Pachinko game machine
The pachinko gaming machine enhances player interest through interactive features like dynamic displays, audio outputs, and adjustable sound, addressing the need for increased engagement in conventional models.
Patent Information
- Application Number
- JP2023221846
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-27
- Publication Date
- 2025-07-09
AI Technical Summary
Existing pachinko gaming machines lack features to enhance player interest and engagement beyond conventional configurations.
The pachinko gaming machine incorporates a game board with various ports and display devices, including a starting hole, winning/losing determination means, a special pattern display, a big prize hole, a special game execution mechanism, and performance/display devices, allowing for standby and warning displays, audio output, and player-operable controls to adjust sound volume, enhancing game interaction and identification.
This configuration increases the entertainment value of the game by providing dynamic visual and auditory feedback, improving player engagement and differentiation from conventional models.
Smart Images

Figure 2025104026000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a pachinko gaming machine.
Background Art
[0002] Generally, when a game ball enters a starting port, a pachinko gaming machine acquires a random number value for lottery and temporarily stores it as an activated reserved ball up to a predetermined upper limit number. Each such activated reserved ball is sequentially consumed one by one every time a predetermined starting condition is satisfied, and a winning determination as to whether or not it corresponds to a big win is executed. When the result of the winning determination is a big win, a decorative pattern composed of a plurality of columns is variably displayed and then 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 (for example, see 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 a large number of pachinko gaming machines adopting such a configuration as conventional models, in order to differentiate from conventional models, further improvement in the interest 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 interest 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 winning / losing determination means for executing a winning / losing determination 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 winning / losing determination, a big prize hole provided in the game area and opened in response to the result of the winning / losing determination by the winning / losing determination means to allow the game ball to enter, a special game execution means for executing a special game accompanied by the opening of the big prize hole when the result of the winning / losing determination by the winning / losing determination 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, and is capable of displaying a warning display in a first manner during the execution of the standby performance, and during the execution of the special game, The warning display can be displayed in a second mode different from the first mode, and during execution of a standby effect, a gaming machine identification display which is a display relating to predetermined identification information capable of identifying the type of gaming machine can be displayed. During execution of a special game, when the warning display is displayed in the second mode, the warning display in the second mode can be displayed simultaneously with a specific image, while during execution of a standby effect, when the warning display is displayed in the first mode, the warning display in the first mode is not displayed simultaneously with the specific image. The game console is characterized in that it is equipped with an audio output device which outputs a performance sound and a predetermined operation means which can be operated by a player, and is configured to be capable of adjusting the volume level of the performance sound output from the audio output device in response to operation of the predetermined operation means, and is configured to be able to execute a standby effect even in a situation where the power is turned on while the predetermined operation means is operated and the state in which the predetermined operation means is operated continues even after the power is turned on. 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 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. The pachinko gaming machine PM according to this embodiment is a model in which two functions corresponding to a conventional first-type pachinko gaming machine are mixed, and a first game (first special symbol game) and a 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 front frame 2 configured in a square frame size that matches an opening front surface of an outer frame 1 forming a vertical fixed holding frame configured in an outer rectangular frame size, and is attached to the upper and lower hinge mechanisms 3 disposed at the front left edge portions of each other so as to be horizontally openable, closable, and detachable, and is always held in a closed state engaged and connected to 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 can be visually recognized through the multilayer glass of the glass frame 5 that is always closed and held.
[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 on 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 refers to an on / off operation type button switch, a cross switch (cross key, cross button) that outputs according to the direction of the operation input, a tilt operation type lever switch, a rotary operation type dial switch, a proximity switch that outputs when the player's hand approaches or touches, a touch sensor, a touch panel, etc., and is used in the concept including all operation input means.
[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 in which a game ball can roll is defined. Further, a guide passage (not shown) for guiding the game ball to the game area PA is formed by the outer rail 41 and the inner rail 42. At a position near the exit opening of the game ball in this guide passage (at the tip of the inner rail 42), a ball return prevention valve 43 is provided to prevent the game ball 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 and 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 hold lamp 73, a second special figure hold lamp 74, a normal symbol display device 75, and a normal figure hold 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 the center decoration 21.
