation pattern random number used for selecting the variation pattern of the normal symbol, and the like. Regarding the update timing of these software random numbers, they are updated once (increment, decrement, addition of prime numbers, etc.) every time a timer interrupt process occurs, and for the initial value random numbers, they are updated using the remaining time of the interrupt cycle even while the timer interrupt process is not being executed (during loop processing).
[0056] The hold control means 130 includes a special symbol hold control means 131 and a normal symbol hold control means 132.
[0057] The special symbol hold control means 131 obtains a special symbol per random value, a special symbol per pattern random value, and a special symbol variation pattern random value, which are lottery random values related to the special symbol game, upon the entry of a game ball into the first start port 51 or the second start port 52, and manages the random values as operation hold ball information for the first special symbol or the second special symbol. The special symbol hold control means 131 temporarily stores the operation hold ball information for the first special symbol or the second special symbol, respectively, up to a predetermined upper limit number (4) in the first special symbol hold storage area or the second special symbol hold storage area of the main information storage means 180 in a form combined with the entry order of the hold balls.
[0058] In the first special symbol hold storage area and the second special symbol hold storage area, a hold 1 storage area (the first hold storage area), a hold 2 storage area (the second hold storage area), a hold 3 storage area (the third hold storage area), and a hold 4 storage area (the fourth hold storage area) are respectively provided in the order of the entry of balls into the start ports 51 and 52. Each hold storage area can store, as operation hold ball information, a special symbol per random number, a special symbol per pattern random number, and a special symbol variation pattern random number as a set of one group. The operation hold ball information is stored in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area, while being digested in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area (the principle of first in, first out). Also, when the hold ball information in the hold 1 storage area is digested, the hold ball information stored in the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area is respectively shifted to the storage areas with lower numbers, and the content of the hold 4 storage area is cleared to zero.
[0059] The special symbol hold control means 131 also has a first special symbol hold ball number counter for counting the number of operation hold balls for the first special symbol and a second special symbol hold ball number counter for counting the number of operation hold balls for the second special symbol. As an update process for the number of operation hold balls of the special symbol, the special symbol hold control means 131 adds 1 to the corresponding counter every time one operation hold ball of the special symbol is obtained, and subtracts 1 from the corresponding counter every time one operation hold ball is digested.
[0060] Further, when the special symbol holding control means 131 updates (adds or subtracts) the number of held balls for the first special symbol or the second special symbol, it generates an effect control command (referred to as a "symbol storage number command") including the update information of the number of held balls, and temporarily stores this in the command storage area of the main information storage means 180. This one command includes information on both the number of held balls for the first special symbol and the number of held balls for the second special symbol. In principle, the held balls for each special symbol are consumed in the order in which they enter the ball. However, in this embodiment, so-called preferential digestion is adopted, in which the variable display of the second special symbol is preferentially executed over the first special symbol. Therefore, while there are held balls related to the second special symbol game, regardless of the existence of held balls related to the first special symbol game, the held balls related to the second special symbol game are preferentially digested. Under this preferential digestion, when there are held balls for the second special symbol, the digestion of the held balls for the first special symbol will be postponed even if there are held balls for the first special symbol.
[0061] When a game ball enters the operating gate 53, the normal symbol holding control means 132 acquires a random number value for the normal symbol game, which is a lottery random number value related to the normal symbol game, such as a random number value per normal symbol, a symbol random number value per normal symbol, and a variable pattern random number value for the normal symbol, and manages this random number value as the information on the held balls for the normal symbol. The normal symbol holding control means 132 temporarily stores the information on the held balls for the normal symbol in the normal symbol holding storage area of the main information storage means 180 in a form combined with the order of entry of the held balls up to a predetermined upper limit number (4). Further, the normal symbol holding control means 132 has a normal symbol held ball number counter for counting the number of held balls for the normal symbol. As an update process for the number of held balls of the operating normal symbol, the normal symbol holding control means 132 adds 1 to the corresponding counter each time one held ball for the normal symbol is acquired, and subtracts 1 from the corresponding counter each time one held ball is digested.
[0062] When the pre-determination means 135 obtains a non-actuating reserved ball of a special symbol at a predetermined pre-determination timing, it executes a pre-determination for a preview announcement targeting the non-actuating reserved ball. As an example of the above pre-determination timing, (1) when a non-actuating reserved ball of the first special symbol is obtained during waiting for a win and the electric chewing gum support function is not activated, (2) when a non-actuating reserved ball of the second special symbol is obtained during waiting for a win and the electric chewing gum support function is activated, (3) when a non-actuating reserved ball of the second special symbol is obtained during a big win or a small win. It is when any of these conditions is satisfied. Note that the above pre-determination timing is an example, and the pre-determination timing can be changed according to the specifications of the gaming machine (for example, in a model that has a starting port related to the second special symbol without a normal electric accessory and in which 8 reservations can be stored during normal times, the above (1) is applied not only to the first special symbol but also to the second special symbol), or a specification can be adopted in which pre-determination is performed at any time without providing a pre-determination timing. Also, it may be possible to target only the non-actuating reserved balls of the special symbol that is the main subject of the game in each gaming state. For example, in the normal gaming state, only the non-actuating reserved balls of the first special symbol are targeted for pre-determination, and in the time-saving gaming state, the latent probability variation gaming state, and the probability variation gaming state, it is preferable to target only the non-actuating reserved balls of the second special symbol for pre-determination. Specifically, the pre-determination means 135 reads out the random number value corresponding to the non-actuating reserved ball obtained this time from the first special symbol reservation storage area or the second special symbol reservation storage area of the main information storage means 180, and sequentially executes a right or wrong pre-determination (right or wrong pre-determination), a symbol pre-determination (symbol pre-determination), and a variation pattern pre-determination (variation pattern pre-determination). Although not shown in the figure, each pre-determination table used in each pre-determination has an area corresponding to the total number of random numbers divided into a plurality of areas, and a lottery ID (a number indicating the result of the pre-determination (also referred to as a "pre-determination number")) is assigned to each of these areas (determination setting numbers). Therefore, the result of this pre-determination conforms to the result of the main lottery (right or wrong determination result, symbol determination result, variation pattern determination result) by the special symbol lottery processing means 140 described later.Incidentally, the success / failure pre-judgment table, the symbol pre-judgment table, etc. may be the same as the success / failure lottery table, the symbol lottery table, etc. used in the lottery when the variation actually starts. Here, since the game situation at the start of the variation (such as the presence or absence of probability variation, the presence or absence of time shortening, whether it is during the limited frequency period for referring to the special table, the number of reserved balls, etc.) may change, as described above, it is desirable to determine which of the plurality of regions it is included in. Further, as a modification, it may be configured to pre-judge the random number value such as a register on the main CPU 101 that is temporarily stored before being stored in the above-described first special symbol reservation storage area or the second special symbol reservation storage area. Then, the pre-judgment means 135 sequentially generates an effect control command (referred to as a "pre-judgment command") including information on the result of the pre-judgment (pre-judgment number), and stores this in the command storage area of the main information storage means 180.
[0063] The special symbol lottery processing means 140 includes a special symbol winning / losing determination means 141, a special symbol stop symbol determination means 412, and a special symbol variation pattern determination means 143. When the variation start condition of the first special symbol or the second special symbol is satisfied, the special symbol lottery processing means 140 reads out the random number value for special symbol win, the symbol random number value for special symbol win, and the random number value for special symbol variation pattern stored in the earliest storage area (reservation 1 storage area) of the special symbol reservation storage area in the main information storage means 180, and stores them in the special symbol winning / losing determination area, the special symbol symbol determination area, and the special symbol variation pattern determination area of the main information storage means 180, respectively. Here, "the variation start condition of the first special symbol is satisfied" means that all of the following conditions are met: (A1) not in the jackpot state, (A2) the first special symbol and the second special symbol are in the variation standby state, and (A3) there is an operation reservation ball for the first special symbol. Also, "the variation start condition of the second special symbol is satisfied" means that all of the following conditions are met: (B1) not in the jackpot state, (B2) the first special symbol and the second special symbol are in the variation standby state, and (B3) there is an operation reservation ball for the second special symbol. When the variation start conditions of the first special symbol and the second special symbol are satisfied simultaneously, the variation start condition of the second special symbol is preferentially processed under the above-mentioned preferential digestion.
[0064] The special symbol winning / losing determination means 141 reads out the random number value for special symbol win from the special symbol winning / losing determination area of the main information storage means 180 and executes a winning / losing determination to determine which of the jackpot, minor win, and loss the determination result corresponds to. The result of this winning / losing determination is temporarily stored in the special symbol determination flag of the main information storage means 180 (for example, jackpot data "55H", minor win data "33H", loss data "00H"), and is cleared when the variation of the special symbol stops after being used in subsequent processing. The special symbol winning / losing determination means 141 holds a special symbol winning / losing lottery table referred to during this winning / losing determination.
[0065] Here, FIG. 5 is a diagram schematically showing a special symbol winning / losing lottery table. FIG. 5(A) is referred to in a game state (low probability state) where the probability variation function of the special symbol is not operating, and FIG. 5(B) is referred to in a game state (high probability state) where the probability variation function of the special symbol is operating. In the special symbol winning / losing lottery table, a random number range of the random number value for a special symbol and a result of the winning / losing determination of the special symbol (big win, loss) are associated with each other. As shown in FIG. 5, in the winning / losing determination of the special symbol, in a game state (low probability state) where the probability variation function of the special symbol is not operating, a big win occurs when the random number value for a special symbol falls within the range of "0 to 204", and in a game state (high probability state) where the probability variation function of the special symbol is operating, a big win occurs when the random number value for a special symbol falls within the range of "0 to 1506". That is, when the probability variation function of the special symbol operates, the winning probability of a big win varies from "1 / 319.69" with a low probability to "1 / 43.49" with a high probability. In this way, the winning probability of a big win changes according to the game state, but the winning probability of a big win is set to be equal in the winning / losing determination of the first special symbol and the winning / losing determination of the second special symbol. In the present embodiment, "small win" is not set as a result of the winning / losing determination of the special symbol, but "small win" may be set as a result of the winning / losing determination of the special symbol. The winning probability of a small win is set to the same winning probability regardless of the game state (low probability state, high probability state).
[0066] The special symbol stop symbol determination means 142 determines the stop symbol of the first special symbol or the second special symbol based on the result of the winning / losing lottery of the first special symbol or the second special symbol. As shown in FIG. 6, the special symbol stop symbol determination means 142 has a first special symbol big win symbol table and a second special symbol big win symbol table that are referred to when determining the big win symbols (big win types) of the first special symbol and the second special symbol. In the present embodiment, "specific big win" means a big win (probability variation big win) that triggers the operation of the probability variation function of the special symbol after the end of the big win game, and "normal big win" means a big win (non-probability variation big win) that does not trigger the operation of the probability variation function of the special symbol after the end of the big win game.
[0067] In this embodiment, as multiple types of gaming states, a normal gaming state, a time-saving gaming state, and a probability-variable gaming state are set. As the types of those gaming states, (1) a gaming state in which the probability variation function of special symbols, the function of shortening the variation time of special symbols, and the electric-chute support function are activated is called the "probability-variable state" or the "probability-variable gaming state", (2) a gaming state in which the function of shortening the variation time of special symbols and the electric-chute support function are activated without the probability variation function of special symbols being activated is called the "time-saving state" or the "time-saving gaming state", and (3) a state in which all functions are not activated is called the "normal state" or the "normal gaming state". Here, it can be said that the "probability-variable gaming state" and the "time-saving gaming state" are gaming states that are advantageous to the player compared to the "normal gaming state". Therefore, hereinafter, the probability-variable gaming state and the time-saving gaming state are also called the "advantageous gaming states", which are gaming states with a higher degree of advantage to the player than the normal gaming state.
[0068] Note that each gaming state can be expressed as a combination of the operating state of the special symbol probability variation function (high probability state / low probability state) and the operating state of the electric chu support function (high base state / low base state), as follows: (1) the probability variation gaming state is the "high probability high base state", (2) the time-saving gaming state is the "low probability high base state", and (3) the normal gaming state is the "low probability low base state". In addition, there may be a gaming state in which the operating state of the probability variation function is the high probability state while the operating state of the electric chu support function is the low base state (one of the gaming states advantageous to the player compared to the "normal gaming state"). Such a gaming state is called the potential probability gaming state, and this potential probability gaming state may be expressed as the "high probability low base state". This potential probability gaming state ("high probability low base state") is a suitable gaming state for playing a game mainly based on small wins, and the details will be described later. Regarding these states (the combined states of low probability / high probability and low base / high base), unless otherwise specified, it refers to the gaming state in a state where there is no big win or small win (a state where win / loss determination and variable display are possible). During a big win, it is the low probability low base state, and during a small win, it is the same gaming state as the gaming state at the time of small win selection. At this time, the special symbol variation time shortening function means that, among the first special symbol and the second special symbol, at least the variation time of the special symbol that is the main part of the game in that gaming state is shortened. That is, in the present embodiment, when the special symbol variation time shortening function is activated, in the gaming state where the variation display of the first special symbol is the main part of the game (normal gaming state), at least the variation time (average variation time) of the first special symbol is shortened, and in the gaming state where the variation display of the second special symbol is the main part of the game (probability variation gaming state, potential probability gaming state, time-saving gaming state), at least the variation time (average variation time) of the second special symbol is shortened.
[0069] In this embodiment, when the result of the winning or losing determination of the special symbol is a big win, the game state after the end of the big win game is determined according to (1) the big win type (type of symbol group) and (2) the game state at the time of winning the big win. The number of times of continuation of each game state (the number of times of variable display of the special symbol) is the number of times the probability variation function of the special symbol operates (referred to as the "probability variation number of times"), the number of times the variable time shortening function of the special symbol operates (referred to as the "variable time shortening number of times"), and the number of times the electric cheat support function operates (referred to as the "electric support number of times"). In this embodiment, since the variable time shortening function and the electric cheat support function of the special symbol start operating simultaneously and end operating simultaneously, the "variable time shortening number of times" and the "electric support number of times" are the same number of times (therefore, in FIG. 6, the "variable time shortening number of times" and the "electric support operation number of times" are described in the same column).
[0070] FIG. 6(A) is a diagram schematically showing the first special symbol big win symbol table. In this first special symbol big win symbol table, for the special symbol winning symbol random number value, the symbol group, the big win type, the probability variation number of times, the variable time shortening number of times (electric support number of times), the specified number of rounds of the big win game, and the opening time (maximum opening time) of the big winning opening 54 in each round are respectively associated (in this example, for convenience, the description of the stop symbol is omitted). In the first special symbol big win table, two types of big win types are set corresponding to each symbol group. Specifically, as the two types of big win types (symbol groups), it is classified into a 4R specific big win (symbol group A) and a 4R normal big win (symbol group B).
[0071] (4R Specific Big Win: Symbol Group A) When winning the "4R Specific Jackpot (Symbol Group A)" of the first special symbol, the number of probability fluctuations is set to "10,000 times", the number of shortened fluctuation times is set to "10,000 times", and the number of power support times is set to "10,000 times". A probability-variable game state is set as the game state after the jackpot game ends. This probability-variable game state has an enormous number of "10,000 times" set as its continuation times (number of probability fluctuations, number of shortened fluctuation times, number of power support times). Since it is probabilistically impossible (winning with a probability of about 1 / 44) not to win the jackpot until reaching this continuation times, it actually continues until the next jackpot occurs. Also, when winning the "4R Specific Jackpot (Symbol Group A)" of the first special symbol, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big winning opening 54 in one round of the round game is "29 seconds".
[0072] (4R Normal Jackpot: Symbol Group B) When winning the "4R Normal Jackpot (Symbol Group B)" of the first special symbol, the number of probability fluctuations is set to "0 times", the number of shortened fluctuation times is set to "100 times", and the number of power support times is set to "100 times". A time-shortened game state is set as the game state after the jackpot game ends. This time-shortened game state continues until the number of variable displays of the special symbol reaches 100 times, or until the next jackpot occurs within these 100 times. When the time-shortened game state ends because the number of variable displays of the special symbol reaches 100 times, it shifts to the normal game state from the next variable display of the special symbol. Also, when winning the "4R Normal Jackpot (Symbol Group B)" of the first special symbol, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big winning opening 54 in one round of the round game is "29 seconds".
[0073] FIG. 6(B) is a diagram schematically showing a second special symbol jackpot symbol table. In this second special symbol jackpot symbol table, for each special symbol jackpot symbol random value, a symbol group, a jackpot type, the number of probability fluctuations, the number of times of shortening the fluctuation time (the number of times of electric support), the specified number of rounds of the jackpot game, and the opening time (maximum opening time) of the big winning opening 54 in each round are respectively associated (in this example, for the sake of convenience, the description of the stopped symbols is omitted). In the second special symbol jackpot table, three types of jackpot types are set corresponding to each symbol group. Specifically, as the three types of jackpot types (symbol groups), they are classified into a 16R specific jackpot (symbol group C), a 4R specific jackpot (symbol group D), and a 4R normal jackpot (symbol group E).
[0074] (16R specific jackpot: symbol group C) When winning the "16R specific jackpot (symbol group C)" of the second special symbol, the number of probability fluctuations "10000 times", the number of times of shortening the fluctuation time "10000 times", and the number of times of electric support "10000 times" are set, and a probability variable game state is set as the game state after the end of the jackpot game. As described above, this probability variable game state is set with an enormous number of "10000 times" as its continuous number, and continues substantially until the next jackpot occurs. Also, when winning the "16R specific jackpot (symbol group C)" of the second special symbol, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big winning opening 54 in one round of the round game is "29 seconds". Also, this 16R specific jackpot may also be a winning specification in the first special symbol. In that case, it is preferable to set a specification that is less likely to win than the second special symbol (for example, 5% of all jackpot symbols, and in the first special symbol, the 16R specific jackpot is 5%, the 4R specific jackpot is 60%, and the 4R normal jackpot is 35%).
[0075] (4R specific jackpot: symbol group D) When winning the "4R Specific Jackpot (Symbol Group D)" of the second special symbol, the number of probability fluctuations is set to "10,000 times", the number of times of shortening the fluctuation time is set to "10,000 times", and the number of times of electric support is set to "10,000 times". The probability variable game state is set as the game state after the end of the jackpot game. As described above, this probability variable game state is set to an enormous number of "10,000 times" as its continuous number of times and continues substantially until the next jackpot occurs. Also, when winning the "4R Specific Jackpot (Symbol Group D)" of the second special symbol, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big winning opening 54 in one round of the round game is "29 seconds".
[0076] (4R Normal Jackpot: Symbol Group E) When winning the "4R Normal Jackpot (Symbol Group E)" of the second special symbol, the number of probability fluctuations is set to "0 times", the number of times of shortening the fluctuation time is set to "100 times", and the number of times of electric support is set to "100 times". The time-shortening game state is set as the game state after the end of the jackpot game. This time-shortening game state continues until the number of variable displays of the special symbol reaches 100 times, or until the next jackpot occurs within these 100 times. When the time-shortening game state ends because the number of variable displays of the special symbol reaches 100 times, it shifts to the normal game state from the next variable display of the special symbol. Also, when winning the "4R Normal Jackpot (Symbol Group E)" of the second special symbol, the specified number of rounds of the jackpot game is "4 rounds", and the maximum opening time of the big winning opening 54 in one round of the round game is "29 seconds".
[0077] Here, in the present embodiment, as the jackpot types, three types are provided: the 16R specific jackpot (symbol group C), the 4R specific jackpot (symbol groups A and D), and the 4R normal jackpot (symbol groups B and E). And the expected value of winning prize balls in the special game (referred to as the "expected value of winning prize balls") is such that 16R specific jackpot > 4R specific jackpot = 4R normal jackpot. Here, the actual number of rounds of the special game when winning the jackpot with the first special symbol is "4 rounds", while the actual number of rounds of the special game when winning the jackpot with the second special symbol is "16 rounds". Therefore, compared with the case where the jackpot occurs with the first special symbol, the case where the jackpot occurs with the second special symbol has a higher possibility of shifting to a special game with a larger number of rounds, and it is advantageous for the player in that a large number of balls can be obtained. The actual number of rounds of this special game corresponds to the number of executions of the "long open-round game" set for that special game. In the present embodiment, the maximum open time for each round of the jackpot game is set to a fixed time of 29 seconds (all rounds are "long open-round games"), but in a predetermined round or all rounds during the same jackpot game, a "short open-round game" is provided in which the maximum open time of the big winning opening 54 is shortened to 2 seconds. Even if the number of rounds of the jackpot game is the same, a configuration having jackpots with different substantially achievable ball-winning rounds (jackpots with different actual numbers of rounds) may be adopted. The long open-round game is a round game in which the open time (maximum open time) of the big winning opening 54 is set such that game balls with a specified count number (full count = 10 balls) can be entered into or easily entered into the big winning opening 54. The short open-round game is a round game in which the open time (maximum open time) of the big winning opening 54 is set such that game balls with a specified count number (full count = 10 balls) cannot be entered into or are difficult to enter into the big winning opening 54.
[0078] The special symbol variation pattern determination means 143 determines the variation pattern of the special symbol based on the special symbol variation pattern random number value. Here, the special symbol variation pattern determination means 143 holds a plurality of types of variation pattern tables that are referred to when selecting the variation pattern of the special symbol. The special symbol variation pattern determination means 143 selects one of the plurality of types of variation pattern tables based on the current variation pattern selection state. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table defines a plurality of types of variation patterns. In each figure, for the sake of convenience of explanation, "selection rate" is indicated, but actually, a determination value (range of random number values) for determining the variation pattern is set according to the special symbol variation pattern random number value, and the variation pattern is determined based on which determination value the variation pattern random number value belongs to. Each type of variation pattern has a variation time associated with it as the end condition of the variation display of the special symbol, and it is assumed that the variation display of the decorative symbol is also executed at that variation time.
[0079] Here, the variation pattern selection state will be described. The variation pattern selection state is one of the selection conditions referred to when selecting the variation pattern (variation pattern table). In this example, as a plurality of types of variation pattern selection states, "normal selection state", "time-saving selection state", and "probability variation selection state" are set. The normal selection state is a variation pattern selection state set corresponding to a game state (normal game state) in which none of the probability variation function, variation time shortening function, and electric chew support function of the special symbol are operating. The time-saving selection state is a variation pattern selection state set corresponding to a game state (time-saving game state) in which the probability variation function of the special symbol is not operating, but the variation time shortening function and electric chew support function of the special symbol are operating. The probability variation selection state is a variation pattern selection state set corresponding to a game state (probability variation game state) in which all of the probability variation function, variation time shortening function, and electric chew support function of the special symbol are operating.
[0080] As shown in FIGS. 7 to 9, the special symbol variation pattern table has different reference columns for the first special symbol and the second special symbol. Even if the same special symbol variation pattern random number value is obtained, different variation patterns can be selected. Here, the number of operation hold balls described in each figure ("0 hold", "1 - 2 holds", "3 holds") means the number of operation hold balls of the first special symbol in the case of the first special symbol variation pattern lottery (the number of operation hold balls after hold digestion), and means the number of operation hold balls of the second special symbol in the case of the second special symbol variation pattern lottery (the number of operation hold balls after hold digestion). The number of these operation hold balls is the number of operation hold balls existing at the time of lottery of the variation pattern (at the start of the variation display / after hold digestion) (excluding the operation hold balls digested by the variation display). As a modification, the total value of the number of operation hold balls of the first special symbol and the second special symbol may be used.
[0081] The variation performance of the decorative symbol carried out in conjunction with the variation display of the special symbol is determined based on the type (variation time) of the variation pattern of the special symbol. FIGS. 7 to 9 also describe, for reference, the content of the variation performance set corresponding to each variation pattern (variation time). In the figures, "ultra - short - term variation", "short - term variation", and "normal variation" are performances in which the three columns of decorative symbols vary and "lose" in a so - called scattered state without passing through the reach state even once. Hereinafter, ultra - short - term variation, short - term variation, and normal variation are collectively referred to as "non - reach loss". The non - reach loss types have different variation modes in that the variation display stops in a shorter time for short - term variation than normal variation and for ultra - short - term variation than short - term variation.
[0082] "N - reach (normal reach)" is a performance in which when the same decorative symbol stops in two of the three columns of decorative symbols (generally the left column and the right column) (reach state) and a different decorative symbol stops in the remaining one column (generally the middle column), it "loses", and when the same decorative symbol stops in the remaining one column (generally the middle column), it "hits".
[0083] "SP Reach (Super Reach)" is a reach effect with a relatively higher expectation of a big win compared to the above-mentioned N Reach. After the establishment of the reach, it develops from the N Reach and is an effect where still images or videos such as anime or live-action are displayed. In this embodiment, as types of SP Reach, a plurality of types of SP Reach A to C are prepared. SP Reach A is a reach effect executed when the currently executed gaming state is the normal state. SP Reach B is a reach effect executed when the currently executed gaming state is the time-saving gaming state. SP Reach C is a reach effect executed when the currently executed gaming state is the probability-variable gaming state. In the type of variation pattern of this embodiment, the big win expectation is set to increase in the order of "Non-Reach" < "N Reach" < "SP Reach". As a modification, the content of the SP Reach effect may be the same (SP Reach A) in the normal state and the time-saving gaming state, and a different SP Reach (SP Reach C) may be used when it is the probability-variable gaming state. Also, as another modification, a variation pattern including pseudo-consecutive variations may be prepared. Pseudo-consecutive variations refer to an effect (pseudo-consecutive effect, pseudo-variation effect, pseudo-consecutive variation effect, re-variation effect) that makes it appear as if multiple variations are performed by temporarily stopping (pseudo-stopping, once stopping) and then re-varying the decorative symbols during a single variation display of the decorative symbols. That is, pseudo-consecutive variations are an effect that executes multiple pseudo-variations that temporarily stop or definitely stop after all three columns of decorative symbols start to vary or re-vary. The more the number of pseudo-consecutive variations (the number of pseudo-variations), the higher the possibility of developing into an SP Reach with a high big win expectation is shown.
[0084] (Variation Pattern Table 1) Figure 7 is a schematic diagram showing Variation Pattern Table 1. Variation Pattern Table 1 is a variation pattern table set when the currently staying variation pattern selection state is the normal selection state. The content of Variation Pattern Table 1 differs according to the result (big win, loss) of the determination of the special symbol.
[0085] In the deviation variable pattern table 1, variable patterns PH1-1 (shortened variation), PH1-2 (normal variation), PH1-3 (N reach), and PH1-4 (SP reach A) are set. Here, when the result of the validity determination of the first special symbol is "deviation", any one of the variable patterns PH1-1 (shortened variation), PH1-2 (normal variation), PH1-3 (N reach), and PH1-4 (SP reach A) is selected. In the present embodiment, when the result of the validity determination of the first special symbol is "deviation", the content of the reference table is set to be different according to the number of operation hold balls of the first special symbol (0 / 1 - 2 / 3), and even if the obtained special symbol variable pattern random value is the same, different variable patterns can be selected. Specifically, the larger the number of operation hold balls of the first special symbol, the more likely a variable pattern with a relatively short variation time of the first special symbol is selected, and the smaller the number of operation hold balls of the first special symbol, the more likely a variable pattern with a relatively long variation time of the first special symbol is selected. On the other hand, when the result of the validity determination of the second special symbol is "deviation", regardless of the number of operation hold balls of the second special symbol (0 / 1 - 2 / 3), the variable pattern PH1-1 (shortened variation) or PH1-2 (normal variation) with a relatively short variation time is selected. As a modification, when the result of the validity determination of the second special symbol is "deviation", regardless of the number of operation holds of the second special symbol, only the main variable pattern PH1-2 of the shortened variation is selected or the variable pattern PH1-2 of the shortened variation is most likely to be selected (it is preferable that the selection ratio is the same regardless of the number of operation hold balls of the second special symbol).
[0086] In the variable pattern table 1 for jackpot, variable patterns PA1-1 (N reach) and PA1-2 (SP reach A) are set. Here, when the result of the validity determination of the first special symbol is a jackpot, regardless of the jackpot type, the variable pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected. Similarly, when the result of the validity determination of the second special symbol is a jackpot, regardless of the jackpot type, the variable pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected.
[0087] (Variable Pattern Table 2) FIG. 8 is a schematic diagram showing the Variable Pattern Table 2. The Variable Pattern Table 2 is a variable pattern table set when the current variable pattern selection state during stay is the time-saving selection state. The content of the Variable Pattern Table 2 varies according to the result (big win, loss) of the winning or losing determination of the special symbol.
[0088] In the Variable Pattern Table 2 for loss, Variable Patterns PH2-1 (ultra-shortened variation), PH2-2 (normal variation), PH2-3 (N reach), and PH2-4 (SP reach B) are set. Here, when the result of the winning or losing determination of the first special symbol is a loss, regardless of the number of non-operating reserved balls of the first special symbol (0 balls / 1 - 2 balls / 3 balls), any one of Variable Patterns PH2-2 (normal variation), PH2-3 (N reach), and PH2-4 (SP reach A) is selected. That is, when the result of the winning or losing determination of the first special symbol is a loss, no matter how many non-operating reserved balls of the first special symbol there are, Variable Pattern PH2-1 (ultra-shortened variation) is never selected. On the other hand, when the result of the winning or losing determination of the second special symbol is "loss", any one of Variable Patterns PH2-1 (ultra-shortened variation), PH2-2 (normal variation), PH2-3 (N reach), and PH2-4 (SP reach B) is selected. In this embodiment, when the result of the winning or losing determination of the second special symbol is "loss", the content of the reference table is set to vary according to the number of non-operating reserved balls of the second special symbol (0 balls / 1 - 2 balls / 3 balls). Even if the obtained special symbol variable pattern random value is the same, different variable patterns can be selected. Specifically, when there are no non-operating reserved balls of the second special symbol, Variable Pattern PH2-1 (ultra-shortened variation) is never selected. When there are non-operating reserved balls of the second special symbol, the more non-operating reserved balls of the second special symbol there are, the more likely Variable Pattern PH2-1 (ultra-shortened variation) is to be selected.
[0089] In the variable pattern table 2 for big wins, variable patterns PA2-1 (N reach) and PA2-2 (SP reach B) are set. Here, when the result of the winning or losing determination of the first special symbol is a big win, regardless of the big win type, variable pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected. Similarly, when the result of the winning or losing determination of the second special symbol is a big win, regardless of the big win type, variable pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected.
[0090] (Variable pattern table 3) FIG. 9 is a schematic diagram showing the variable pattern table 3. The variable pattern table 3 is a variable pattern table set when the current staying variable pattern selection state is the probability variable selection state. The content of the variable pattern table 3 differs according to the result (big win, loss) of the winning or losing determination of the special symbol.
[0091] In the deviation variation pattern table 3, variation patterns PH3-1 (ultra-shortened variation), PH3-2 (normal variation), and PH3-3 (SP reach C) are set. Here, when the result of the winning or losing determination of the first special symbol is "deviation", regardless of the number of operation hold balls of the first special symbol (0 balls / 1 - 2 balls / 3 balls), variation pattern PH3-2 (normal variation) or PH3-3 (SP reach C) is selected. That is, when the result of the winning or losing determination of the first special symbol is deviation, no matter how many operation hold balls of the first special symbol there are, variation pattern PH3-1 (ultra-shortened variation) will not be selected. On the other hand, when the result of the winning or losing determination of the second special symbol is deviation, any one of variation patterns PH3-1 (ultra-shortened variation), PH3-2 (normal variation), and PH3-3 (SP reach C) is selected. At this time, when the result of the winning or losing determination of the second special symbol is deviation, the content of the reference table is set to be different according to the number of operation hold balls of the second special symbol (specifically, according to the presence or absence of the operation hold balls of the second special symbol). Even if the obtained special symbol variation pattern random number value is the same, different variation patterns can be selected. Specifically, when there are no operation hold balls of the second special symbol, variation pattern PH3-1 (ultra-shortened variation) will not be selected, and variation pattern PH3-1 (ultra-shortened variation) can only be selected when there are operation hold balls of the second special symbol. Therefore, compared with the case where there are no operation hold balls of the second special symbol, when there are operation hold balls of the second special symbol, there is a tendency for a variation pattern with a relatively shorter variation time to be more easily selected.
[0092] In the big win variation pattern table 3, variation pattern PA3-1 (SP reach C) is set. Here, when the result of the winning or losing determination of the first special symbol is a big win, regardless of the big win type (4R specific big win, 4R normal big win), variation pattern PA3-1 (SP reach C) is selected. Similarly, when the result of the winning or losing determination of the second special symbol is a big win, regardless of the big win type (16R specific big win, 4R specific big win, 4R normal big win), variation pattern PA3-1 (SP reach C) is selected.
[0093] As described above, in the variation pattern tables 1 to 3, the variation time of the special symbol is defined for each variation pattern. However, regardless of which variation pattern is selected, the fixed stop time (fixed display time) of the special symbol is set to "0.5 seconds". Note that the fixed stop time (fixed display time) of the special symbol is the time when the special symbol is fixedly stopped and displayed (the time when the completely stopped state is maintained). In this embodiment, corresponding to the variation time and the fixed stop time of the special symbol, the variation time and the fixed stop time of the decorative symbol are also set. Also, in the variation pattern tables 1 to 3, although the production content and the variation time can be the same for a big win and a loss, it is preferable to make the final production content different between a big win and a loss. That is, even for the same N-reach, the decorative symbol becomes a triple (e.g., "7·7·7") in the case of a big win, while the decorative symbol becomes a losing combination result (e.g., "7·8·7") in the case of a loss. Also, even for the same SP reaches A to C, the final production content becomes a production content indicating success in the case of a big win, and the decorative symbol becomes a triple (e.g., the friendly character wins against the enemy character, and then "7·7·7" is displayed), while the final production content becomes a production content indicating failure in the case of a loss, and the decorative symbol becomes a losing combination result (e.g., the friendly character loses against the enemy character, and then "7·8·7" is displayed). It is also preferable that the variation time (production time) is longer for a big win than for a loss, even if the production content is the same (when developing to the same SP reach). For example, it is preferable that the SP reaches A to C for a big win have a variation time (production time) that is 10 seconds longer than the SP reaches A to C for a loss.
[0094] After selecting the special symbol variation pattern, the special symbol variation pattern determination means 143 generates an effect control command (communication inspection command) for checking whether communication with the effect control board 200 is being properly performed in order to instruct the start of the variation of the decorative symbol to the effect control board 200, an effect control command (variation addition information designation command) including the special symbol variation addition pattern (information for adding or subtracting the variation time), an effect control command (variation pattern designation command) including the special symbol variation pattern information, an effect control command (symbol designation command) including the information of the character effect number (symbol group and game state), etc. (hereinafter, these commands are collectively referred to as "variation start commands"), and stores them in the command storage area of the main information storage means 180.
[0095] The normal symbol lottery processing means 145 includes a normal symbol winning determination means 146, a normal symbol stop symbol determination means 147, and a normal symbol variation pattern determination means 148. When the variation start condition of the normal symbol is satisfied, the normal symbol lottery processing means 145 reads out the normal symbol winning random value and the normal symbol variation pattern random value stored in the earliest storage area in the normal symbol hold storage area, and stores them in the normal symbol winning determination area and the normal symbol variation pattern determination area of the main information storage means 180, respectively. Here, the "variation start condition of the normal symbol" means (1) that the normal symbol is in the variation standby state, and (2) that there is an operating hold ball of the normal symbol. When all of these conditions are satisfied, it is determined that the normal symbol is in a state where it can start to vary (a state where the variation start condition is established).
[0096] The normal symbol win / loss determination means 146 reads out a normal symbol winning random value from the normal symbol win / loss determination area of the main information storage means 180 to execute the win / loss determination of the normal symbol, and determines whether the determination result corresponds to either "win" or "loss". The result of this win / loss determination of the normal symbol is temporarily stored in the normal symbol determination flag of the main information storage means 180, cleared when the variation of the normal symbol stops after being used in subsequent processing. The normal symbol win / loss determination means 146 holds a normal symbol win / loss lottery table (not shown) that is referred to during this win / loss determination of the normal symbol. The winning probability of the normal symbol is set to "1 / 3001" when the electric chu support function (probability variation function of the normal symbol) is not operating, and set to "2999 / 3001" when the electric chu support function (probability variation function of the normal symbol) is operating.
[0097] The normal symbol stop symbol determination means 147 refers to a normal symbol stop symbol table (not shown), and selects a predetermined winning symbol (a stop symbol that triggers the operation of the normal electric accessory 522) when the result of the win / loss determination of the normal symbol is a win, while selecting a predetermined losing symbol (a stop symbol that does not trigger the operation of the normal electric accessory 522) when the result of the win / loss determination of the normal symbol is a loss. In this embodiment, symbol A and symbol B are assigned as the winning symbols of the normal symbol, while symbol C is assigned as the losing symbol of the normal symbol.