[0016] The game area PA is divided into a left area PA1, which is the area to the left of the center decoration 21 (the board area corresponding to left-handed play) and a right area PA2, which is the area to the right 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 ball flowing down in the left area PA1 can mainly enter any of the first starting port 51 disposed below the center decoration 21 and the general winning ports 61 to 63. On the other hand, the game ball 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 starting port 52, and the big winning port 54. At the lower end of the game area PA, an out port 29 is provided to discharge the game ball that has 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 starting port 51 is provided as a starting winning port corresponding to the first special symbol game and includes a first starting port switch 511 for detecting the entry of a game ball. This first starting port 51 is an upwardly open, always open type winning port, and mainly allows a game ball (a left-handed game ball) flowing down in the left area PA1 to enter. The entry of the game ball into the first starting 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 start port 52 is provided as a start winning port corresponding to the second special symbol game, and includes a second start port switch 521 for detecting the entry of a game ball. This second start 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) flowing down mainly in the right area PA2 can enter. The entry of a game ball into the second start port 52 triggers the second special symbol lottery. In this embodiment, the special symbol that is variably displayed or stopped and displayed on the second special symbol display device 72 is referred to as the "second special symbol". This second start 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 enter easily, and a closed state where a game ball cannot enter or enter with difficulty into the second start port 52. That is, the normal electric accessory 522 has a structure in which it is difficult for a game ball to enter the second start 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 and rear slide type movable member 524 for opening and closing the second start 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 start 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 start 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 slope downward 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 start port 52 is in the closed state), the 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 start 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 start 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 this 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 region 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 region 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 region PA1 which is a panel area corresponding to a left shot, and game balls flowing down in the left region 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 region PA2 which is a panel area corresponding to a right shot, and game balls flowing down in the right region 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 it becomes an opportunity to obtain a prize ball in the same way as other winning openings (excluding the operating gate 53).
[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 start 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 start 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 a number related to a random value obtained based on the entry of a game ball into the first start port 51 during the variation of the first special symbol or the second special symbol or during the execution of a big win game, and the obtained random value is held, that is, it indicates the number for which the determination of whether it is valid has been temporarily held until the conditions for permitting the determination of whether it is valid (variation start conditions) are satisfied for the obtained random value. Similarly, the number of operation hold balls of the second special symbol is a number related to a random value obtained based on the entry of a game ball into the second start port 52 during the variation of the first special symbol or the second special symbol or during the execution of a big win game, and the obtained random value is held, that is, it indicates the number for which the determination of whether it is valid has been temporarily held until the conditions for permitting the determination of whether it is valid (variation start conditions) are satisfied for the obtained random value.
[0026] The normal symbol display device 75 is composed of, for example, two LED lamps, and performs variable display and fixed 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-emptively suggests 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, a decorative symbol display area 700 where a variable 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 mid-variation image display area 720 where a mid-variation image corresponding to the current variable display is displayed are provided. In this embodiment, a liquid crystal display device is adopted as the effect display device 70. In the decorative symbol display unit 700, three display areas (left symbol display area Z1, middle symbol display area Z2, right symbol display area Z3) that serve as variable display areas of decorative symbols are provided on a predetermined effective line (not shown), and the left symbol of the decorative symbol corresponds to the left symbol display area Z1, the middle symbol of the decorative symbol corresponds to the middle symbol display area Z2, and the right symbol of the decorative symbol corresponds to the right symbol display area Z3, and are respectively stopped and displayed. In the hold image display unit 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 mid-variation image display area 720, a mid-variation image (mid-variation icon) corresponding to the current variable display being executed is displayed.
[0028] The center ornament 21 is installed around the effect display device 70 and has functions such as the flow path of game balls, protection of the effect screen, and decoration. The center ornament 21 is provided with a movable accessory 24 that executes an effect operation according to the progress of the game. 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 rear set board 30 having a window that communicates front and rear at the center and formed in a rectangular frame shape that is somewhat smaller than the front frame 2 as a base is connected to the rear of the front frame 2 via upper and lower hinge mechanisms 3 so as to be horizontally openable / closable and detachable. A rear set cover 30C having a rectangular box shape with an open front is detachably attached to the rear 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 rear set cover 30C).
[0030] Each part of the rear set board 30 is provided with a storage tank 31 for storing a large number of game balls, a tank rail 32 that extends from the storage tank 31 to the right with a gentle downward slope, a ball supply passage portion 33 that is connected to the right end portion of the tank rail 32 and extends downward, a prize ball payout unit 34 that pays 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.