[0098] The normal symbol variation pattern determination means 148 reads out a normal symbol variation pattern random number value from the normal symbol variation pattern determination area of the main information storage means 180, and determines the variation pattern (variation time) of the normal symbol with reference to a normal symbol variation pattern table (not shown). The variation time of the normal symbol is set to "0.6 seconds" when the electric chaser support function (normal symbol variation time shortening function) is not operating, and is set to "0.2 seconds" when the electric chaser support function (normal symbol variation time shortening function) is operating. Regardless of which normal symbol variation pattern is selected, the fixed stop time (fixed display time) of the normal symbol is set to "0.1 seconds". The fixed stop time (fixed display time) of the normal symbol is the time when the normal symbol is fixedly stopped and displayed (the time when the completely stopped state is maintained). In the control of the normal symbol, in order to reduce the processing load of the main control board 100, when the electric chaser support function is not operating, it is also conceivable to adopt a specification in which the hit probability of the normal symbol pass / fail determination is set to "0" and the variation time of the normal symbol is made a single one.
[0099] Also, the normal symbol lottery processing means 145 determines the opening pattern (opening time) of the normal electric accessory 522 according to the result of the pass / fail determination of the normal symbol and the like. The normal symbol lottery processing means 145 holds a normal electric accessory opening pattern table that is referred to when determining the opening pattern (opening time) of the normal electric accessory 522. The opening pattern (opening time) of the normal electric accessory 522 is set to "0.2 seconds" when the electric chaser support function (opening extension function) is not operating, and is set to "5.8 seconds" when the electric chaser support function (opening extension function) is operating. Note that the opening pattern of the normal electric accessory 522 may be made different according to the type of winning symbol of the normal symbol. For example, as the opening pattern of the normal electric accessory 522, when the electric chaser support function (opening extension function) is operating, if the winning symbol of the normal symbol is symbol A, it is "open for 3 seconds × 1 time → open for 2.8 seconds × 1 time (total opening time 5.8 seconds)", and if the winning symbol of the normal symbol is symbol B, it is "open for 2.8 seconds × 1 time → open for 3 seconds × 1 time (total opening time 5.8 seconds)".
[0100] When the result of the winning or losing determination of the special symbol is a big win, the special game control means 150 determines the execution time (demo time) of the big win start demo and the big win end demo and the execution time (round time) of the round game according to the determined big win type (symbol group). Then, the special game control means 150 generates an effect control command (referred to as a "big win start demo command") for instructing the execution of the big win start demo effect and an effect control command (referred to as a "big win end demo command") for instructing the execution of the big win end demo effect to the effect control board 200 side and stores these in the command storage area of the main information storage means 180. Note that the big win start demo command also serves as an opportunity for determining the content of a series of in-big-win effects (big win start demo effect, round effect, big win end demo effect) developed during the big win game on the effect control board 200 side. Also, the special game control means 150 generates an effect control command (referred to as a "round effect designation command") for instructing the start of the round effect corresponding to each round game during the big win game and stores this in the command storage area of the main information storage means 180. This round effect designation command includes information on the current round number and information on the opening and closing of the big winning opening 54. As will be described later with reference to FIG. 11, in the present embodiment, the execution time of the big win start demo is uniformly set to 5 seconds and the execution time of the big win end demo is uniformly set to 20 seconds. However, regarding the execution time (demo time) of the big win start demo and the big win end demo, not only the big win type (symbol group) but also according to the game state at the time of big win winning, even for the same big win type (symbol group), the execution time (demo time) of the big win start demo and the big win end demo may be made different.For example, assuming a specification in which a 16R specific jackpot is won even with the first special symbol, for the 4R normal jackpot, when hitting the jackpot in a low-probability low-base state, the execution time of the jackpot start demonstration is 5 seconds (performing demonstration A-1 displayed as "Normal Jackpot Start" as the jackpot start demonstration effect), and the execution time of the jackpot end demonstration is 15 seconds (performing demonstration B-1 displayed as "Entering Time-Saving Mode" and demonstration C for reminding about preventing forgetting of the prepaid card (※ a storage medium storing information about the amount of money required to borrow game balls for gaming) as the jackpot end demonstration effect). On the other hand, when hitting the jackpot in a high-probability high-base state or a low-probability high-base state, the execution time of the jackpot start demonstration is 5 seconds (performing demonstration A-1 as the jackpot start demonstration effect), and the execution time of the jackpot end demonstration is 10 seconds (performing demonstration B-1 as the jackpot end demonstration effect and not performing demonstration C). For the 16R specific jackpot and the 4R specific jackpot, when hitting the jackpot in a low-probability low-base state, the execution time of the jackpot start demonstration is 5 seconds (performing demonstration A-2 displayed as "Variable Probability Jackpot Start" as the jackpot start demonstration effect), and the execution time of the jackpot end demonstration is 20 seconds (performing demonstration B-2 displayed as "Entering Variable Probability Mode" and demonstration C as the jackpot end demonstration effect). On the other hand, when hitting the jackpot in a high-probability high-base state or a low-probability high-base state, the execution time of the jackpot start demonstration is 5 seconds (performing demonstration A-2 as the jackpot start demonstration effect), and the execution time of the jackpot end demonstration may be 10 seconds (performing demonstration B-3 displayed as "Continuing Variable Probability Mode" as the jackpot end demonstration effect and not performing demonstration C).In addition, on the premise that a 16R specific jackpot is won in the first special symbol, if it is a jackpot in the first special symbol, regardless of the game state at the time of the jackpot, the execution time of the jackpot start demo is 5 seconds (5 seconds for any of the 16R specific jackpot, 4R specific jackpot, and 4R normal jackpot, and as the jackpot start demo performance, perform performance A-1 or performance A-2), and the execution time of the jackpot end demo is 30 seconds (30 seconds for the 16R specific jackpot and 4R specific jackpot, and as the jackpot end demo performance, perform performance B-2 and performance C. However, for the 4R normal jackpot, it is 15 seconds, and as the jackpot end demo performance, perform performance B-1 and performance C). On the other hand, if it is a jackpot in the second special symbol, regardless of the game state at the time of the jackpot, the execution time of the jackpot start demo is 5 seconds (5 seconds for any of the 16R specific jackpot, 4R specific jackpot, and 4R normal jackpot, and as the jackpot start demo performance, perform performance A-1 or performance A-2), and the execution time of the jackpot end demo is 20 seconds (20 seconds for the 16R specific jackpot and 4R specific jackpot, and as the jackpot end demo performance, perform performance B-3 and do not perform performance C. However, for the 4R normal jackpot, it is 10 seconds, and as the jackpot end demo performance, perform performance B-1 and do not perform performance C). This relationship of time values is an example, and as long as the magnitude relationship of each demo time in each situation is the same as the above, it is not limited to this time value. Also, in any of the above specifications, performance C does not occur when winning a jackpot in the high probability high base state or low probability high base state. However, if a power failure occurs during the variation related to that jackpot or during the jackpot game (special game) and the power is restored during that variation or during the jackpot game, performance C may be exceptionally generated.
[0101] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 variably displays the first special symbol on the first special symbol display device 71 in accordance with the variation pattern (variation time) of the first special symbol, and fixes and displays the first special symbol after the variable display. Further, the special symbol display control means 156 variably displays the second special symbol on the second special symbol display device 72 in accordance with the variation pattern (variation time) of the second special symbol, and fixes and displays the second special symbol after the variable display. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first special symbol and the second special symbol. The operating states of the first special symbol display device 71 and the second special symbol display device 72 are monitored based on the special symbol game status in the main information storage means 180. The special symbol display control means 156 generates an effect control command (referred to as a "variation stop command") for requesting the fixed display of the decorative symbol to the effect control board 200 when the variation of the special symbol stops (that is, at the timing when the value of the special symbol game timer becomes "0"). The normal symbol display control means 157 variably displays the normal symbol on the normal symbol display device 75 in accordance with the variation pattern (variation time) of the normal symbol, and fixes and displays the normal symbol after the variable display. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, fixed display time) related to the display of the normal symbol. The operating state of the normal symbol display device 75 is monitored based on the normal symbol game status in the main information storage means 180.
[0102] In addition, when the interruption state of the game continues for a predetermined time or longer, the special symbol display control means 156 generates an effect control command (referred to as a "standby demo command") that serves as a trigger for executing a standby demo effect (customer waiting demo effect), and stores this in the command storage area of the main information storage means 180. "The interruption state of the game continues for a predetermined time or longer" means that the period during which there is no suspended ball for the special symbol operation and the variable display of the special symbol is not being performed continues for a predetermined time or longer. Note that, when the period during which no game ball is launched continues for a predetermined time or longer, or when the period during which game balls have not entered all the winning holes continues for a predetermined time or longer, it may be configured such that the interruption state of the game continues for a predetermined time or longer.
[0103] When the result of the winning or losing determination of the special symbol is a big win, the electric accessory control means 160 outputs a control signal to the special electric accessory solenoid 543 after the definite display of the special symbol, and controls the opening and closing of the special electric accessory 542 according to a predetermined operation pattern as a big win game process. In the big win game, one opening and closing operation of the special electric accessory 542 is defined as one round game (unit game), and the round games are continuously executed for a specified number of rounds. The electric accessory control means 160 holds a jackpot opening counter for storing the number of operations of the special electric accessory 542 (that is, the number of rounds in progress). Here, the end condition of the operation of the special electric accessory 542 in the big win game (the end condition of the unit game) is that a specified count number (in this embodiment, "10") of game balls have entered the jackpot opening 54, or that the opening time of the jackpot opening 54 has reached the maximum opening time (in this embodiment, "29 seconds").
[0104] In addition, when the result of the winning or losing determination of the normal symbol corresponds to a win, the electric accessory control means 160 outputs a control signal to the normal electric accessory solenoid 523 to open and close the normal electric accessory 522 (the second start port 52) for a predetermined release time. Here, as described above, the electric accessory control means 160 opens the normal electric accessory 522 for 0.2 seconds in the low base state where the electric chew support function (release extension function) is not operating, while in the high base state where the electric chew support function (release extension function) is operating, the normal electric accessory 522 is opened for 5.8 seconds. Here, the operating end condition of the normal electric accessory 522 is that a predetermined number (in this embodiment, "10") of game balls have entered the second start port 52, or the release time of the second start port 52 has reached the maximum release time (in this embodiment, "0.2 seconds" or "5.8 seconds").
[0105] When the result of the winning or losing determination of the first special symbol or the second special symbol is a big win, the game state control means 165 determines the game state after the end of the big win game and switches the game state after the end of the big win game based on the big win type (the type of symbol group) and the game state at the time of winning the big win. In this embodiment, as described above, a plurality of types of game states, namely, the normal game state (low probability low base state), the time-saving game state (low probability low base state), and the probability-variable game state (high probability high base state), are set, and any one of the plurality of types of game states is selectively set. Since each game state has already been described in detail, duplicate description is omitted here.
[0106] In addition, when a big win game is executed, the game state control means 165 determines the variable pattern selection state after the end of the big win game and switches the variable pattern selection state after the end of the big win game based on the big win type (the type of symbol group). In this embodiment, a plurality of types of variable pattern selection states, namely, the normal selection state, the time-saving selection state, and the probability-variable selection state, are set, and any one of the plurality of types of variable pattern selection states is selectively set according to the determined game state, the big win type, the number of variable display times of the special symbol, and the like. Since each variable pattern selection state has already been described in detail, duplicate description is omitted here.
[0107] In addition, the game state control means 165 generates an effect control command (referred to as a "game state designation command") including the current game state information and the variation pattern selection state information, and stores this in the command storage area of the main information storage means 180.
[0108] The error monitoring control means 170 monitors the input information of the I / O port circuit 104, inspects a magnetic detection signal by a magnetic sensor, a disconnection / short-circuit power supply abnormality signal, a radio wave detection signal by a radio wave sensor, a door / frame opening signal, etc., and determines whether or not the gaming machine is in an error state. When it is in an error state, in order to instruct an error state effect to the effect control board 200, it requests an effect control command (an "error effect designation command") including the error information. Although not described in FIG. 4 etc., the door opening switch is a detection means for detecting whether or not the glass frame 5 is open, the frame opening switch is a detection means for detecting whether or not the front frame 2 is open, and the back set opening switch is a detection means for detecting whether or not the back set board 30 is open. Also, the magnetic sensor and the radio wave sensor are detection means for discovering so-called illegal gaming acts.
[0109] The main information storage means 180 is configured to temporarily store random number value information acquired in special symbol games and normal symbol games, operation hold ball information of special symbols and normal symbols, information on the game state (probability variation function, variation time shortening function, electric cheat support function) regarding special symbol games and normal symbol games, information regarding the variation pattern selection state, result information (big win, loss) of the success or failure determination of special symbols and normal symbols, information on the stop symbols (including symbol groups) related to special symbols and normal symbols, information on the variation patterns (including variation addition patterns) of special symbols and normal symbols, information regarding big win games (number of rounds, opening time, opening mode (number of opening times per one-round game), etc.), status information indicating the operation state of the special symbol display devices 71, 72, status information indicating the operation state of the special electric accessory 542, information on effect control command data, etc., and has a predetermined storage area for storing each information.
[0110] When there is a command transmission request, the command transmission / reception means 190 is configured to transmit various production control command data stored in the command storage area of the main information storage means 180 to the production control board 200 by a parallel transmission method. Each production control command has a two-byte configuration including 1-byte MODE data and 1-byte EVENT data. In order to distinguish MODE and EVENT, Bit7 of the MODE data is set to "1" and Bit7 of the EVENT data is set to "0". When transmitting these pieces of information as valid ones, a strobe signal is output at the transmission timing of each of MODE and EVENT. The production control commands generated in each process are, in principle, transmitted one command per interrupt period in the order set in the command storage area of the main information storage means 180.
[0111] As shown in FIG. 4, the production control board 200 includes a production lottery random number generation means 210, a production overall control means 220, a lamp control means 230, a prop control means 240, an error production control means 250, a sub-main information storage means 260, and a command transmission / reception means 270. Each of the above means in the production control board 200 functionally represents what is constituted by hardware such as a sub-main CPU 201, a ROM 202, a RAM 203, and electronic circuits arranged on the production control board 200 and software such as a control program stored in the ROM 202.
[0112] The performance lottery random number generation means 210 includes a random number counter for generating various software random numbers (performance lottery random numbers) by the program processing of the sub-main CPU 201. These random number counters serve as random number generation means for generating random numbers software-wise. Such software random numbers include the preview lottery random number used for the lottery of the preview performance, the decorative symbol random number used for the lottery of the stop symbol of the decorative symbol, the variable performance pattern random number used for the lottery of the variable performance pattern of the decorative symbol, the preview lottery random number used for the lottery of the preview performance, the big win performance pattern random number used for the lottery of the big win performance pattern, the stage lottery random number used for the lottery of the transition of the performance stage, and the like. As for the update timing of these random numbers, they are updated using the remaining time when command analysis is not performed within the performance control side main process described later (when the performance control command is not received from the main control board 100).
[0113] The performance overall control means 220 includes a performance mode control means 221, a hold information display control means 222, a preview notice control means 223, a variable performance control means 224, a decorative symbol control means 225, a preview performance control means 226, and a special game performance control means 227.
[0114] The performance mode control means 221 controls the performance mode (also referred to as the "game performance mode") in a manner that ensures consistency with the game state and variable pattern selection state managed on the main control board 100 based on game state designation commands and the like from the main control board 100. In this embodiment, a plurality of types of performance modes are set, including the "normal performance mode", the "time-saving performance mode", and the "probability-variable performance mode". Depending on the game state (or variable pattern selection state) managed on the main control board 100, the number of variable displays of special symbols, etc., one of the plurality of types of performance modes is selectively set, and a variable performance corresponding to the set performance mode is executed. In this embodiment, when the game state is the normal game state, the "normal performance mode" is set; when the game state is the time-saving game state, the "time-saving performance mode" is set; and when the game state is the probability-variable game state, the "probability-variable performance mode" is set. When any performance mode is set, as a performance (variable performance) suggesting that the player is staying in the performance mode, a background image dedicated to the performance mode (a background image that is the back display of the decorative symbol) is displayed on the screen, and the BGM dedicated to the performance mode is output from the speaker 11. Since the background image and BGM are set to be different for each performance mode in this way, the player can recognize which performance mode the player is currently staying in from the type of the background image or BGM.
[0115] The holding information display control means 222 has a first holding ball number counter for counting the number of operation holding balls of the first special symbol and a second holding ball number counter for counting the number of operation holding balls of the second special symbol. When the holding information display control means 222 receives a symbol storage number command from the main control board 100, it updates (adds) the value of the corresponding counter based on the information of the number of operation holding balls included in this command. On the other hand, when the holding information display control means 222 receives a variation start command from the main control board 100, that is, when the operation holding balls are consumed, it updates (subtracts) the value of the corresponding counter. Further, the holding information display control means 222 controls the holding image display section 710 of the effect display device 70 to display the number of holding images corresponding to the number of operation holding balls of the first special symbol and the number of holding images corresponding to the number of operation holding balls of the second special symbol based on the values of the first holding ball number counter and the second holding ball number counter. In addition, the holding information display control means 222 controls the display of a variation image that is switched to the holding image corresponding to this operation holding ball and displayed in the variation image display area 720 of the effect display device 70 when the operation holding ball (the first operation holding ball) of the first special symbol or the second special symbol is consumed. In the present embodiment, unless explicitly stated otherwise, the holding images of the first special symbol and the holding images of the second special symbol are not distinguished and simply referred to as "holding images", and the variation images of the first special symbol and the variation images of the second special symbol are not distinguished and may simply be referred to as "variation images".
[0116] The pre-reading notice control means 223 performs a pre-reading determination (referred to as "pre-reading lottery") on the operation hold balls targeted for the pre-reading notice effect. The pre-reading notice effect is generated as a form of continuous notice effect that notifies the possibility of a jackpot win or a high-expectation effect (e.g., reach effect) occurring over one or more variable displays before the operation hold balls targeted for pre-reading are consumed. At this time, the pre-reading lottery is performed based on the information of the pre-determination result included in the pre-determination command from the main control board 100. Here, when the pre-reading notice control means 223 receives the pre-determination command from the main control board 100, it distinguishes the information of the pre-determination result of the first special symbol and the information of the pre-determination result of the second special symbol, and temporarily stores them in the pre-reading information storage area of the sub-main information storage means 260 in a form combined with the entry order of the operation hold balls up to a predetermined upper limit number (4). This pre-reading information storage area has the same configuration as the hold storage area of the main control board 100, and a hold 1 storage area (the first hold storage area), a hold 2 storage area (the second hold storage area), a hold 3 storage area (the third hold storage area), and a hold 4 storage area (the fourth hold storage area) are provided in the order of entry into each start port 51, 52. Each hold storage area can store, as a set, the information of the win / loss pre-determination result, the symbol pre-determination result, and the variation pattern pre-determination result. The information of the pre-determination result is stored in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area, while being consumed in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area (first in, first out principle). Also, when the information of the pre-determination result in the hold 1 storage area is consumed, the information of the pre-determination result stored in the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area is shifted to the storage areas with lower numbers, and the content of the hold 4 storage area is cleared to zero.
[0117] The variable effect control means 224 determines, by lottery, a variable effect pattern that defines the variable process (effect process) from the start to the stop of the variable display of the decorative pattern based on the information (such as variable pattern information and variable addition information) included in the variable start command from the main control board 100. The variable effect control means 224 holds a plurality of types of variable effect pattern tables that are referred to when selecting the variable effect pattern of the decorative pattern, and a variable effect pattern table corresponding to the variable pattern (variable time) of the special pattern is selected from among these plurality of types of variable effect pattern tables. Here, on the main control board 100 side, the main variable pattern of the special pattern (such as "SP Reach A" or "SP Reach B") is determined, while on the sub-control board 200 side, a sub-variable pattern of the decorative pattern (such as "SP Reach A1, A2..." or "SP Reach A2, A3...") that details the scenario of the effect display process based on the main variable pattern is determined. In the variable effect pattern of the decorative pattern, the variable display mode of the decorative pattern, that is, a series of scenario of the effect display process from the start to the end of the variable display of the decorative pattern is defined, and the timing for generating a preview effect at each stage during the display process is also defined as a time schedule. Also, regarding this variable effect pattern of the decorative pattern, even if the variable pattern of the special pattern is the same (even when receiving a variable start command with the same information), different variable effect patterns with different effect contents can be selected if the effect mode during stay is different. That is, the variable effect pattern table is prepared for each effect mode during stay.
[0118] Further, when the variable effect control means 224 receives the standby demo command from the main control board 100, during the customer waiting period from when the standby demo command is received until the variable display of the special pattern starts (until the next variable start command is received), for example, it executes a standby demo effect (customer waiting demo effect) that plays a moving image for demonstration.
[0119] The decorative symbol control means 225 determines, by lottery, the final combination of stopped symbols (left symbol, middle symbol, right symbol) of the decorative symbols based on the information (stop symbol information, game state information) included in the variation start command from the main control board 100 and the above-described variation effect pattern determined by the variation effect control means 224. In this example, three symbol columns including a plurality of types of decorative symbols are configured, and these decorative symbols are formed by identification elements such as numbers, for example. Further, the decorative symbol control means 225 holds a plurality of types of stop symbol pattern tables that are referred to when determining, by lottery, the combination of stopped symbols of the decorative symbols (also referred to as the "stop symbol pattern"). Examples of these plurality of types of tables include a stop symbol pattern table for jackpot, a stop symbol pattern table for reach miss, and a stop symbol pattern table for non-reach miss. The stopped symbols of the decorative symbols are formed as a combination of three symbols and include "stopped symbols indicating a jackpot (jackpot symbols)" and "stopped symbols indicating a miss (miss symbols)". The jackpot symbols indicating a specific jackpot (probability-variable jackpot) are a combination of stop states in which three identical odd-numbered symbols are aligned (for example, "7·7·7"). The jackpot symbols indicating a normal jackpot (non-probability-variable jackpot) are a combination of stop states in which three identical even-numbered symbols are aligned (for example, "2·2·2"). The miss symbols are a combination of stop states in which at least one of the three symbols is a symbol with a number different from the other numbers (for example, "1·3·8"). Here, among the miss symbols, the reach miss symbols are a combination of stop states in which the left symbol and the right symbol are the same and only the middle symbol is shifted forward or backward by several frames (for example, "3·1·3"). In the case of small jackpot symbols or jackpot symbols such as 2R jackpot symbols, they may be a combination of predetermined stop states such as "3·5·7", for example. Also, when the lottery result is a non-reach miss, specific outcomes (for example, as sequential outcomes, "1·2·3", "5·6·7", etc., and as shifted outcomes, "2·2·3", "5·5·6", etc.) called so-called "chance eyes" may be selected. Furthermore, in the above-described pseudo-continuous effect, when performing an effect of temporarily stopping and re-varying the display before finally determining the stopped symbols, special symbols (pseudo-continuous symbols) are selected as the temporarily stopped symbols suggesting the occurrence of a pseudo-continuous sequence.When displaying a pseudo-stop symbol suggesting the occurrence of a pseudo-chain, in some cases (for example, "2·NEXT·3", etc.), at least one of the stop symbols (typically the middle symbol) among the stop symbols of the three columns of decorative symbols is replaced with a special symbol (pseudo-chain symbol) that displays characters such as "NEXT" and then displayed. Note that the stop order for stopping the decorative symbols is determined in advance for each of the following variation display patterns. In this embodiment, in principle, the left symbol → right symbol → middle symbol are stopped in this order. However, in the case of a variation display pattern of shortened variation where the variation time is set extremely short, the left symbol, middle symbol, and right symbol are stopped almost simultaneously. In the case of a special variation display pattern, it is also possible to stop them in the order of right symbol → middle symbol → left symbol. In this case, the expectation degree of a big win tends to be relatively high. Also, regardless of the stop order, it is desirable that the left symbol, right symbol, and middle symbol start to vary simultaneously at the start of the variation. However, as a special variation display pattern, it is also possible to start the variation in the order of left symbol, right symbol, and middle symbol.
[0120] Here, FIG. 10 is a schematic diagram showing the pattern attributes of the decorative patterns in this embodiment. The decorative pattern is formed by a combination of an identification element consisting of numbers and a color (display color) attached to the identification element. In this embodiment, as the identification elements, all nine types of numbers from "1" to "9" are set (that is, there are a total of nine types of decorative patterns). Each decorative pattern is arranged in the order of "1" to "9" according to the arrangement of the pattern row, and on the effect display device 70, it is cyclically displayed or scrolled in the order of "1" to "9" (or in the order of "9" to "1") in each display area Z1, Z2, Z3, and after "9", it returns to "1" again (or after "1", it returns to "9" again). This specification is the same in other embodiments. Each decorative pattern has its pattern attribute determined by the type of color attached to the identification element. That is, even if a plurality of decorative patterns are composed of different identification elements, by being attached with the same color, they will be grouped into the same pattern attribute. In this example, three types of colors, "blue", "red", and "gold", are set as the colors of the decorative patterns. In the drawing, the display modes of the three types of decorative patterns of "blue", "red", and "gold" are represented by "white background", "slant lines", and "filled". Specifically, the decorative patterns "2", "4", "6", "8" are classified into the blue pattern attribute (blue attribute), the decorative patterns "1", "3", "5", "9" are classified into the red pattern attribute (red attribute), and the decorative pattern "7" is classified into the gold pattern attribute (gold attribute). In this embodiment, as the pattern attributes of the decorative patterns, the expected degree of obtaining a winning combination and the expected degree of a probability change transition increase step by step in the order of "blue" < "red" < "gold". Hereinafter, for convenience, the decorative pattern with the blue attribute is also referred to as the "blue pattern", the decorative pattern with the red attribute is also referred to as the "red pattern", and the decorative pattern with the gold attribute is also referred to as the "gold pattern".
[0121] The preview performance control means 226 determines, by lottery, a preview performance pattern that defines the content of the preview performance executed at each stage of the change process of the decorative pattern in accordance with the scenario of the variable performance pattern determined by the variable performance control means 224. The preview performance pattern includes a performance pattern for temporarily or gradually displaying an image of a specific character, an animation, etc., a performance pattern for outputting a specific sound, a performance pattern for operating a movable prop, etc. The preview performance is executed in parallel with the variable display of the decorative pattern, and pre-announces that the probability of the pattern change stopping in the jackpot mode is high. The preview performance includes a preview performance executed before the reach state occurs (including the time when the reach occurs) in the process of variable display of the decorative pattern, and a preview performance executed after the reach state occurs. The preview performances have different jackpot reliabilities. Basically, the preview performance displayed after the reach occurs has a relatively higher jackpot expectation than the preview performance displayed before the reach occurs. The preview performance control means 226 holds a preview lottery table referred to when selecting the preview performance pattern for each type of preview performance, and selects the preview lottery table corresponding to the type of preview performance that occurs in accordance with the scenario of the variable performance pattern. Note that, as specific types of preview performances, for example, a comment preview performance, a background preview performance, an SU (step-up) preview performance, a logo preview performance, a mini-character preview performance, a group preview performance, a prop preview performance, etc. are prepared. This preview performance is basically performed by synthesizing the display of one or more preview performances with the variable display of the decorative pattern on the performance display device 70. Therefore, even for the variable display of the decorative pattern by the same variable performance pattern, it is possible to generate various performance modes by combining with one or more preview performances.
[0122] The special game performance control means 227 determines the content of the jackpot performance (jackpot performance pattern) for notifying that a jackpot game is in progress. The jackpot performance includes a jackpot start demo performance for notifying the start of the jackpot game, a round performance for notifying that a round game is in progress, and a jackpot end demo performance for notifying the end of the jackpot game. When the special game performance control means 227 receives a jackpot start demo command from the main control board 100, it determines the jackpot performance pattern (jackpot start demo performance pattern, round performance pattern, jackpot end demo performance pattern) based on information such as the jackpot type information stored in the sub-main information storage means 260. In this jackpot performance pattern, a jackpot start demo performance time, a round performance time (performance time corresponding to the opening pattern of the big winning opening 54), and a jackpot end demo performance time are set, and a series of performance contents are set along the time axis. Further, the special game performance control means 227 executes the jackpot start demo performance upon receiving the jackpot start demo command from the main control board 100 according to the jackpot performance pattern, executes each round performance upon receiving the round performance designation command, and executes the jackpot end demo performance upon receiving the jackpot end demo command. In the jackpot start demo performance, for example, the characters "Jackpot Start" are displayed on the screen to announce the start of the jackpot game. Also, in the round performance, for example, the current round number and the number of prize balls acquired are displayed on the screen, and various images (such as animation images) that liven up the jackpot game are displayed. And in the jackpot end demo performance, for example, the characters "Jackpot End" are displayed on the screen to announce the end of the jackpot game, and a performance indicating the game state (mode) to which it will transition thereafter is displayed.
[0123] As described above, the performance control means 220 generates image control commands related to images and sounds based on the determined performance contents (pre-reading performance pattern, variable performance pattern, preview performance pattern, stopped symbol pattern, jackpot performance pattern, etc.), and stores these in the command storage area of the sub-main information storage means 260.
[0124] The lamp control means 230 controls the lighting and light color of the performance lamps according to the performance contents set by the performance integration means 220. The lamp control means 230 holds multiple types of lamp data (lamp pattern data) for controlling the lighting of the performance lamps LP (frame lamp 10, board lamp 80), reads out the lamp data corresponding to the determined performance pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.
[0125] The prop control means 240 controls the driving of each movable prop 24 according to the performance content set by the performance integration means 220. The prop control means 240 holds a plurality of types of driving data for driving and controlling the movable props 24, and transmits a driving control signal (driving data) according to the determined performance pattern to the motor driver 92.
[0126] The error presentation control means 250 is configured to determine an error presentation pattern when it receives an error presentation designation command from the main control board 100, and to notify the occurrence of an error state in the gaming machine in accordance with the error presentation pattern.
[0127] The sub-main information storage means 260 is configured to temporarily store decorative pattern information, variable performance pattern information, preview performance pattern information, control command information, etc., and is provided with a predetermined storage area for storing each piece of information. For example, the command storage area includes a performance control command buffer for storing performance control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer, and can store a predetermined number of performance control commands, image control commands, and ACK commands.
[0128] The command transmission / reception means 270 is configured to receive the production control command transmitted from the main control board 100 and store this production control command in the production control command buffer of the sub-main information storage means 260. The command transmission / reception means 270 generates an interrupt based on the input of the aforementioned strobe signal from the main control board 100 and executes the reception interrupt process of the production control command (details will be described later), and various production control commands are acquired in this interrupt process. Note that when the command transmission / reception means 270 receives the strobe signal, it performs the reception interrupt process of this production control command preferentially over other interrupt processes (interrupt processes with a priority level lower than 7, which will be described later).
[0129] Also, the command transmission / reception means 270 transmits the image control command stored in the sub-main information storage means 260 to the image control board 300 by serial communication to instruct the execution of the production content (such as variable production pattern information, preview production pattern information, decorative pattern information, etc.) set by the production coordination means 220. The image control command is generally transmitted at a predetermined cycle (500 μs in this example) according to the order set in the command storage area of the sub-main information storage means 260. Thereby, the image control board 300 analyzes various image control commands transmitted from the production control board 200, variably displays a production image including a decorative pattern on the production display device 70 along the scenario of the variable production pattern, and displays a preview production in a manner superimposed on the production of the pattern variation at each stage of the variable display process. Further, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300 and stores this ACK command in the ACK command buffer of the sub-main information storage means 260.
[0130] [Various Productions] As described above, the pachinko gaming machine PA with such a configuration is configured such that various game effects are controlled and executed by the effect control board 200 and the image control board 300 according to the progress of the game and the like. Hereinafter, among various game effects, the content of the jackpot effect will be described. In the following, "restricting the execution" or "regulating the execution" is used as a concept including, for example, not executing all, not executing a part, and relatively lowering the priority of display or output. Also, in the following, "executing repeatedly (executing overlappingly)" means that one execution period (or execution timing) overlaps with the other execution period (or execution timing), and it is used as a concept including both the case where all of the execution periods (or execution timings) of both overlap and the case where a part of the execution periods (or execution timings) of both overlap.
[0131] [Jackpot effect] As described above, the jackpot effect includes the jackpot start demo effect, the round effect, and the jackpot end demo effect. FIG. 11 is a schematic diagram showing the correspondence between the jackpot type (type of symbol group), the jackpot symbol combination (combination of decorative symbols at the time of jackpot occurrence), and the jackpot effect pattern. In the figure, (A) is referred to when the game state at the time of jackpot winning is the normal game state, and (B) in the figure is referred to when the game state at the time of jackpot winning is the time-saving game state or the probability-variable game state. As shown in FIG. 11, the type of jackpot symbol combination and the type of jackpot effect pattern are determined according to the jackpot type (symbol group) selected by the special symbol lottery process. In the present embodiment, even when the jackpot types are the same, the type of jackpot symbol combination and the type of jackpot effect pattern can be different according to the game state at the time of jackpot winning.
[0132] The jackpot symbol combination is composed of a stop pattern combination of " *·*·* " in which three decorative symbols of the same number (identification element) are aligned (*: decorative symbol of any number). The jackpot symbol combination is distinguished into an odd symbol combination (red symbol combination, gold symbol combination) indicating a "specific jackpot" such as "1·1·1", "3·3·3", "5·5·5", "7·7·7", "9·9·9", and an even symbol combination (blue symbol combination) indicating a "specific jackpot" or "ordinary jackpot" such as "2·2·2", "4·4·4", "6·6·6", "8·8·8". That is, the odd symbol combination (gold symbol combination, red symbol combination) is a jackpot symbol combination in which it is determined that a "specific jackpot" has been won, while the even symbol combination (blue symbol combination) is a jackpot symbol combination in which it is uncertain which jackpot type of "specific jackpot" and "ordinary jackpot" has been won.
[0133] The gold symbol combination is a jackpot symbol combination that notifies that the actual number of rounds is "16 rounds" and that it has won the "specific jackpot" which is a trigger for transitioning to the probability-variable gaming state. That is, the gold symbol combination is a jackpot symbol combination that definitely notifies that among multiple types of jackpot categories, it has won the most advantageous jackpot (16R specific jackpot) with the highest degree of advantage for the player. The red symbol combination is a jackpot symbol combination that notifies that although it is uncertain whether the actual number of rounds is either "16 rounds" or "4 rounds", it has won the "specific jackpot" which is a trigger for transitioning to the probability-variable gaming state. The blue symbol combination is a jackpot symbol combination that notifies that it is certain that the actual number of rounds is "4 rounds", but it is uncertain whether it has won the "specific jackpot" which is a trigger for transitioning to the probability-variable gaming state or the "normal jackpot" which is a trigger for transitioning to the time-saving gaming state. Here, even for the blue symbol combination, it may be configured such that the actual number of rounds can be "16 rounds" (that is, even for a probability-variable jackpot with an actual number of rounds of "16 rounds", the blue symbol combination may be selectable), but it is preferable that the red symbol combination has a higher possibility of having an actual number of rounds of "16 rounds". In this case, as one of the "happy jackpot effects" described later, it may be provided with the "happy jackpot C effect" where the probability-variable level increases and the round level increases.
[0134] In this embodiment, as multiple types of jackpot in-game performance patterns, "ultra-longevity jackpot performance", "longevity jackpot A performance", "longevity jackpot B performance", "happy jackpot A performance", and "happy jackpot B performance" are set. The ultra-longevity jackpot performance is a type of in-game performance pattern for the jackpot set corresponding to the jackpot symbol combination being the "gold symbol combination". The longevity jackpot A performance and the longevity jackpot B performance are types of in-game performance patterns for the jackpot set corresponding to the jackpot symbol combination being the "red symbol combination". The happy jackpot A performance and the happy jackpot B performance are types of in-game performance patterns for the jackpot set corresponding to the jackpot symbol combination being the "blue symbol combination". That is, the type of in-game performance pattern for the jackpot is set according to the symbol attribute (gold symbol, red symbol, blue symbol) of the jackpot symbol combination.
[0135] Here, referring to FIG. 11(A), the jackpot symbol combinations and jackpot winning performance patterns selected when the game state during jackpot winning is the normal game state will be described. First, when winning the "4R specific jackpot" of the first special symbol, the "red symbol combination" or the "blue symbol combination" is selected as the jackpot symbol combination. For example, as the jackpot symbol combination, the red symbol combination is selected with a probability of 80%, and the blue symbol combination is selected with a probability of 20%. At this time, when the "red symbol combination" is selected as the jackpot symbol combination, the "Longevity Jackpot A Performance" is selected as the corresponding jackpot winning performance pattern, and when the "blue symbol combination" is selected as the jackpot symbol combination, the "Joy Jackpot B Performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "4R normal jackpot" of the first special symbol, the "blue symbol combination" is selected as the jackpot symbol, and the "Joy Jackpot A Performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "16R specific jackpot" of the second special symbol, the "gold symbol combination" is selected as the jackpot symbol, and the "Super Longevity Jackpot Performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "4R specific jackpot" of the second special symbol, the "red symbol combination" is selected as the jackpot symbol combination, and the "Longevity Jackpot A Performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "4R normal jackpot" of the second special symbol, the "blue symbol combination" is selected as the jackpot symbol, and the "Joy Jackpot A Performance" is selected as the corresponding jackpot winning performance pattern.