[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 contrary, 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 housed in a transparent resin-made board case 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 controls 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 on 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 the 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 to and from peripheral boards and various devices. 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 commands 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 production 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 production 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 signal line (clock line) separate 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 production control board 200. Based on this lamp control signal, the switch in the circuit is switched on / off to supply or cut off the drive current to the production lamp LP, thereby controlling the lighting or extinguishing of the production lamp LP.
[0040] Furthermore, the production 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 the drive current to the stepping motor of each movable accessory 24 by switching the switch in the circuit on / off based on the drive control signal for accessory driving transmitted from the production control board 200, thereby controlling the operation of each movable accessory 24. Note that a parallel communication method 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 rendering 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 temporary storage, and an I / O port circuit 304 that inputs and outputs signals between peripheral boards and each device. It is equipped with an image control microcomputer (one-chip microcomputer) 310 configured in this way, and the sub-sub CPU 301 is configured to execute main control related to image rendering 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, 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 be capable of 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 launch handle 12, it synchronously drives the ball feed mechanism 13 and the launch mechanism 14 to execute control of the launch of the game ball.
[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 game 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 game 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 game 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. Note that the backup power supply circuit is configured to be charged when power is supplied from the power supply device of the game island to the pachinko gaming machine PM. In addition, a RAM clear switch (not shown) for once erasing the temporarily stored 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. Note that 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, continuous winning signals, 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 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 a data display and a hall computer. 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 a useful basis for judgment when the player selects a gaming machine. The hall computer is a device that aggregates 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 going through the data display.
[0045] <Basic Operations of Pachinko Gaming Machine> The pachinko gaming machine PM configured as described above has an 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 in the left area PA1. In this left area PA1, a left flow path is formed to direct 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 in the right area PA2. In this right area PA2, a right flow path is formed to direct 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 in the left area PA1 or the right area PA2 can enter one 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 the game balls flowing down in the game area PA enter any of the first starting port 51, the second starting port 52, the big winning port 54, and the general winning ports 61 to 63, the winning balls corresponding to the type of the winning port are paid out by the winning ball payout unit 34 to the upper ball tray 8 or the lower ball tray 9. In the present embodiment, as the number of winning balls paid out when one game ball enters each winning port (referred to as "unit winning ball number"), the first starting port 51 is set to "4", the second starting 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 winning ball number of each winning port is not limited to the numbers exemplified in the present embodiment, and other unit winning ball numbers may be applied. For example, as the unit winning ball number, the first starting port 51 may be set to "1" instead of "4". Also, the second starting 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 the game ball enters the first starting port 51 or the second starting port 52, a lottery random number value for the special symbol is obtained and temporarily stored as the operation hold balls for the special symbol up to a predetermined upper limit number. Then, when a predetermined starting condition (the special symbol variation start condition described later) is satisfied, a win / loss 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 accordance with 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 the variation 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 / 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 end 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 end number of times, "10,000 times" corresponding to the number of variation display times until the next big win occurs may be set.
[0050] Also, after the big win game ends, the variation time shortening function of the special symbol may operate either accompanying or independently of the probability variation function of the special symbol. 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 compared to normal, 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-chute 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-chute 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-chute support function operates, the opportunity to obtain bonus balls due to balls entering the second start port 52 increases during that period, and as a result, it becomes possible to continue the game with almost no 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, becomes higher. Hereinafter, the state in which the electric-chute support function is operating is also referred to as the "high base state," and the state in which the electric-chute support function is not operating is also referred to as the "low base state."
[0052] <Main functional configurations of the 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 pre-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, etc.
[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 software random number per special symbol described later to generate a 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 a software random number per special symbol added to the above-mentioned built-in random number for generating a winning random number, a software initial value random number per special symbol for determining an initial value for a new update after one cycle of updating the software random number per special symbol is completed, a special symbol stop symbol random number used for determining a winning symbol (a combination of symbols that causes the condition device to operate) as the stop symbol of the special symbol, a special symbol stop symbol initial value random number for determining an initial value for a new update after one cycle of updating the special symbol stop symbol random number is completed, a special symbol variation pattern random number used for selecting the variation pattern of the special symbol, a random number per normal symbol used for the winning / losing lottery of the normal symbol, a normal symbol per initial value random number for determining an initial value for a new update after one cycle of updating the random number per normal symbol is completed, a 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 the initial value random numbers 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 random number value per special symbol, a symbol random number value per special symbol, and a variation pattern random number value per special symbol, which are lottery random number 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 number 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 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 up to a predetermined upper limit number (4) respectively.