[0136] Next, referring to FIG. 11(B), the jackpot symbol combinations and jackpot winning performance patterns selected when the game state during jackpot winning is the time-saving game state or the probability-variable game state will be described. When winning the "4R specific jackpot" of the first special symbol, the "red symbol combination" is selected as the jackpot symbol combination, and the "longevity jackpot A performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "4R normal jackpot" of the first special symbol, the "blue symbol combination" is selected as the jackpot symbol combination, and the "happy jackpot A performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "16R specific jackpot" of the second special symbol, the "gold symbol combination" or the "red symbol combination" is selected as the jackpot symbol combination. For example, as the jackpot symbol combination, the gold symbol combination is selected with an 80% probability, and the red symbol combination is selected with a 20% probability. At this time, when the "gold symbol combination" is selected as the jackpot symbol combination, the "ultra-longevity jackpot performance" is selected as the corresponding jackpot winning performance pattern, and when the "red symbol combination" is selected as the jackpot symbol combination, the "longevity jackpot B performance" is selected as the corresponding jackpot winning performance pattern. When winning the "4R specific jackpot" of the second special symbol, the "red symbol combination" or the "blue symbol combination" is selected as the jackpot symbol combination. For example, as the jackpot symbol combination, the red symbol combination is selected with an 80% probability, and the blue symbol combination is selected with a 20% probability. At this time, when the "red symbol combination" is selected as the jackpot symbol combination, the "longevity jackpot A performance" is selected as the corresponding jackpot winning performance pattern, and when the "blue symbol combination" is selected as the jackpot symbol combination, the "happy jackpot B performance" is selected as the corresponding jackpot winning performance pattern. Also, when winning the "4R normal jackpot" of the second special symbol, the "blue symbol combination" is selected as the jackpot symbol, and the "happy jackpot A performance" is selected as the corresponding jackpot winning performance pattern.
[0137] The ultra-longevity jackpot performance is a jackpot winning performance pattern that definitely notifies that the player has won the most advantageous jackpot (16R specific jackpot) with the highest degree of advantage among multiple types of jackpot categories.
[0138] The winning big prize A performance and the winning big prize B performance have been determined to have won the "specific big prize" category that triggers the transition to the probability-variable gaming state. However, until the predetermined number of rounds (4 rounds) is reached, the performance progresses while the actual number of rounds remains uncertain as either "16 rounds" or "4 rounds" in the big prize in-play performance pattern. Here, even if the predetermined number of rounds (the 4th round) is reached in the winning big prize A performance, no upgrade performance (round upgrade performance) is carried out, and it is determined that the specified number of rounds for this big prize game is "4 rounds". On the other hand, when the predetermined number of rounds (the 4th round) is reached in the winning big prize B performance, an upgrade performance (round upgrade performance) occurs, and it is determined that the specified number of rounds for this big prize game is "16 rounds" (the specified number of rounds has been upgraded to "16 rounds").
[0139] The winning happy big prize A performance and the winning happy big prize B performance have been determined that the actual number of rounds is "4 rounds". However, until the big prize end demo is reached, the performance progresses while it remains uncertain whether they have won the "specific big prize" that triggers the transition to the probability-variable gaming state or the "normal big prize" that triggers the transition to the time-saving gaming state in the big prize in-play performance pattern. Here, even if the big prize end demo is reached in the winning happy big prize A performance, no upgrade performance (probability-variable upgrade performance) is carried out, and it is determined that the category of this big prize is "normal big prize" (after the end of this big prize game, it will transition to the time-saving gaming state). On the other hand, when the big prize end demo is reached in the winning happy big prize B performance, an upgrade performance (probability-variable upgrade performance) occurs, and it is determined that the category of this big prize is "specific big prize" (after the end of this big prize game, it will transition to the probability-variable gaming state). Also, in Fig. 11, the correspondence between the big prize category and the big prize in-play performance pattern is made different according to the gaming state at the time of winning the big prize. However, regardless of the gaming state at the time of winning the big prize, the correspondence as shown in Fig. 11(B) may also be used. Also, a 16R specific big prize may be provided for the first special symbol. In that case, even when there is a big prize on the first special symbol, an ultra-winning big prize performance or a winning big prize B performance may be executed. The detailed content of the upgrade performance (round upgrade performance, probability-variable upgrade performance) will be described later.
[0140] Next, the content of each jackpot winning performance pattern will be described. FIGS. 12 to 16 are schematic diagrams showing the content of the jackpot winning performance pattern. In the figures, for each jackpot winning performance pattern, the correspondence between the type of individual performance occurring during the jackpot game and the occurrence timing is defined. Note that in the figures, for ease of understanding the explanation, the opening mode of the big winning opening 54 is appended. However, in this embodiment, as the opening mode of the big winning opening 54, only the "long opening" in which the opening time (maximum opening time) of the big winning opening 54 is set to an opening time that allows or facilitates the entry of game balls for the specified count number (full count) is prepared, but the present invention is not limited to this configuration, and a "short opening" in which the opening time (maximum opening time) of the big winning opening 54 is set to an opening time that makes it impossible or difficult to enter game balls for the specified count number (full count) may be prepared.
[0141] First, during the execution of the jackpot start demo, a screen suggesting the type of jackpot winning performance (super longevity jackpot performance, longevity jackpot performance, happy jackpot performance) is displayed, suggesting to the player which jackpot winning performance will start. In this embodiment, the execution time of the jackpot start demo is set to "5 seconds" in common for all jackpots.
[0142] During the execution of each round game, a round performance screen corresponding to the type of jackpot winning performance (super longevity jackpot performance, longevity jackpot performance, happy jackpot performance) is displayed. That is, when the jackpot winning performance pattern is a super longevity jackpot performance, a super longevity jackpot round screen is displayed, when it is a longevity jackpot A performance A or a longevity jackpot B performance, a longevity jackpot round screen is displayed, and when it is a happy jackpot A performance or a happy jackpot B performance, a happy jackpot round screen is displayed. However, when the round upgrade performance described later occurs in a predetermined round game, the type of this jackpot winning performance is upgraded, and the round performance screen switches from a round performance screen of a lower rank type to a round performance screen of a higher rank type.
[0143] Note that after the end of each round game, an interval period, which is the pause time (closing time of the big winning opening 54) from the end of each round game to the start of the setting of the next round game or the big win end demo, is set. Therefore, the special game is developed in the order of "big win start demo" → "round game" → "interval period" → "round game" → "interval period" → ··· → "round game" → "interval period" → "big win end demo". In this embodiment, the interval time (interval period) is set to "2 seconds" in common for all big wins. The details of this interval time will be described later.
[0144] During the execution of the jackpot end demonstration, the content of the production mode (game state) that will be shifted to after the end of the currently executed jackpot game is suggested, and it is suggested to the player which production mode to enter or continue. Also, during this jackpot end demonstration period, there may be a probability increase production or a reserved continuous suggestion production described later. Note that the reserved continuous suggestion production performed during this jackpot end demonstration period does not include the reserved continuous suggestion production (a combined production with the over winning production or the bonus winning production) that is triggered by the occurrence of an over winning or a bonus winning in the modification example described later. That is, the reserved continuous suggestion production according to the modification example described later is not a production performed during the jackpot end demonstration period, but a production performed during the interval period. The details of the probability increase production and the reserved continuous suggestion production of the present embodiment will be described later. In the present embodiment, the execution time of the jackpot end demonstration is set to "20 seconds" in common for all jackpots. Regarding the jackpot start demonstration and the jackpot end demonstration, as described above, depending on whether it is the first jackpot game at the first win (that is, the jackpot from the low probability low base state) or the jackpot game during continuous winning (that is, the jackpot from the high probability high base state or the low probability high base state), the respective demonstration times may be configured to be different. Specifically, in order to quickly advance the game processing before and after the jackpot (in order to quickly advance the game during continuous winning), the respective demonstration times may be set relatively short in the case of the jackpot game during continuous winning compared to the case of the first jackpot game at the first win. Also, as described above, when performing a production for raising awareness about preventing forgetting to take the prepaid card in the first jackpot game at the first win, it is preferably performed within the jackpot end demonstration period set relatively long, and when performing a production for raising awareness about preventing forgetting to take the prepaid card in the jackpot game during continuous winning, it is preferably performed not during the jackpot end demonstration period set relatively short, but during the execution period of the round game.Regarding the hold-linked suggestion effect, in the first big win game (i.e., the big win from the low-probability low-base state), it is preferable not to execute or to lower the execution probability even if there is a big win hold within the hold. In the big win game during consecutive wins (i.e., the big win from the high-probability high-base state or the low-probability high-base state), it is preferable not to execute or to increase the execution probability even if there is a big win hold within the hold. Further, it is preferable that the hold-linked suggestion effect is performed during the execution of a special game corresponding to the 16R specific big win, and it is also preferable to execute it when the big win hold within the hold is a big win hold corresponding to the 16R specific big win (that is, the big win for which the hold-linked suggestion effect is displayed and the big win hold within the hold that triggers the execution of the hold-linked suggestion effect are only targeted at the 16R specific big win, and it is preferable that the 4R specific / ordinary big win is not targeted).
[0145] Here, FIG. 17 is a schematic diagram showing the basic screen (round effect screen) during the round game. Although not shown in the figure, in the central area of the screen, various images (such as animation images) corresponding to the types of big win game effect patterns are displayed to liven up the big win game.
[0146] In the round display area 730 of the screen, the round number indicating which round game the currently executing round game is (the third round in the illustrated example) is displayed. For example, when the currently executing round game is the first round game (the first round), "ROUND1" is displayed in the round display area. When the currently executing round game is the second round game (the second round), "ROUND2" is displayed in the round display area. Thereafter, each time the round game is played, "ROUND3", "ROUND4",... are displayed in the round display area.
[0147] In the right hitting display area 731 of the screen, a right hitting image (also referred to as a launch instruction effect) that prompts the player to launch the game ball towards the right area PA2 (right hitting) is displayed. Incidentally, even though it is a situation where right hitting should be done (during a big win), if, contrary to this, the game ball flows down the left area PA1 and enters the general winning holes 61 to 63, or if it enters the first start hole 51, that is, if the game ball is launched towards the left area PA1, an effect (warning notification effect) that alerts the player not to make a left hit may be executed. In the warning notification effect, a message instructing right hitting is displayed on the screen, or the effect lamp LP lights up in a special lighting mode (for example, blinking at high brightness, at high speed, or instantaneously), thereby notifying the player that the game ball should be launched towards the right area PA2 (right hitting). Incidentally, as the warning notification effect, for example, a voice (right hitting instruction voice) of "Please make a right hit" may be output from the speaker 11. Regarding this warning notification effect, it is desirable that it be in a prominent position (for example, the central display area) and size (for example, occupying most of the display area of the effect display device 70) so that the player can clearly visually recognize it, and it should be configured to be displayable even in a situation where the right hitting image, the display content in the prize ball acquisition display area 732 described later, the display content in the cumulative prize ball number display area 733, the emphasis effect, and the display content in the round display area 730 are being displayed. However, since the right hitting image also conveys information (information regarding the appropriate launch position) that should be clearly communicated to the player, it is appropriate to display them in different display areas so that the right hitting image and the warning notification effect are not superimposed. On the other hand, in order not to inhibit the visibility of the warning notification effect, it is desirable that its display priority be higher than the display content in the prize ball acquisition display area 732 described later, the display content in the cumulative prize ball number display area 733, the emphasis effect, and the display content in the round display area 730 (that is, while they can be superimposed, in that case, the warning notification effect is displayed in the front). Regarding this launch instruction effect, it is displayed with the condition that the game ball enters the general winning holes 61 to 63 during a big win, or if it enters the first start hole 51, and the display time is set to 10 seconds.However, if the display condition is satisfied again before the expiration of the 10-second display time, 10 seconds will be set again as the display time from that point (i.e., the display time is extended). Also, regarding the right-hit image and the caution notification effect, it is preferable to display them not only during the jackpot but also in a high-base state such as a high-probability high-base state or a low-probability high-base state. The right-hit image is continuously displayed from during the jackpot to the high-base state, and when the caution notification effect is displayed within less than 10 seconds before the end of the jackpot (for example, 5 seconds before the end of the jackpot end demonstration), it is desirable to configure it to be continuously displayed from during the jackpot to the high-base state.
[0148] In the prize ball acquisition display area 732 of the screen, when a predetermined winning (such as the over winning or bonus winning described later) occurs, the number of prize balls (unit prize ball number) awarded based on the winning is displayed to notify that the winning has occurred. This prize ball acquisition display area 732 includes a first prize ball acquisition display area 732A where the number of prize balls acquired by the over winning (the unit prize ball number acquired when one game ball wins in the big winning opening 54) is displayed when the over winning occurs, and a second prize ball acquisition display area 732B where the number of prize balls acquired by the bonus winning (the unit prize ball number acquired when one game ball wins in the general winning opening 64) is displayed when the bonus winning occurs. For example, when the over winning occurs, "+15pt" corresponding to the unit prize ball number (15) of the big winning opening 54 is displayed, and when the bonus winning occurs, "+3pt" corresponding to the unit prize ball number (3) of the general winning opening 64 is displayed. Also, as a modification example, the first prize ball acquisition display area 732A and the second prize ball acquisition display area 732B may be located separately.
[0149] In the cumulative bonus ball number display area 733 of the screen, the cumulative value of the bonus balls acquired up to the current point (referred to as the "cumulative bonus ball number") is displayed based on the entry of game balls into the big winning opening 54 or the normal winning opening 64 during a big winning game while in a continuous winning streak. "Continuous winning streak" refers to the state where, after the occurrence of the first big win which serves as a trigger for the transition from a non-specific game state to a specific game state, the specific game state continues without returning to the non-specific game state (starting from the time of the first big win, and thereafter, a state where big wins in the specific game state occur continuously). Also, the "specific game state" is a game state in which the probability of transitioning to a special game is higher than that in the normal game state (low probability low base state), and is a state in which at least one of the functions of the special symbol probability variation function, the special symbol variation time shortening function, and the electric cheater support function is operating (at least any one of the high probability high base state, low probability high base state, and high probability low base state). In this embodiment, the game state in which at least the electric cheater support function is operating (high base state) corresponds to the "specific game state". Note that this cumulative bonus ball number also includes the bonus balls acquired by the entry of game balls into the big winning opening 54 or the normal winning opening 64 in the special game when the first big win occurred. Note that this cumulative bonus ball number may or may not include the bonus balls awarded by the over winning described later. Also, this cumulative bonus ball number may or may not include the bonus balls awarded by the bonus winning described later. The over winning performance described later is executed only because it is during a big win (it is executable because the big winning opening 54 is openable and balls can enter), but for the normal winning opening 64, balls can enter regardless of whether it is during a big win or not. However, the bonus winning performance described later is also configured to be executed only during a big win.Regarding bonus winning, if there is a jackpot, a bonus winning effect is executed, but if the state is in a low probability, low base state, a special effect different from the bonus winning effect is executed (for example, a special effect in which the dialogue "Don't put it in here now!" and a sound are displayed, however, this may also be executed when three balls are entered within a specified time (for example, within five seconds) rather than just one ball is entered), and if the state is in a high probability, high base state or a low probability, high base state, neither the bonus winning effect nor the special effect is executed (in that case, it is not necessary to execute anything, but as another effect, an effect such as a red flame appearing for a moment around the frame of the effect display device 70 may be executed).
[0150] In addition to or instead of the cumulative number of prize balls, the cumulative number of prize balls acquired up to the present time based on the game balls entering the large prize entry port 54 or the general prize entry port 64 in one currently being executed jackpot game (referred to as the "number of prize balls during a jackpot") may be displayed. The number of prize balls during a jackpot is the number of prize balls that the player was actually able to acquire during the execution of one jackpot game, so basically, it may be less than the number of prize balls that can be acquired (theoretical expected number of prize balls) set according to the type of jackpot, but it will not exceed the number of prize balls that can be acquired. However, if an over-entry occurs as described below, the number of prize balls during a jackpot may exceed the number of prize balls that can be acquired (theoretical expected number of prize balls) set according to the type of jackpot.
[0151] Also, although not shown in the drawings, during consecutive wins, the number of consecutive wins, which is the number of consecutive jackpot occurrences in a specific gaming state or the number of times including the first jackpot in that number (the number after adding 1), may be displayed. As an example, if three jackpots occur in a specific gaming state after the first jackpot, a display such as "3rd consecutive win" or "4th consecutive win" may be made during the jackpot. Also, in each round of the special game, a pseudo-decoration symbol (hereinafter referred to as "pseudo-decoration symbol") may be variably displayed and stopped (temporarily stopped display, confirmed stop display). This pseudo-decoration symbol is preferably a symbol pattern different from the normal decoration symbol variably displayed during non-special games (a symbol dedicated to during the jackpot). Specifically, if the decoration symbol variably displayed during non-special games is composed of a picture (character) and numbers, during the special game, it becomes a decoration symbol of only numbers, and its size is also reduced, or if the decoration symbol variably displayed during non-special games is composed of only numbers, during the special game, it is a decoration symbol of only the same numbers but its size is reduced. Further, when a triple such as "7·7·7" appears during the jackpot, as long as it can be recognized which decoration symbol the jackpot occurred with, "7·7·7" is not displayed during the special game, and only "7" (not a combination of three decoration symbols but only one decoration symbol) may be displayed. Also, during the execution of the jackpot game (round game), the "prize-related performance", which is a characteristic performance of this embodiment, is executed.
[0152] [Prize-related performance] Next, the prize-related performance of this embodiment will be described. FIG. 18 is a conceptual diagram for explaining the configuration of the prize-related performance of this embodiment. The prize-related performance is a performance executed based on the game ball entering a specific winning port (the large winning port 54 or the general winning port 64) during the execution of the jackpot game. This prize-related performance includes (A) the large winning port winning performance and (B) the general winning port winning performance.
[0153] <A. Large winning port winning performance> The big winning opening winning performance is a performance executed triggered by a game ball winning in the big winning opening 54 during the execution of a special game. The big winning opening winning performance includes a normal big winning opening winning performance, an over big winning opening winning performance, and a big winning opening count-up performance. Note that hereinafter, unless otherwise specified, (a) a game ball winning in the big winning opening 54, (b) a game ball entering the big winning opening 54, (c) a game ball being detected by the big winning opening switch 541, and (d) receiving a big winning opening winning command from the main control board 100 are used in the same synonymous meaning.
[0154] ≪A-1. Normal big winning opening winning performance≫ The normal big winning opening winning performance is a performance that notifies that a game ball has won in the big winning opening 54 for a game ball winning within the specified count to the big winning opening 54. That is, the normal big winning opening winning performance is a performance that is performed each time a game ball wins in the big winning opening 54 until the number of game balls winning in the big winning opening 54 in one round of the game reaches the specified count. In the present embodiment, although a specific example of the normal big winning opening winning performance is not particularly specified, a normal big winning opening winning performance using at least one of a plurality of performance means such as the performance display device 70, the speaker 11, the performance lamp LP, and the movable accessory 24 is performed. As an example, (1) displaying an object corresponding to the specified count in one unit game (for example, displaying a treasure box display for the specified count within one unit game), and each time a game ball enters the big winning opening 54, the performance on the performance display device 70 where the object is deleted, (2) the performance on the speaker 11 where the sound of "Charine" is output each time a game ball enters the big winning opening 54, (3) the performance on the performance lamp LP where the lamp blinks twice each time a game ball enters the big winning opening 54, etc. can be mentioned. Note that as a modification example of the present embodiment, it may be configured that only the big winning opening count-up performance described later is performed for the winning of game balls to the big winning opening 54 up to the specified count without providing the normal big winning opening winning performance.
[0155] ≪A-2. Over big winning opening winning performance≫ The big winning opening over-winning performance (also referred to as the "over-winning performance") is an effect that suggests or notifies that a game ball has won at the big winning opening 54, targeting the winning of a game ball that exceeds the specified count number into the big winning opening 54 (over-winning). "Over-winning" means that a game ball exceeding the specified count number (the 11th and subsequent game balls in this embodiment) is detected by the big winning opening switch 541 during the execution of one round of the game. In this embodiment, although details will be described later, the effective detection period of the big winning opening switch 541 is the detection grace period after each round of the game ends (the same period as the interval period in this embodiment, but the interval period and the detection grace period may be different periods. As an example, it is the waiting time set between each round of the game or between the last round of the game and the jackpot end demo, and is the round game waiting time (unit game waiting time) or the end demo waiting time, which is the period from the start of the closing operation of the big winning opening 54 to the period when the closing is maintained. When the interval period is set to 2 seconds, the detection grace period is the period set between each round of the game or between the last round of the game and the jackpot end demo, and is the period that enables the detection of the entry of a game ball (such as the entry of a game ball exceeding the specified count number) after the big winning opening 54 starts the closing operation. Regarding the detection grace period, it may be set to at least partially overlap with the interval period and may be set to 1 second or 3 seconds after the big winning opening 54 starts the closing operation. It is set until the elapse of this interval period (within the detection grace period), and an over-winning can occur within this interval period (within the detection grace period). As an example of over-winning, when the closing operation of the big winning opening 54 is started by the entry of the 10th count game ball into the big winning opening 54 and being detected by the big winning opening switch 541, if a subsequent game ball (the 11th and subsequent game balls) enters the big winning opening 54 before the big winning opening 54 is closed, the subsequent game ball (the 11th and subsequent game balls) is detected by the big winning opening switch 541 within the interval period (within the detection grace period), and an over-winning occurs.
[0156] The types of over-winning presentations include an over-winning image display presentation and an over-winning sound output presentation. FIG. 19 is a schematic diagram showing an example of the over-winning presentation of this embodiment. Note that it is preferable that the presentation mode of the over-winning presentation is different from the presentation mode of the above-described big winning opening normal winning presentation. Further, as a modification, as a presentation related to over-winning, only an over-winning image may be mounted (no over-winning sound), or only an over-winning sound may be mounted (no over-winning image).
[0157] The over-winning image display presentation is a presentation for displaying an image (referred to as an "over-winning image") that suggests that an over-winning has occurred. In this embodiment, as shown in FIG. 19, an over-winning image of the character "+15pt" is displayed in the winning ball acquisition display area 732 on the screen, suggesting that "15" winning balls have been acquired based on the occurrence of an over-winning. Thereby, the player can intuitively understand that an over-winning has occurred.
[0158] The over-winning sound output presentation is a presentation for outputting a sound (an "over-winning sound") that suggests that an over-winning has occurred from the speaker 11. In this embodiment, as shown in FIG. 19, by outputting an effect sound (character voice) of "Well done" from the speaker 11, it is suggested that an over-winning has occurred.
[0159] As a modification of this embodiment, a plurality of production patterns for the over-winning performance may be provided. That is, a plurality of types of over-winning images or a plurality of types of over-winning sounds may be prepared, and any over-winning image and over-winning sound may be selected by a production lottery when an over-winning occurs. In that case, depending on the type of over-winning image or over-winning sound, hold continuation suggestions, sure change suggestions, round number suggestions, etc. may be made. As an example, there is only one type of over-winning image, which is "+15pt", while for the over-winning sound, in addition to "yatta ne", there are "ii zo", "sono choushi", "omedetou", etc. Among them, when the over-winning sound "omedetou" occurs, (1) the performance may also serve as a hold continuation suggestion, (2) it may also serve as a role of suggesting that the jackpot currently being executed is a sure change jackpot, and (3) it may also serve as a role of suggesting that the jackpot currently being executed is not a 4R jackpot but a 16R jackpot.
[0160] More specifically, as a modification of this embodiment, a configuration may be adopted in which a plurality of types of over-winning sounds are set, and in addition to the occurrence of an over-win, a possibility that a consecutive winning during hold occurs according to the type of over-winning sound is suggested (that is, both an over-win presentation and a consecutive winning during hold suggestion presentation are used). Here, "consecutive winning during hold" means that when the result of the winning determination of a special symbol performed by the digestion of a certain preceding operation hold ball is a big win, the winning determination of the special symbol related to this preceding operation hold ball is permitted, and until the end of a special game executed triggered by this big win, one or more subsequent operation hold balls existing at a predetermined timing include an operation hold ball (also referred to as a "big win hold") that is scheduled to be a big win. In this modification, as a plurality of types of over-winning sounds, an over-winning sound A (a voice of "Well done!") and an over-winning sound B (a voice of "Congratulations!") are prepared. When there is no big win hold at the time of the occurrence of an over-win (when the consecutive winning during hold is not established), the selection rate of the over-winning sound A is "100%", and the selection rate of the over-winning sound B is "0%". On the other hand, when there is a big win hold at the time of the occurrence of an over-win (when the consecutive winning during hold is established), the selection rate of the over-winning sound A is "0%", and the selection rate of the over-winning sound B is "100%". That is, the over-winning sound A is a voice in a normal mode suggesting that an over-win has occurred and the consecutive winning during hold is not established. The over-winning sound B is a voice in a special mode suggesting that an over-win has occurred and the consecutive winning during hold is established. Note that the selection rates of the over-winning sounds A and B may be set as appropriate. For example, when there is a big win hold at the time of the occurrence of an over-win (when the consecutive winning during hold is established), the selection rate of the over-winning sound A may be "80%", and the selection rate of the over-winning sound B may be "20%". In addition, in the above modification, the case where the consecutive winning during hold suggestion presentation is applied to the over-winning sound output presentation has been illustrated and described, but the consecutive winning during hold suggestion presentation may also be applied to the over-winning image display presentation (for example, when "+15pt" is displayed in black characters as the over-winning image display presentation, the consecutive winning during hold is not established or the possibility of its establishment is low, but when it is displayed in gold characters, it may be a specification in which the consecutive winning during hold is established or the possibility of its establishment is high).Also, regarding the above modification example, the over-winning sound B as a hold-linked suggestion was explained. However, the over-winning sound B may also be designed to have the role of a sure-change suggestion or a round number suggestion. In that case, depending on whether the current jackpot is a normal jackpot or a specific jackpot (sure-change jackpot), the selection rates of the over-winning sounds A and B are as follows: in the case of a normal jackpot, the selection rate of the over-winning sound A is "100%", and the selection rate of the over-winning sound B is "0%". On the other hand, in the case of a specific jackpot (sure-change jackpot), the selection rate of the over-winning sound A is "0%", and the selection rate of the over-winning sound B is "100%", or the selection rate of the over-winning sound A is "80%", and the selection rate of the over-winning sound B is "20%". Also, depending on whether the current jackpot is a 4R jackpot or a 16R jackpot, the selection rates of the over-winning sounds A and B are as follows: in the case of a 4R jackpot, the selection rate of the over-winning sound A is "100%", and the selection rate of the over-winning sound B is "0%". On the other hand, in the case of a 16R jackpot, the selection rate of the over-winning sound A is "0%", and the selection rate of the over-winning sound B is "100%", or the selection rate of the over-winning sound A is "80%", and the selection rate of the over-winning sound B is "20%".
[0161] In addition, in the present embodiment, a "special figure 2 priority digestion method" is adopted in which the operation hold balls of the second special symbol are preferentially digested over those of the first special symbol. As the operation hold balls subject to consecutive big wins during the hold, only the operation hold balls of the second special symbol may be targeted. Also, when the game state at the occurrence of a big win, which is the trigger for executing a special game, is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), a hold consecutive suggestion effect may be executed triggered by an over-win that occurred during the execution of the special game. Further, on the premise that the preceding operation hold ball becomes a high-profit big win (16R big win), when a specific hold that becomes a high-profit big win (16R big win) is included as the earliest specific hold in the subsequent operation hold balls, a hold consecutive suggestion effect may be executed triggered by an over-win that occurred during the execution of the special game. In other words, even if there is a big win hold in the subsequent operation holds, if the big win type related to the big win hold (the earliest big win hold in the case of multiple big win holds) is a low-profit big win, it may be configured not to execute the hold big win suggestion effect. That is, when a hold consecutive suggestion effect occurs during the execution of a special game, it is certain that there will be a consecutive big win with a high-profit big win (16R big win) within the hold.
[0162] Also, as a modification of this embodiment, in addition to indicating that an over-win has occurred due to an over-win performance, it may be suggested that there is a possibility of winning a certain-variable jackpot. That is, the over-win performance and the certain-variable suggestion performance may be used in combination. The certain-variable suggestion performance is a performance that suggests that the type of jackpot that triggered the execution of the current special game is a specific jackpot (certain-variable jackpot), that is, a performance that suggests that the game state will shift to a certain-variable game state after the end of the special game. In this modification, for example, a plurality of types of over-win sounds A to C are set. When the type of jackpot won this time is a normal jackpot, the selection rate of the over-win sound A is "70%", the selection rate of the over-win sound B is "30%", and the selection rate of the over-win sound C is "0%". Also, when the type of jackpot won this time is a specific jackpot, the selection rate of the over-win sound A is "10%", the selection rate of the over-win sound B is "30%", and the selection rate of the over-win sound C is "60%". That is, in the order of "over-win sound A" < "over-win sound B" < "over-win sound C", the certain-variable expectation level (expectation level of shifting to the certain-variable game state) increases by one level. Additionally, as a further modification, instead of the certain-variable expectation level, the over-win sound may be configured to suggest the number of electric lottery times awarded after the end of the special game.
[0163] ≪A-3. Big Prize Opening Count-Up Performance≫ The big winning opening count-up effect is an effect that, when a game ball enters the big winning opening 54 during the execution of a special game while in a continuous winning state, adds and displays the value of the number of bonus balls (unit bonus ball number) paid out based on the entry of the game ball into the big winning opening to the value of the cumulative bonus ball number displayed in the cumulative bonus ball number display area 733. In this embodiment, since the specification is such that when one game ball enters the big winning opening 54, "15" bonus balls are paid out (the unit bonus ball number of the big winning opening 54 is 15), when a game ball enters the big winning opening 54, the value of the cumulative bonus ball number displayed in the cumulative bonus ball number display area 733 is updated in units of "15". Also, the special game effect control means 227 is provided with a cumulative bonus ball number counter for counting the cumulative bonus ball number. Each time a game ball enters the big winning opening 54 (each time a big winning opening winning command is received from the main control board 100), "15", which is the unit bonus ball number of the big winning opening 54, is added to the count value of the cumulative bonus ball number counter, and accordingly, the big winning opening count-up effect in which "15" is added and displayed to the value of the cumulative bonus ball number displayed in the cumulative bonus ball number display area 733 is performed. This big winning opening count-up effect is an effect that is executed regardless of whether the entry of the game ball into the big winning opening 54 is within the specified count number or exceeds the specified count number.
[0164] FIG. 20 is a schematic diagram showing a continuous appearance example of a big winning opening count-up effect. As shown in FIG. 20, in the big winning opening count-up effect, when a game ball enters the big winning opening 54, the number of bonus balls awarded based on the entry of the game ball into the big winning opening 54 is added to the cumulative number of bonus balls displayed in the cumulative bonus ball number display area 733 in a count-up format of "1" one by one in order. In the illustrated example, the cumulative number of bonus balls is displayed in a count-up manner one by one, such as "7000" → "7001" → ··· → "7014" → "7015". Note that FIG. 20 shows the flow of the big winning opening count-up effect when an over-win occurs. After the over-win effect is performed at (A) in the figure, the big winning opening count-up effect is performed at (B) to (E) in the figure. Although FIG. 20 shows the big winning opening count-up effect when an over-win effect is performed, the big winning opening count-up effect is also performed not only when an over-win occurs but also when a game ball enters within the specified count number. Also, when the big winning opening count-up effect corresponding to the entry of a game ball within the specified count number (particularly, the big winning opening count-up effect corresponding to the 10th count, which is the specified count number) is being performed and the count-up for 15 balls has not been completed yet, if an over-win occurs, it is desirable that the count-up of the big winning opening count-up effect for which the count-up for 15 balls has not been completed is completed (after the count for 15 balls is performed), and then the big winning opening count-up effect corresponding to the over-win is started.Here, when the over-win is detected near the end of the interval period (detection suspension period), the big winning opening count-up effect corresponding to the over-win itself will overlap with the execution period of the next round (the next round started after the interval period has elapsed). However, even if a ball enters the big winning opening 54 during the execution of the big winning opening count-up effect corresponding to the over-win that is performed during the execution of the next round (the next round started after the interval period has elapsed), if the timing of the ball entry is during the execution of the big winning opening count-up effect corresponding to the over-win and the count-up for 15 balls has not been completed yet, after all the count-ups of the big winning opening count-up effect for which the count-up for 15 balls has not been completed are completed (after the count for 15 balls is performed), it is desirable to be configured such that the big winning opening count-up effect corresponding to the winning of the big winning opening 54 in the next round is started.
[0165] Note that as a modification of this embodiment, when an over-win occurs during the execution of a special game, while executing the over-win effect, it may be configured not to add and display the number of prize balls awarded based on the over-win to the cumulative number of prize balls. That is, the cumulative number of prize balls may be configured such that the number of prize balls awarded based on the entry of game balls within the specified count number for the big winning opening 54 is the target of addition and display, and the number of prize balls awarded based on the entry of game balls exceeding the specified count number for the big winning opening 54 is not the target of addition and display.
[0166] Also, as a modification of this embodiment, during the execution of a special game performed when a jackpot occurs (when the result of the winning or losing determination of the first special symbol in the normal game state is a big win), even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, as types of special games, there are a high-profit special game (for example, 16R special game) and a low-profit special game (for example, 4R special game). During the execution of the high-profit special game, the over-win performance is executed when an over-win exceeding the specified count number occurs, and during the execution of the low-profit special game, even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, as types of round games, there are a long-opening round game in which the maximum opening time of the big winning opening 54 is set to an opening time (for example, 29 seconds) at which a game ball can enter or easily enter within the specified count number (full count), and a short-opening round game in which the maximum opening time of the big winning opening 54 is set to an opening time (for example, 2 seconds) at which a game ball can enter or easily enter within the specified count number (full count). During the execution of the long-opening round game, the over-win performance is executed when an over-win exceeding the specified count number occurs, and during the execution of the short-opening round game, even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, during the execution of a special game performed when winning a specific big win (certain-variable big win), the over-win performance is executed when an over-win exceeding the specified count number occurs, and during the execution of a special game performed when winning a normal big win (non-certain-variable big win), even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed.
[0167] <B. General winning opening winning performance> The general winning opening winning performance is a performance executed when a game ball wins in the general winning opening 64. The general winning opening winning performance includes a general winning opening normal winning performance and a general winning opening count-up performance.
[0168] ≪B-1. General winning opening normal winning performance≫ The general winning opening normal winning performance (also referred to as the "bonus winning performance") is a performance that suggests or notifies that a game ball has won in the general winning opening 64. In the following, during the execution of a special game, when a game ball wins in the general winning opening 64, it is also referred to as a "bonus win", but even if a game ball wins in the general winning opening 64 outside the execution of a special game (non-special game state), it may also be referred to as a "bonus win".
[0169] The types of bonus winning performances include a bonus winning image display performance and a bonus winning sound output performance. FIG. 21 is a schematic diagram showing an example of the bonus winning performance of this embodiment. As a modification, as a performance related to the bonus win, only a bonus winning image may be installed (without a bonus winning sound), or only a bonus winning sound may be installed (without a bonus winning image). Note that this bonus winning performance is configured to be executed even during the execution of a round game or during the closing of the big winning opening 54 during a jackpot (during the interval period), and if it is during the closing of the big winning opening 54 during a jackpot (during the interval period), it is configured to be able to be executed simultaneously with the over winning performance.
[0170] The bonus winning image display performance is a performance that displays an image (referred to as a "bonus winning image") that suggests that a bonus win has occurred. In this embodiment, as shown in FIG. 21, in the winning ball acquisition display area 732 of the screen, a bonus winning image of the characters "+3pt" is displayed as the bonus winning image, suggesting that "3" winning balls have been acquired based on the occurrence of the bonus win. Thereby, the player can intuitively understand that a bonus win has occurred.
[0171] The bonus winning sound output performance is a performance that outputs a sound (the "bonus winning sound") that suggests that a bonus win has occurred from the speaker 11. In this embodiment, as shown in FIG. 21, by outputting an effect sound of "Pikon" from the speaker 11, it is suggested that a bonus win has occurred.
[0172] As a modification of this embodiment, a plurality of bonus winning presentation patterns may be provided. That is, a plurality of types of bonus winning images or a plurality of types of bonus winning sounds may be prepared, and any one of the bonus winning images and bonus winning sounds may be selected by a presentation lottery when a bonus winning occurs. In that case, depending on the type of the bonus winning image or bonus winning sound, hold continuation suggestions, sure change suggestions, round number suggestions, etc. may be made. As an example, there is only one type of bonus winning image, which is “+3pt”, while for the bonus winning sound, in addition to “Pikon”, there are “Gachan”, “Chin”, “Dokaan”, etc. Among them, when the bonus winning sound “Dokaan” occurs, (1) the presentation may also serve as a hold continuation suggestion, (2) it may also serve as a suggestion indicating that the current jackpot is a sure change jackpot, and (3) it may also serve as a suggestion indicating that the current jackpot is not a 4R jackpot but a 16R jackpot.