[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 set of a random number per special symbol, a symbol random number per special symbol, and a variation pattern random number per special symbol. 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 (first in, first out principle). 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] Further, the special symbol hold control means 131 has a first special symbol hold ball number counter for counting the number of operation hold balls of the first special symbol and a second special symbol hold ball number counter for counting the number of operation hold balls of 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 each time one operation hold ball of the special symbol is acquired, and subtracts 1 from the corresponding counter each time one operation hold ball is digested.
[0060] In addition, when the special symbol hold control means 131 updates (adds or subtracts) the number of hold balls in operation 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 hold 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 hold balls in operation for the first special symbol and the number of hold balls in operation for the second special symbol. In principle, the hold balls in operation for each special symbol are consumed in the order in which they enter the ball. However, in this embodiment, so-called priority 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 hold balls in operation related to the second special symbol game, regardless of the existence of hold balls in operation related to the first special symbol game, the hold balls in operation related to the second special symbol game are preferentially digested. Under this priority digestion, if there are hold balls in operation for the second special symbol, the digestion of the hold balls in operation for the first special symbol will be postponed even if there were hold balls in operation for the first special symbol.
[0061] When a game ball enters the operation gate 53, the normal symbol hold control means 132 acquires the random number values for the normal symbol game, namely, the random number value per normal symbol, the symbol random number value per normal symbol, and the variable pattern random number value for the normal symbol, which are lottery random number values related to the normal symbol game, and manages these random number values as the hold ball information for the normal symbol. The normal symbol hold control means 132 temporarily stores the hold ball information for the normal symbol in the normal symbol hold storage area of the main information storage means 180 in a form combined with the order in which the hold balls enter the ball up to a predetermined upper limit number (4). In addition, the normal symbol hold control means 132 has a normal symbol hold ball number counter for counting the number of hold balls in operation for the normal symbol. As an update process for the number of hold balls in operation for the operating normal symbol, the normal symbol hold control means 132 adds 1 to the corresponding counter each time it acquires one hold ball for the normal symbol, and subtracts 1 from the corresponding counter each time one hold ball in operation is digested.
[0062] When the pre-determination means 135 obtains a special symbol operation hold ball at a predetermined pre-determination timing, it executes a pre-determination for a preview notice targeting the operation hold ball. As an example of the above pre-determination timing, (1) when obtaining a first special symbol operation hold ball during the waiting-for-win state and with the electric chewing support function not activated, (2) when obtaining a second special symbol operation hold ball during the waiting-for-win state and with the electric chewing support function activated, or (3) when obtaining a second special symbol operation hold ball 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 just 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 start port related to a second special symbol without a normal electric accessory and can store 8 holds 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 where pre-determination is performed at any time without setting a pre-determination timing. Also, in each gaming state, only the operation hold ball of the special symbol that is the main subject of the game may be the target of the pre-determination. For example, in the normal gaming state, only the operation hold ball of the first special symbol is the target of the pre-determination, and in the time-saving gaming state, the latent probability variation gaming state, and the probability variation gaming state, it is preferable that only the operation hold ball of the second special symbol is the target of the pre-determination. Specifically, the pre-determination means 135 reads out the random number value corresponding to the operation hold ball obtained this time from the first special symbol hold storage area or the second special symbol hold storage area of the main information storage means 180, and sequentially executes a pass / fail pre-determination (pass / fail 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, the pre-determination tables used in each pre-determination are such that the area corresponding to the total number of random numbers in each of the pass / fail pre-determination table, the symbol pre-determination table, and the variation pattern pre-determination table is divided into a plurality of areas, and a lottery ID (a number indicating the result of the pre-determination (also referred to as the "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 (the pass / fail determination result, the symbol determination result, the 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 actual variation starts. Here, since the variation pattern pre-judgment table may change depending on the game situation at the start of variation (presence or absence of sure change, presence or absence of time shortening, whether it is during the limited frequency period for referring to the special table, the number of held balls, etc.), as described above, it is desirable to determine in which of the plurality of regions it is included. 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 hold storage area or the second special symbol hold 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 for 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 (the hold 1 storage area) of the special symbol hold 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 for the first special symbol is satisfied" means that all of the following conditions are met: (A1) not in the middle of a big win, (A2) the first special symbol and the second special symbol are in the variation standby state, and (A3) there is an operation hold ball for the first special symbol. Also, "the variation start condition for the second special symbol is satisfied" means that all of the following conditions are met: (B1) not in the middle of a big win, (B2) the first special symbol and the second special symbol are in the variation standby state, and (B3) there is an operation hold ball for the second special symbol. When the variation start condition for the first special symbol and the variation start condition for the second special symbol are both satisfied, the variation start condition for 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 a big win, a small win, or a 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, big win data "55H", small win data "33H", loss data "00H"), and after being used in subsequent processing, it is cleared when the variation of the special symbol stops. The special symbol winning / losing determination means 141 holds a special symbol winning / losing lottery table that is 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 the 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, when the random number value for a special symbol falls within the range of "0 to 204", it is a big win, and in a game state (high probability state) where the probability variation function of the special symbol is operating, when the random number value for a special symbol falls within the range of "0 to 1506", it is a big win. 