[0173] More specifically, as a modification of this embodiment, a configuration may be adopted in which a plurality of types of bonus winning sounds are set, and in addition to the occurrence of a bonus winning, it is suggested that there is a possibility of a consecutive winning during hold based on the type of the bonus winning sound (that is, both a bonus winning effect performance and a consecutive winning during hold suggestion performance are used). In this modification, as the plurality of types of bonus winning sounds, a bonus winning sound A (a sound effect of "Pikon") and a bonus winning sound B (a sound effect of "Dokaan") are prepared. When there is no jackpot hold at the time of a bonus winning (when the consecutive winning during hold is not established), the selection rate of the bonus winning sound A is "100%", and the selection rate of the bonus winning sound B is "0%". On the other hand, when there is a jackpot hold at the time of a bonus winning (when the consecutive winning during hold is established), the selection rate of the bonus winning sound A is "0%", and the selection rate of the bonus winning sound B is "100%". That is, the bonus winning sound A is a voice in a normal mode suggesting that a bonus winning has occurred and the consecutive winning during hold is not established. The bonus winning sound B is a voice in a special mode suggesting that a bonus winning has occurred and the consecutive winning during hold is established. Also, when there is a jackpot hold at the time of a bonus winning (when the consecutive winning during hold is established), the selection rate of the bonus winning sound A may be "80%", and the selection rate of the bonus winning sound B may be "20%". In the modification, the case where the consecutive winning during hold suggestion performance is applied to the bonus winning sound output performance has been illustrated and described, but the consecutive winning during hold suggestion performance may also be applied to the bonus winning image display performance (for example, when "+3pt" is displayed in black characters as the bonus winning image display performance, the consecutive winning during hold is not established or the possibility of its establishment is low, but when it is displayed in gold characters, it may be specified that the consecutive winning during hold is established or the possibility of its establishment is high).Also, regarding the above modification example, the bonus winning sound B as a holdover hint was explained. However, the bonus winning sound B may also be designed to serve as a role for a sure change hint or a round number hint. In that case, depending on whether the current jackpot is a normal jackpot or a specific jackpot (sure change jackpot), the selection rates of the bonus winning sounds A and B are as follows: in the case of a normal jackpot, the selection rate of the bonus winning sound A is "100%", and the selection rate of the bonus winning sound B is "0%"; while in the case of a specific jackpot (sure change jackpot), the selection rate of the bonus winning sound A is "0%", the selection rate of the bonus winning sound B is "100%", or the selection rate of the bonus winning sound A is "80%", and the selection rate of the bonus winning sound B is "20%". Also, depending on whether the current jackpot is a 4R jackpot or a 16R jackpot, the selection rates of the bonus winning sounds A and B are as follows: in the case of a 4R jackpot, the selection rate of the bonus winning sound A is "100%", and the selection rate of the bonus winning sound B is "0%"; while in the case of a 16R jackpot, the selection rate of the bonus winning sound A is "0%", the selection rate of the bonus winning sound B is "100%", or the selection rate of the bonus winning sound A is "80%", and the selection rate of the bonus winning sound B is "20%".
[0174] In addition, in the present embodiment, a "special figure 2 priority digestion method" is adopted in which the operation hold balls of the second special symbol are preferentially digested over the operation hold balls of the first special symbol. As the operation hold balls targeted for consecutive jackpots during the hold, only the operation hold balls of the second special symbol may be targeted. Further, when the game state at the time of a big win, which is the trigger for executing a special game, is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), a hold consecutive suggestion effect may be executed triggered by a bonus win that occurred during the execution of the special game. Further, on the premise that the preceding operation hold ball becomes a high-profit big win (16R big win), when a specific hold that becomes a high-profit big win (16R big win) is included as the earliest specific hold in the subsequent operation hold balls, a hold consecutive suggestion effect may be executed triggered by a bonus win that occurred during the execution of the special game. In other words, even if there is a big win hold in the subsequent operation holds, if the big win type related to the big win hold (the earliest big win hold when there are multiple big win holds) is a low-profit big win, the hold consecutive suggestion effect may not be executed. That is, when a hold consecutive suggestion effect occurs during the execution of a special game, it is certain that there will be a consecutive jackpot with a high-profit big win (16R big win).
[0175] Also, as a modification of this embodiment, in addition to the occurrence of a bonus winning due to a bonus winning presentation, it may be suggested that there is a possibility of winning a certain probability jackpot. That is, the bonus winning presentation and the certain probability suggestion presentation may be used in combination. The certain probability suggestion presentation is a presentation that suggests that the type of jackpot that triggered the execution of the current special game is a specific jackpot (certain probability jackpot), that is, that a certain probability game state will be entered after the end of the special game. In this modification, for example, multiple types of bonus winning sounds A to C are set. When the type of jackpot won this time is a normal jackpot, the selection rate of the bonus winning sound A is "70%", the selection rate of the bonus winning sound B is "30%", and the selection rate of the bonus winning sound C is "0%". Also, when the type of jackpot won this time is a specific jackpot, the selection rate of the bonus winning sound A is "10%", the selection rate of the bonus winning sound B is "30%", and the selection rate of the bonus winning sound C is "60%". That is, the expected probability of certain probability (the expected probability of transitioning to the certain probability game state) increases step by step in the order of "bonus winning sound A" < "bonus winning sound B" < "bonus winning sound C". Note that, as a further modification, instead of the expected probability of certain probability, the number of electric support times given after the end of the special game may be suggested by the bonus winning sound.
[0176] <<General winning opening count-up presentation>> The general winning opening count-up effect is an effect in which, when a game ball enters the general winning opening 64 during the execution of a special game while in a consecutive winning state, the number of prize balls (unit prize balls) paid out based on the entry of the game ball into the general winning opening 64 is added to and displayed on the cumulative prize ball number display area 733. In this embodiment, since the specification is such that when one game ball enters the general winning opening 64, "3" prize balls are paid out (the unit prize ball number of the general winning opening 64 is 3), when a game ball enters the general winning opening 64, the cumulative prize ball number displayed in the cumulative prize ball number display area 733 is updated in units of "3". Further, the special game effect control means 227 is provided with a cumulative prize ball number counter for counting the cumulative prize ball number as described above. Each time a game ball enters the general winning opening 64 (each time a general winning opening winning command is received from the main control board 100), "3", which corresponds to the unit prize ball number of the general winning opening 64, is added to the count value of the cumulative prize ball number counter, and accordingly, the general winning opening count-up effect in which "3" is added to and displayed on the value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733 is performed.
[0177] Here, FIG. 22 is a schematic diagram showing an example of consecutive occurrences of the general winning opening count-up effect. As shown in FIG. 22, the general winning opening count-up effect is an effect in which, when a game ball enters the general winning opening 54, the value of the unit prize ball number imparted based on the entry of the game ball into the general winning opening 64 is sequentially added and displayed one by one in a count-up format to the current value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733. In the illustrated example, the value of the cumulative prize ball number is displayed in a count-up manner one by one, such as "8000" → "8001" → "8002" → "8003".
[0178] In addition, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is performed for the entry of game balls into the general winning opening 64 provided in the right area PA2 among the plurality of general winning openings 61 to 64 during the execution of special games. Therefore, even if game balls enter the general winning openings 61 to 63 provided in the left area PA1 among the plurality of general winning openings 61 to 64 during the execution of special games, the general winning opening winning performance is not performed. However, when game balls enter any of the general winning openings 61 to 64 during the execution of special games, regardless of the types of the general winning openings 61 to 64 (regardless of whether the general winning opening winning performance is executed or not), the winning balls (3 balls) based on the winning of game balls into the general winning openings 61 to 64 are paid out.
[0179] In addition, in the present embodiment, each time a bonus winning occurs, the number of winning balls (unit winning ball number) given by the bonus winning is added and displayed to the cumulative winning ball number. However, the present invention is not limited to this configuration. The number of winning balls (unit winning ball number × the number of bonus winnings during one round game) based on all the bonus winnings that occurred during the execution of one round game may be configured to be added and displayed to the cumulative winning ball number collectively at the end of the round game, or the number of winning balls (unit winning ball number × the number of bonus winnings during one special game) based on all the bonus winnings that occurred during the execution of one special game may be configured to be added and displayed to the cumulative winning ball number collectively at the end of the final round game or at the end of the special game.
[0180] Also, in the present embodiment, a board surface configuration is adopted in which the general winning opening 64 is arranged upstream of the second starting opening 51. However, the present invention is not limited to this configuration. A board surface configuration may be adopted in which the general winning opening 64 is arranged downstream of the second starting opening 51. In that case, the general winning opening 64 may be arranged upstream of the big winning opening 54, or the general winning opening 64 may be arranged downstream of the big winning opening 54.
[0181] Further, as a modification of the present embodiment, the general winning opening 64 may be also used as an operating opening (operating gate 53) serving as an opportunity to execute the normal symbol lottery. That is, when a game ball enters the general winning opening 64, a normal symbol lottery is performed to determine whether or not to open the second start opening 52, and a predetermined number (for example, one or two) of prize balls may be paid out.
[0182] Further, as described above, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is a performance that is triggered when a game ball enters the general winning opening 64 when the currently-executed game state is a special game state. Therefore, even if a game ball enters the general winning opening 64 when the currently-executed game state is a non-special game state, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is not performed. That is, even if the currently-executed game state is a game state (non-electric support state) in which the variable display of the first special symbol is the main body of the game, or even if the currently-executed game state is a game state (electric support state) in which the variable display of the second special symbol is the main body of the game, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is not performed when a game ball enters the general winning opening 64. Incidentally, when the currently-executed game state is a game state (electric support state) in which the variable display of the second special symbol is the main body of the game, on the premise that the continuous winning state continues, the cumulative prize ball number display area 733 on the screen displays the cumulative prize ball number (the cumulative prize ball number at the end of the most recent special game) obtained in the continuous special game during the continuous winning. However, in this electric support state, only the cumulative prize ball number obtained in the continuous special game during the continuous winning is displayed. Even if a game ball enters the general winning opening 64, the prize ball number is not added and displayed to the cumulative prize ball number (the general winning opening count-up performance is not performed), and the value of the cumulative prize ball number does not change (the cumulative prize ball number at the end of the most recent special game is maintained).
[0183] Also, during the execution of a special game that is triggered by a jackpot occurring (when the result of the winning / losing determination of the first special symbol in the normal game state is a big win), even if a game ball enters the general winning opening 64, the bonus winning performance may not be executed. Further, as types of special games, there may be a high-profit special game (e.g., 16R special game) and a low-profit special game (e.g., 4R special game), and during the execution of the high-profit special game, the bonus winning performance is executed when a game ball enters the general winning opening 64, and during the execution of the low-profit special game, even if a game ball enters the general winning opening 64, the bonus winning performance may not be executed. Also, as types of round games, there may be a long-opening round game in which the maximum opening time of the big winning opening 54 is set to an opening time (e.g., 29 seconds) at which a game ball can enter or easily enter within the specified count number (full count), and a short-opening round game in which the maximum opening time of the big winning opening 54 is set to an opening time (e.g., 2 seconds) at which a game ball can enter or easily enter within the specified count number (full count), and during the execution of the long-opening round game, the bonus winning performance is executed when a game ball enters the general winning opening 64, and during the execution of the short-opening round game, even if a game ball enters the general winning opening 64, the bonus winning performance may not be executed. Also, during the execution of a special game that is triggered when winning a specific big win (probability-variable big win), the bonus winning performance is executed when a game ball enters the general winning opening 64, and during the execution of a special game that is triggered when winning a normal big win (non-probability-variable big win), even if a game ball enters the general winning opening 64, the bonus winning performance may not be executed.
[0184] <Other Features of Winning-Related Performances> Next, other features of the big winning opening winning performance and the general winning opening winning performance of the present embodiment will be described. Note that since the big winning opening count-up performance and the general winning opening count-up performance are performances for the same display object (the cumulative prize ball number displayed in the cumulative prize ball number display area 733), hereinafter, the big winning opening count-up performance and the general winning opening count-up performance may be collectively referred to simply as the "count-up performance" in some cases.
[0185] ≪Count-Up Performance Time≫ In this embodiment, the time for incrementing the count by one winning ball (the time required for incrementing the count from "N" to "N + 1") is set to "0.03 seconds". That is, the value of the cumulative number of winning balls displayed in the cumulative winning ball number display area 733 is incremented in increments of "0.03 seconds". Therefore, the execution time of the big winning opening count-up effect is derived by multiplying the time value required for incrementing the count by one winning ball by the value of the number of winning balls (unit winning ball number) given when one game ball enters the big winning opening 54. The execution time of the big winning opening count-up effect is "15 (unit winning ball number) × 0.03 seconds (count-up interval) = 0.45 seconds". Similarly, the general winning opening count-up effect is derived by multiplying the time value required for incrementing the count by one winning ball by the value of the number of winning balls (unit winning ball number) given when one game ball enters the general winning opening 64. The execution time of the general winning opening count-up effect is "3 (unit winning ball number) × 0.03 seconds (count-up interval) = 0.09 seconds". Hereinafter, for convenience, the execution time of the big winning opening count-up effect (the time value from the start to the end of one big winning opening count-up effect) is abbreviated as "count-up effect time A", and the execution time of the general winning opening count-up effect (the time value from the start to the end of one general winning opening count-up effect) is abbreviated as "count-up effect time B". Here, the big winning opening normal winning effect, the over winning effect, and the bonus winning effect are configured not to be executed even during the execution of a special game, during the execution of the big win start demo, and during the execution of the big win end demo. Therefore, the big winning opening count-up effect and the general winning opening count-up effect are also configured not to be executed even during the execution of a special game, during the execution of the big win start demo, and during the execution of the big win end demo.
[0186] (Relationship 1 of the count-up effect time A) The count-up production time A is set to be shorter than the interval time (also referred to as the "interval period") set after the end of each round game. The interval time is the waiting time set between each round game or between the last round game and the jackpot end demo, and is the round game waiting time (unit game waiting time) or the end demo waiting time during which the closing operation of the big winning opening 54 starts and the closing is maintained. In the present embodiment, the interval time is set to "2 seconds" in common for all round games. In the present embodiment, by configuring the count-up production time A (0.45 seconds) to be shorter than the interval time (2 seconds), even when the count-up production of the big winning opening is performed based on the game ball entering the big winning opening 54 near the end of a certain round game, the count-up production of the big winning opening will be completed within the interval time after the end of the round game. Therefore, the possibility that the count-up production of the big winning opening crosses over to the next round game or the jackpot end demo beyond the interval period can be reduced (in the case of over-winning, there is a possibility of exceeding the interval period), and the division between each round game or the division between the last round game and the jackpot end demo can be made clear.
[0187] (Relationship 2 of the count-up production time A) The count-up effect time A is set to be shorter than the execution time of the jackpot end demonstration. As described above, the count-up effect time A is set to "0.45 seconds", and the execution time of the jackpot end demonstration is set to "20 seconds" in common for all jackpot types (during-jackpot effects). The execution time of the jackpot end demonstration is the waiting time from when the interval time after the end of the last-round game in the special game has elapsed until the special game ends. That is, the execution time of the jackpot end demonstration does not include the interval time set after the end of the last-round game. That is, the interval time after the end of the last-round game is set as the remaining time (grace period) of the round game in which the entry of the game ball into the big winning opening 54 can be effectively detected (that is, detected as an object for paying out winning balls and not judged as illegal entry) within that time, while the execution time of the jackpot end demonstration is set as the preparation time for the game (effect mode) after the end of the special game separated from that round game, in which the entry of the game ball into the big winning opening 54 cannot be effectively detected within that time. In this embodiment, by configuring the count-up effect time A (0.45 seconds) to be shorter than the execution time of the jackpot end demonstration (20 seconds), even when the big winning opening count-up effect is performed based on the entry of the game ball into the big winning opening 54 near the end of the last-round game, and further, even when an over-win occurs in the last-round game, or even after the closing of the big winning opening 54 after the last-round game (even during the jackpot end demonstration period), if the specification is such that the big winning opening count-up effect is performed, the big winning opening count-up effect will be completed within the jackpot end demonstration period. Therefore, the big winning opening count-up effect will not cross over to the variable display after the end of the special game beyond the jackpot end demonstration period, and the boundary between the end of the special game and the start of the first rotation of the variable display can be clearly defined. As a modification, for at least a part of the execution time of the jackpot end demonstration, the entry of the game ball into the big winning opening 54 may be effectively detected within that time.
[0188] (Relationship 3 of the count-up effect time A) In this embodiment, when a game ball of a specified count number enters the big winning opening 54 in one round of the game, the total time of the count-up effect time A for the specified count number in this one round of the game (the big winning opening count-up effect corresponding to the number of prize balls that can be obtained in one round of the game) is configured to be shorter than the execution time of the jackpot end demonstration. Specifically, the total time of the count-up effect time A for the specified count number is "0.45 seconds (count-up effect time A) × 10 balls (specified count number) = 4.5 seconds". On the other hand, as described above, the execution time of the jackpot end demonstration is set to "20 seconds" in common for all jackpot types (during-jackpot effects). In this embodiment, by configuring the total time of the count-up effect time A for the specified count number (4.5 seconds) to be shorter than the execution time of the jackpot end demonstration (20 seconds), even when multiple big winning opening count-up effects are continuously performed based on multiple game balls continuously entering the big winning opening 54 near the end of the final round of the game, or even after the closing of the big winning opening 54 after the final round of the game (even during the jackpot end demonstration period), if it is specified to perform the big winning opening count-up effect, the big winning opening count-up effect will be completed within the jackpot end demonstration period. Therefore, the big winning opening count-up effect will not extend beyond the jackpot end demonstration period to the variable display after the end of the special game, and the boundary between the end of the special game and the start of the variable display in the first rotation can be clearly defined.
[0189] In addition, even when a game ball enters the big winning opening 54 in a single round of the game in excess of the specified count (when an over-win occurs), it is preferable that the total time of the count-up production time A for the cumulative count in this single round of the game (specified count + number of over-wins) is set shorter than the execution time of the jackpot end demonstration. That is, when the total time of the count-up production time A for the specified count in a single round of the game and the total time of the count-up production time A for the number of over-wins are added together, the time is set shorter than the execution time of the jackpot end demonstration after the end of that round of the game. Thus, even after the closure of the big winning opening 54 after the final round of the game (even during the jackpot end demonstration period), when the specification is such that the big winning opening count-up production is performed, even if an over-win occurs, it is preferable to end the big winning opening count-up production within the execution time of the jackpot end demonstration to clearly demarcate the end of the special game and the start of the variable display. Note that the number of over-wins is indefinite as it depends on the progress of the game (the launch status of the game balls and the flow-down status of the game balls), but even assuming it is the same as the specified count, i.e., 10 balls, it is desirable to satisfy the above relationship (in that case, the total time of the count-up production time A for the specified count in a single round of the game and the total time of the count-up production time A for the number of over-wins added together is 4.5 seconds + 4.5 seconds, which is 9 seconds, shorter than the execution time of the jackpot end demonstration, which is 20 seconds), and it is configured in such a way.