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 this embodiment, "small win" is not set as the result of the winning / losing determination of the special symbol, but "small win" may be set as the 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 this 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 types of the gaming states, (1) a gaming state in which the probability variation function of special symbols, the function for shortening the variation time of special symbols, and the electric-chute support function operate is called the "probability-variable state" or the "probability-variable gaming state", (2) a gaming state in which the function for shortening the variation time of special symbols and the electric-chute support function operate without the probability variation function of special symbols operating is called the "time-saving state" or the "time-saving gaming state", and (3) a state in which all functions are not operating 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). Specifically, (1) the probability variation gaming state is the "high probability high base state", (2) the time shortening 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 referred to as a potential probability variation gaming state, and this potential probability variation gaming state may be expressed as the "high probability low base state". This potential probability variation gaming state ("high probability low base state") is a suitable gaming state for playing a game mainly centered around small wins, and the details will be described later. Regarding these states (combinations of low probability / high probability and low base / high base), unless otherwise specified, they refer to the gaming states in the state where there is no big win or small win (the 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 the variation time of at least the special symbol that is the main part of the game in that gaming state is shortened among the first special symbol and the second special symbol. 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 variation gaming state, time shortening 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 (the 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 the sake of 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 divided 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 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", and a probability variable game state is set as the game state after the end of the jackpot game. This probability variable game state is set with an enormous number of "10,000 times" as its continuous number (the number of probability fluctuations, the number of times of shortening the fluctuation time, the number of times of electric support). Since it is probabilistically impossible (winning with a probability of about 1 / 44) not to win the jackpot until reaching this continuous number, 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 times of shortening the fluctuation time is set to "100 times", and the number of times of electric support is set to "100 times", and a 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 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 of the fluctuation time (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 "10,000 times", the number of times of shortening of the fluctuation time "10,000 times", and the number of times of electric support "10,000 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 "10,000 times" as its continuous number of times, 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 preferably set to 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", 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 has an extremely large number of "10,000 times" set as its continuous number, 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", and a 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, three types of jackpot categories 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, when the jackpot occurs with the second special symbol, there is a higher possibility of shifting to a special game with a larger number of rounds, which is advantageous for the player in terms of obtaining a large number of game balls. 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 as a fixed time of 29 seconds (all rounds are regarded as "long open-round games"). However, 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. Thus, even if the number of rounds of the jackpot game is the same, a configuration may be adopted that has jackpots with different actual numbers of rounds of obtaining game balls (jackpots with different actual numbers of rounds). 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 convenience of explanation, "selection rate" is shown, 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 for each variation pattern 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 a variation pattern (variation pattern table). In this example, as a plurality of types of variation pattern selection states, a "normal selection state", a "time-saving selection state", and a "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 chewing 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 the electric chewing 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 chewing support function of the special symbol are operating.
[0080] As shown in FIGS. 7 to 9, the variable pattern table for special symbols has different reference columns for the first special symbol and the second special symbol. Even if the same special symbol variable pattern random number value is obtained, different variable patterns can be selected. Here, the number of operation hold balls described in each figure ("0 hold", "1 to 2 holds", "3 holds") means the number of operation hold balls for the first special symbol in the case of the variable pattern lottery for the first special symbol (the number of operation hold balls after hold digestion), and means the number of operation hold balls for the second special symbol in the case of the variable pattern lottery for the second special symbol (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 the variable pattern lottery (at the start of the variable display / after hold digestion) (excluding the operation hold balls digested by the variable display). As a modification, the total value of the number of operation hold balls for the first special symbol and the second special symbol may be used.
[0081] The variable performance of the decorative symbol carried out in conjunction with the variable display of the special symbol is determined based on the type (variable time) of the variable pattern of the special symbol. FIGS. 7 to 9 also describe, for reference, the content of the variable performance set corresponding to each variable pattern (variable time). In the figures, "ultra-shortened variation", "shortened 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, the ultra-shortened variation, the shortened variation, and the normal variation are collectively referred to as "non-reach loss". These non-reach loss types have different variation modes in that the variable display stops in a shorter time for the shortened variation than the normal variation and for the ultra-shortened variation than the shortened 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 the jackpot".
[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 reach is established, it develops from the N Reach and is an effect in which 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 executing game state is the normal state. SP Reach B is a reach effect executed when the currently executing game state is the time-saving game state. SP Reach C is a reach effect executed when the currently executing game state is the probability-variable game state. In the type of variation pattern of this embodiment, the expectation of a big win 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 game state, and a different SP Reach (SP Reach C) in the case of the probability-variable game state. Also, as another modification, a variation pattern including a pseudo-chain may be prepared. A pseudo-chain is an effect (pseudo-chain effect, pseudo-variation effect, pseudo-continuous variation effect, re-variation effect) that makes it appear as if a plurality of variation displays have been performed pseudo by temporarily stopping (pseudo-stopping, once stopping) and re-varying the decorative pattern during one variation display of the decorative pattern. That is, a pseudo-chain is an effect that executes a plurality of pseudo-variations that temporarily stop or definitely stop after all of the three columns of decorative patterns start to vary or re-vary. The higher the number of pseudo-chains (the number of pseudo-variations), the higher the possibility of developing into an SP Reach with a high expectation of a big win.
[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 winning or losing 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 winning or losing 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 balls / 1 to 2 balls / 3 balls). 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. 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 winning or losing determination of the second special symbol is "deviation", regardless of the number of operation hold balls of the second special symbol (0 balls / 1 to 2 balls / 3 balls), 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 winning or losing 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 big wins, variable patterns PA1-1 (N reach) and PA1-2 (SP reach A) 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, the variable pattern PA1-1 (N reach) or PA1-2 (SP reach A) 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, 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 or loss) of the 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 determination of the first special symbol is a loss, regardless of the number of non-operating hold balls of the first special symbol (0 / 1-2 / 3), 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 determination of the first special symbol is a loss, the variable pattern PH2-1 (ultra-shortened variation) is never selected no matter how many non-operating hold balls of the first special symbol there are. On the other hand, when the result of the 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 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 hold balls of the second special symbol (0 / 1-2 / 3). Even if the obtained special symbol variable pattern random number values are the same, different variable patterns can be selected. Specifically, when there are no non-operating hold balls of the second special symbol, the variable pattern PH2-1 (ultra-shortened variation) is never selected. When there are non-operating hold balls of the second special symbol, the more non-operating hold balls of the second special symbol there are, the more likely the 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) Figure 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 varies 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". 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, when a big win occurs, the production content and the variation time can be the same as when a loss occurs. However, it is preferable to make the final production content different between when a big win occurs and when a loss occurs. That is, even for the same N-reach, when a big win occurs, the decorative symbol becomes a triple (e.g., "7·7·7"), while when a loss occurs, the decorative symbol becomes a losing combination (e.g., "7·8·7"). Also, even for the same SP reaches A to C, when a big win occurs, the final production content becomes a production content indicating success, and the decorative symbol becomes a triple (e.g., the friendly character defeats the enemy character, and then "7·7·7" is displayed), while when a loss occurs, the final production content becomes a production content indicating failure, and the decorative symbol becomes a losing combination (e.g., the friendly character is defeated by the enemy character, and then "7·8·7" is displayed). It is also preferable that when a big win occurs, compared to when a loss occurs, even if the production content is the same (when developing to the same SP reach), the variation time (production time) is longer. For example, for the SP reaches A to C when a big win occurs, it is preferable to set the variation time (production time) to be 10 seconds longer than the SP reaches A to C when a loss occurs.