[0190] (Relationship 4 of the count-up production time A) As a modification of this embodiment, when a game ball of a specified count number enters the big winning opening 54 in one round of the game, it may be configured such that the total time of the count-up effect time A for the specified count number in this one round of the game is shorter than the interval time after the end of the round game. In this modification, the total time of the count-up effect time A for the specified count number is "0.45 seconds (count-up effect time A) × 10 balls (specified count number) = 4.5 seconds". On the other hand, the interval time after the end of each round of the game is longer than the interval time (2 seconds) of the above embodiment and is set to "6 seconds" in common for all rounds of the game. In this modification, by configuring the total time (4.5 seconds) of the count-up effect time A for the specified count number to be shorter than the interval time (6 seconds), when a plurality of game balls continuously enter the big winning opening 54 near the end of a certain round of the game and a plurality of big winning opening count-up effects are continuously performed, the big winning opening count-up effect will be completed within the interval time after the end of the round game. Therefore, the big winning opening count-up effect will not cross over to the next round of the game or the big win end demo beyond the interval period, and the separation between each round of the game or the separation between the last round of the game and the big win end demo can be clarified.
[0191] In addition, even when only one game ball enters the big winning opening 54 in a single round game exceeding the specified count number (when only one over-win occurs), it is preferable that the total time of the count-up production time A for the cumulative count number in this single round game (specified count number + number of over-wins of 1) is set shorter than the interval time after the end of the round game. That is, the time obtained by adding the total time of the count-up production time A for the specified count number in a single round game and the count-up production time A for one over-win (4.5 seconds + 0.45 seconds = 4.95 seconds) is set shorter than the interval time (6 seconds) after the end of the round game. Even when an over-win occurs, it is preferable to end the big winning opening count-up production within the interval period to clarify the division between round games.
[0192] (Relationship 5 of the count-up production time A) As a modification of this embodiment, when game balls corresponding to the specified count number (full count) enter the big winning opening 54 in all round games of a single special game, the total time of the count-up effect time A corresponding to the number of full counts (specified number of rounds × specified count number) generated during the execution of this special game may be configured to be shorter than the execution time of the jackpot end demonstration. In this modification, when the specified number of rounds of a single special game is the maximum number of rounds (16 rounds), if game balls enter the big winning opening by the specified count number (10 balls) in all round games, a total of 160 big winning opening count-up effects will be executed. Therefore, the total time of the count-up effect time A corresponding to all count numbers is "0.45 seconds (count-up effect time A) × 10 balls (specified count number) × 16 rounds (specified number of rounds) = 72 seconds". On the other hand, in this modification, the execution time of the jackpot end demonstration is set to "120 seconds" commonly for all jackpot types (during-jackpot effects). In this modification, by configuring the total time of the count-up effect time A corresponding to all count numbers in a single special game (72 seconds) to be shorter than the execution time of the jackpot end demonstration (120 seconds), even after the closure of the big winning opening 54 after the last round game (even during the jackpot end demonstration period), when it is specified to perform the big winning opening count-up effect, even if the execution of the big winning opening count-up effect is delayed during the round game or the interval period due to consecutive winning of game balls into the big winning opening 54, it is guaranteed that all big winning opening count-up effects will be completed at least by the end of the jackpot end demonstration, so that the during-jackpot effect can proceed smoothly.
[0193] ≪Priority of the count-up effects of the front and rear big winning openings≫ FIG. 23 is a time chart for explaining the priority of the big winning opening count-up effect. As shown in FIG. 23, during the execution of a certain round of the game, when a plurality of game balls (two game balls in the illustrated example) continuously enter the big winning opening 54, two big winning opening count-up effects based on the consecutive winning will be executed. Specifically, when the first game ball enters the big winning opening 54 and the execution condition of the big winning opening count-up effect is satisfied, the previous big winning opening count-up effect is executed. Similarly, when the second game ball wins by entering the big winning opening 54 and the execution condition of the big winning opening count-up effect is satisfied, the subsequent big winning opening count-up effect will be executed. The execution condition of the big winning opening count-up effect is the condition for starting the execution of the big winning opening count-up effect, and it is established when a game ball enters the big winning opening 54 during the execution of a special game (when the entry of the game ball is detected by the big winning opening switch 541). At this time, if the execution condition of the subsequent big winning opening count-up effect is satisfied during the execution of the previous big winning opening count-up effect, the execution of the previous big winning opening count-up effect is not interrupted halfway, and after the execution of the previous big winning opening count-up effect ends, the execution of the subsequent big winning opening count-up effect is started. That is, in this embodiment, among the two big winning opening count-up effects before and after, the priority of the previous big winning opening count-up effect is set higher than the priority of the subsequent big winning opening count-up effect. Before the execution of the previous big winning opening count-up effect ends, the execution of the subsequent big winning opening count-up effect is not started, and after the execution of the previous big winning opening count-up effect ends, the execution of the subsequent big winning opening count-up effect is configured to be started. In addition, when starting the execution of the subsequent big winning opening count-up effect after the execution of the previous big winning opening count-up effect ends, it is preferable to connect the previous big winning opening count-up effect and the subsequent big winning opening count-up effect continuously (seamlessly) and perform two consecutive big winning opening count-ups.However, as a modification example, after the execution of the previous big winning opening count-up effect is completed, after a predetermined time (a very short time) has elapsed, the execution of the subsequent big winning opening count-up effect may be started to clearly separate between the previous big winning opening count-up effect and the subsequent big winning opening count-up effect. Although the big winning opening count-up effect has been described here, the general winning opening count-up effect may have the same specification. When the execution condition of the subsequent general winning opening count-up effect is satisfied during the execution of the previous general winning opening count-up effect, it is preferable to configure such that the execution of the subsequent general winning opening count-up effect is started after the execution of the previous general winning opening count-up effect is completed without interrupting the execution of the previous general winning opening count-up effect in the middle. Also, when the execution condition of the subsequent general winning opening count-up effect is satisfied during the execution of the previous big winning opening count-up effect, it is preferable to configure such that the execution of the subsequent general winning opening count-up effect is started after the execution of the previous big winning opening count-up effect is completed without interrupting the execution of the previous big winning opening count-up effect in the middle. Further, when the execution condition of the subsequent big winning opening count-up effect is satisfied during the execution of the previous general winning opening count-up effect, it is preferable to configure such that the execution of the subsequent big winning opening count-up effect is started after the execution of the previous general winning opening count-up effect is completed without interrupting the execution of the previous general winning opening count-up effect in the middle.
[0194] As a modification of this embodiment, during the execution of the previous big winning opening count-up effect, if the execution conditions for the subsequent big winning opening count-up effect are satisfied, the execution of the previous big winning opening count-up effect may be interrupted and the execution of the next big winning opening count-up effect may be started. That is, the priority of the subsequent big winning opening count-up effect is set higher than that of the previous big winning opening count-up effect. In that case, when the execution of the previous big winning opening count-up effect is interrupted, it is preferable to forcibly switch the count value to the final value of the previous big winning opening count-up effect or the initial value of the subsequent big winning opening count-up effect, and start the subsequent big winning opening count-up effect from that point. Although this modification has been described for the big winning opening count-up effect, the same specification may apply to the general winning opening count-up effect. During the execution of the previous general winning opening count-up effect, if the execution conditions for the subsequent general winning opening count-up effect are satisfied, the execution of the previous general winning opening count-up effect may be interrupted and the execution of the next general winning opening count-up effect may be started. Also, during the execution of the previous big winning opening count-up effect, if the execution conditions for the subsequent general winning opening count-up effect are satisfied, the execution of the previous big winning opening count-up effect may be interrupted and the execution of the next general winning opening count-up effect may be started. Further, during the execution of the previous general winning opening count-up effect, if the execution conditions for the subsequent big winning opening count-up effect are satisfied, the execution of the previous general winning opening count-up effect may be interrupted and the execution of the next big winning opening count-up effect may be started.
[0195] (Emphasis effect on the cumulative number of winning balls) FIG. 24 is a schematic diagram for explaining the highlighting effect of the present embodiment. (A) in the figure shows the case where the over-winning effect is executed during the execution of the highlighting effect, and (B) in the figure shows the case where the bonus-winning effect is executed during the execution of the highlighting effect. In the present embodiment, when a game ball enters the big winning opening 54 or the general winning opening 64 during the execution of a special game, and when the value of the cumulative winning balls during continuous winning reaches a predetermined specific value, a highlighting effect for notifying that the cumulative winning balls have reached the specific value is configured to be executed. Note that the specific value is a multiple value of a predetermined number of winning balls (10,000 balls). That is, every time the current value of the cumulative winning balls reaches a multiple value of the predetermined number of winning balls (10,000 balls, 20,000 balls, 30,000 balls...), the highlighting effect will be performed. Therefore, the highlighting effect may also be referred to as a specific value reach effect, and the highlighting display may also be referred to as a specific value corresponding display. In the present embodiment, even when the cumulative winning balls reach a specific value triggered by an over-winning or a bonus-winning, the highlighting effect is executed. In that case, the highlighting effect and the over-winning effect or the bonus-winning effect are executed repeatedly.
[0196] As shown in FIG. 24, the types of the highlighting effect include a highlighting display effect of enlarging and displaying the specific value (in the illustrated example, "20,000 pt") at which the cumulative winning balls have arrived in the highlighting display area 735 at the center of the screen, and a highlighting sound output effect of outputting a special sound (in the illustrated example, a sound of "excellent condition") from the speaker 11.
[0197] The highlighting of the specific value is continuously performed for a predetermined time (e.g., 5 seconds). Even if the cumulative prize ball count display is updated (added) due to the entry of game balls into the big winning opening 54 or the general winning opening 64 during that time, the highlighting will not be updated (added). At this time, the display priorities of each layer are in the order of "cumulative prize ball count display" < "highlighting" < "round display", with the priority increasing in this order. The "layer" means each layer of the hierarchical structure that defines the display priority of each image constituting the overall image. Each layer is arranged in the upper layer (the front side as seen by the player) with a higher display priority, and each layer with a lower display priority is arranged in the lower layer (the rear side as seen by the player). In FIG. 24, the highlighting and the cumulative prize ball count display are shown in a non-overlapping form, but the display area can be enlarged to further emphasize the highlighting and made to overlap. In that case, according to the above priorities, the highlighting can be configured to be displayed in front of the cumulative prize ball count display (the highlighting is displayed covering part or all of the cumulative prize ball count display).
[0198] Also, as shown in FIG. 24, the prize ball acquisition display area 732 and the highlighting display area 735 are provided as separate and independent display areas. When an over winning or bonus winning occurs during the execution of the highlighting, the highlighting image and the over winning image or the bonus winning image are displayed simultaneously in parallel. When the highlighting image and the over winning image or the bonus winning image are displayed simultaneously, the display priority of the highlighting image can be made higher than that of the over winning image or the bonus winning image, or the display priority of the over winning image or the bonus winning image can be made higher than that of the highlighting image. In FIG. 24, the highlighting and the over winning image / bonus winning image are shown in a non-overlapping form, but the display area can be enlarged to further emphasize the highlighting and made to overlap. In that case, according to the above priorities, the highlighting can be configured to be displayed in front of the over winning image / bonus winning image (the highlighting is displayed covering part or all of the over winning image / bonus winning image).
[0199] In addition, when an over-win occurs during the output of a special sound, an over-win sound or a bonus-win sound is output repeatedly during the output of the special sound. When the special sound overlaps with the over-win sound or the bonus-win sound, the volume of the over-win sound or the bonus-win sound may be set to a smaller volume compared to the volume of the special sound with a higher priority. Conversely, the volume of the special sound may be set to a smaller volume compared to the volume of the over-win sound or the bonus-win sound with a higher priority. In that case, the volume of the lower-priority sound (the smaller volume) may be set to substantially "0".
[0200] <<Over-win performance / Bonus-win performance at error occurrence>> In this embodiment, when various errors occur in the gaming machine, the execution availability of the over-win performance and the bonus-win performance is controlled according to the error type. FIG. 25 is a schematic diagram for explaining the error types of the gaming machine. In this embodiment, the error types that occur in the gaming machine include "door / frame opening error", "magnetic sensor error", "radio wave sensor error", "disconnection / short-circuit power supply error", "excessive win error", "payout error", and the like. Note that the above error types are examples, and various error types may be provided according to the specifications of the gaming machine and the like.
[0201] The door / frame opening error occurs when the glass frame 5, the front frame 2, or the back set board 30 is open with respect to the outer frame 1, or when a disconnection or failure occurs in the door opening switch that detects the opening of the glass frame 5, the frame opening switch that detects the opening of the front frame 2, or the back set opening switch that detects the opening of the back set board 30. This door / frame opening error is confirmed to check if there is any abnormality in the gaming machine and is released when the glass frame 5, the front frame 2, and the back set board 30 are closed.
[0202] The magnetic sensor error and the radio wave sensor error occur when the magnetic sensor detects magnetism, when the radio wave sensor detects radio waves, and when a disconnection, short circuit, or failure occurs in the magnetic sensor or the radio wave sensor. The magnetic sensor error and the radio wave sensor error are confirmed to check if there is any abnormality in the gaming machine and are released when the power is turned on again.
[0203] The open - circuit short - circuit power supply error is an error that occurs when an open - circuit, short - circuit, or failure occurs in the radio wave sensor and various switches provided on the game board surface. The open - circuit short - circuit power supply error is released when the game machine is checked for abnormalities and the power is turned on again.
[0204] The excessive winning error is an error that occurs when an excessive number of game balls enter various winning ports. The excessive winning error is released when the game machine is checked for abnormalities and the power is turned on again. Here, the excessive winning error includes the excessive winning error of the big winning port 54 (also referred to as the "big winning port excessive winning error") and the excessive winning errors of the general winning ports 61 - 64 (also referred to as the "general winning port excessive winning errors"). For example, the big winning port excessive winning error is an error that occurs when a predetermined number (e.g., 30 balls) of game balls enter the big winning port 54 during the execution of one round of the game. The general winning port excessive winning error is an error that occurs when a predetermined number (e.g., 30 balls) of game balls enter the general winning ports 61 - 63 per unit time (e.g., 30 seconds), or when a specific number (e.g., 60 balls) of game balls enter the general winning port 64 per unit time (e.g., 30 seconds). Since the general winning port 64 is arranged such that game balls are more likely to enter than the general winning ports 61 - 63, the error determination value (the value of the number of game balls determined as an error) based on the number of balls entering per unit time for the general winning port 64 is a value with a margin. In this embodiment, when the big winning port excessive winning error occurs, or when a ball enters the big winning port 54 in a state where the big winning port 54 is not open (during non - special games), that is, when an abnormal winning related to the big winning port 54 is detected (determined as an abnormal winning), an external information signal (security signal) indicating that an error has occurred is output from the external information terminal board 600. On the other hand, when the general winning port excessive winning error occurs, that is, when an abnormal winning related to the general winning ports 61 - 64 is detected (determined as an abnormal winning), an external information signal (security signal) indicating that an error has occurred is not output from the external information terminal board 600. Note that the external information signal (outer - end signal) output by the external information terminal board 600 will be described later.
[0205] A payout error is an error that occurs when there is an obstruction in paying out the bonus balls. This payout error includes a full-ball error where the lower ball tray 9 is in a full state (the full-ball switch is on), a ball jamming / ball clogging error in the bonus ball payout unit 34, and a no-ball error where the game balls cannot be replenished from the game island and are insufficient. When a full-ball error occurs, the notification level is divided into two stages. Notification level 1 is the level when the full-ball switch has been on for 30 consecutive seconds since it was turned on. At notification level 1, only the voice notification of "Please remove the balls" is executed. At this notification level 1, even if there is a ball entry into the big winning opening 54 or the general winning openings 61 to 64, the bonus ball payout is not restricted (the bonus ball payout does not stop). When the on state exceeds 30 seconds, it shifts to notification level 2, and not only the voice notification of "Please remove the balls" but also an image notification of "an image prompting the removal of balls from the lower ball tray" is displayed on the effect display device 70. Furthermore, even if there is a ball entry into the big winning opening 54 or the general winning openings 61 to 64, the bonus ball payout is restricted (the bonus ball payout stops). As a modification example, it may be a specification where only the image notification is made at notification level 1 and both the image notification and the voice notification are made at notification level 2. Regarding the ball jamming / ball clogging error in the bonus ball payout unit 34 and the no-ball error where the game balls cannot be replenished from the game island and are insufficient, even if there is a ball entry into the big winning opening 54 or the general winning openings 61 to 64, the bonus ball payout is restricted (the bonus ball payout stops).
[0206] Also, as shown in FI...
Claims
【Claim 1】 A game board in which a game area is formed, A start port provided in the game area into which a game ball can enter, Judgment means for performing a pass / fail judgment triggered by the entry of a game ball into the start port, A special symbol display device in which a special symbol indicating the result of the pass / fail judgment is variably displayed and stopped, A big winning port provided in the game area that is opened according to the result of the pass / fail judgment by the judgment means and into which a game ball can enter, Special game execution means capable of executing a special game accompanied by the opening of the big winning port when the result of the pass / fail judgment by the judgment means is a big win, An effect display device on which an effect display is displayed, Standby effects can be executed when predetermined conditions are met in a situation where the variable display of special symbols is not being executed, During the execution of standby effects, a caution display, which is a display prompting a predetermined caution to the player, can be displayed, During the execution of standby effects, a game machine identification display, which is a display related to predetermined identification information capable of identifying the model of the game machine, can be displayed, Equipped with predetermined light-emitting means capable of emitting light, During the display of the caution display, the light-emitting mode of the predetermined light-emitting means can be set to a predetermined mode, During the display of the game machine identification display, the light-emitting mode of the predetermined light-emitting means can be set to a specific mode different from the predetermined mode, The number of types of light-emitting colors that the predetermined light-emitting means can adopt when the light-emitting mode of the predetermined light-emitting means is the predetermined mode during the display of the caution display is configured to be less than the number of types of light-emitting colors that the predetermined light-emitting means can adopt when the light-emitting mode of the predetermined light-emitting means is the specific mode during the display of the game machine identification display, A pachinko game machine, characterized in that during the execution of a special game, a specific identification display, which is a display related to specific identification information that is different from the predetermined identification information and capable of identifying the type of special game, can be displayed.
Citation Information
Patent Citations
Game machine
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