[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 performed normally 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 and 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 on 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) being in the state of waiting for the variation of the normal symbol, and (2) the presence of the operation hold balls of the normal symbol. When all 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 winning / losing determination means 146 reads out a normal symbol winning random value from the normal symbol winning / losing determination area of the main information storage means 180 to execute the winning / losing determination of the normal symbol, and determines whether the determination result corresponds to either "win" or "lose". The result of this winning / losing determination of the normal symbol is temporarily stored in the normal symbol determination flag of the main information storage means 180, cleared when the normal symbol stops fluctuating after being used in subsequent processing. The normal symbol winning / losing determination means 146 holds a normal symbol winning / losing lottery table (not shown) that is referred to during this winning / losing 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 winning / losing 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 winning / losing 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. In any case where a 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 hit 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 normal symbol hit determination 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 the "big win start demo command") for instructing the execution of the big win start demo effect and an effect control command (referred to as the "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 them in the command storage area of the main information storage means 180. The big win start demo command also serves as an opportunity to determine 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. In addition, in each round game during the big win game, the special game control means 150 generates an effect control command (referred to as the "round effect designation command") for instructing the start of the round effect corresponding to each round game, and stores it 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 this 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 selection, 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 different.For example, on the premise that a 16R specific jackpot is won even with the first special symbol, for the 4R normal jackpot, when winning in a low-probability low-base state, the execution time of the jackpot start demo is 5 seconds (as the jackpot start demo effect, execute effect A-1 displayed as "Normal Jackpot Start"), and the execution time of the jackpot end demo is 15 seconds (as the jackpot end demo effect, execute effect B-1 displayed as "Entering the Short Time Mode" and effect C for raising awareness about preventing forgetting the prepaid card (※ a storage medium storing information about the amount required to borrow game balls for gaming)). On the other hand, when winning in a high-probability high-base state or a low-probability high-base state, the execution time of the jackpot start demo is 5 seconds (as the jackpot start demo effect, execute effect A-1), and the execution time of the jackpot end demo is 10 seconds (as the jackpot end demo effect, execute effect B-1 and do not execute effect C). For the 16R specific jackpot and the 4R specific jackpot, when winning in a low-probability low-base state, the execution time of the jackpot start demo is 5 seconds (as the jackpot start demo effect, execute effect A-2 displayed as "Variable Probability Jackpot Start"), and the execution time of the jackpot end demo is 20 seconds (as the jackpot end demo effect, execute effect B-2 displayed as "Entering the Variable Probability Mode" and effect C). On the other hand, when winning in a high-probability high-base state or a low-probability high-base state, the execution time of the jackpot start demo is 5 seconds (as the jackpot start demo effect, execute effect A-2), and the execution time of the jackpot end demo may be 10 seconds (as the jackpot end demo effect, execute effect B-3 displayed as "Continuing the Variable Probability Mode" and do not execute effect C).In addition, on the premise that a 16R specific big win is selected for the first special symbol, if it is a big win in the first special symbol, regardless of the game state at the time of the big win, the execution time of the big win start demo is 5 seconds (5 seconds for any of the 16R specific big win, 4R specific big win, and 4R normal big win, and as the big win start demo performance, perform performance A-1 or performance A-2), and the execution time of the big win end demo is 30 seconds (30 seconds for the 16R specific big win and 4R specific big win, and as the big win end demo performance, perform performance B-2 and performance C. However, for the 4R normal big win, it is 15 seconds, and as the big win end demo performance, perform performance B-1 and performance C). On the other hand, if it is a big win in the second special symbol, regardless of the game state at the time of the big win, the execution time of the big win start demo is 5 seconds (5 seconds for any of the 16R specific big win, 4R specific big win, and 4R normal big win, and as the big win start demo performance, perform performance A-1 or performance A-2), and the execution time of the big win end demo is 20 seconds (20 seconds for the 16R specific big win and 4R specific big win, and as the big win end demo performance, perform performance B-3 and do not perform performance C. However, for the 4R normal big win, it is 10 seconds, and as the big win end demo performance, perform performance B-1 and do not perform performance C). This relationship of time values is an example, and it is not limited to these time values as long as the magnitude relationship of each demo time in each situation is the same as above. Also, in any of the above specifications, performance C does not occur when winning in the high-probability high-base state or low-probability high-base state, but if a power failure occurs during the variation related to that big win or during the big win game (special game) and the power is restored during that variation or during the big win 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 according to the variation pattern (variation time) of the first special symbol, and fixedly 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 according to the variation pattern (variation time) of the second special symbol, and fixedly 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 according to the variation pattern (variation time) of the normal symbol, and fixedly 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 interrupted 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 an opportunity to execute a standby demo effect (customer waiting demo effect), and stores this in the command storage area of the main information storage means 180. "The interrupted state of the game continues for a predetermined time or longer" means that the period during which there is no reserved ball for the operation of the special symbol and the variable display of the special symbol is not 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 openings continues for a predetermined time or longer, it may be configured such that the interrupted 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 regarded as one round game (unit game), and the round game is continuously executed for a specified number of rounds. The electric accessory control means 160 holds a big winning opening release 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 number of game balls (in this embodiment, "10") have entered the big winning opening 54, or that the opening time of the big winning 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 control the opening and closing of the normal electric accessory 522 (the second start port 52) for a predetermined opening 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 (opening extension function) is not operating, while in the high base state where the electric chew support function (opening 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 opening time of the second start port 52 has reached the maximum opening 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 based on the big win type (the type of symbol group) and the game state at the time of the big win selection, and switches the game state after the end of the big win game. In this embodiment, as described above, as a plurality of types of game states, a normal game state (low probability low base state), a time-saving game state (low probability low base state), and a probability-variable game state (high probability high base state) are set, and any one of the plurality of types of game states is alternatively 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 based on the big win type (the type of symbol group), and switches the variable pattern selection state after the end of the big win game. In this embodiment, as a plurality of types of variable pattern selection states, a normal selection state, a time-saving selection state, and a probability-variable selection state are set, and any one of the plurality of types of variable pattern selection states is alternatively set according to the determined game state, big win type, number of variable display times of the special symbol, etc. 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 the magnetic detection signal by the magnetic sensor, the disconnection / short-circuit power supply abnormality signal, the radio wave detection signal by the radio wave sensor, the door / frame opening signal, etc., and determines whether 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, an effect control command (an "error effect designation command") including the error information is requested. Although not described in FIG. 4 etc., the door opening switch is a detection means for detecting whether the glass frame 5 is open, the frame opening switch is a detection means for detecting whether the front frame 2 is open, and the back set opening switch is a detection means for detecting whether the back set board 30 is open. In addition, the magnetic sensor and the radio wave sensor are detection means for detecting so-called illegal gaming acts.
[0109] The main information storage means 180 is configured to temporarily store the random number value information obtained in the special symbol game and the normal symbol game, the operation hold ball information of the special symbol and the normal symbol, the information on the game state (probability variation function, variation time shortening function, electric cheat support function) regarding the special symbol game and the normal symbol game, the information regarding the variation pattern selection state, the result information (big win, loss) of the validity determination of the special symbol and the normal symbol, the stop symbol (including the symbol group) information regarding the special symbol and the normal symbol, the variation pattern (including the variation addition pattern) information of the special symbol and the normal symbol, the information regarding the big win game (number of rounds, opening time, opening mode (number of opening times per one-round game), etc.), the status information indicating the operation state of the special symbol display devices 71, 72, the status information indicating the operation state of the special electric accessory 542, the information of the effect control command data, etc., and has a predetermined storage area for storing each information.
[0110] When a command transmission request is received, the command transmission / reception means 190 is configured to transmit various effect control command data stored in the command storage area of the main information storage means 180 to the effect control board 200 in a parallel transmission mode. Each effect control command has a two-byte configuration including 1-byte MODE data and 1-byte EVENT data. To distinguish between 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 valid pieces of information, a strobe signal is output at the transmission timing of each of MODE and EVENT. In principle, the effect control commands generated in each process are transmitted one command per interrupt cycle in the order set in the command storage area of the main information storage means 180.
[0111] As shown in FIG. 4, the effect control board 200 includes an effect lottery random number generation means 210, an effect overall control means 220, a lamp control means 230, a prop control means 240, an error effect control means 250, a sub-main information storage means 260, and a command transmission / reception means 270. Note that each of the above means in the effect 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 effect 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) through 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 pattern random number used for the lottery of the stopped pattern of the decorative pattern, the variable performance pattern random number used for the lottery of the variable performance pattern of the decorative pattern, the preview lottery random number used for the lottery of the preview performance, the jackpot performance pattern random number used for the lottery of the jackpot 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 processing 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 pattern 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 a game state designation command or the like from the main control board 100. In this embodiment, a plurality of types of performance modes are set, including a "normal performance mode", a "time-saving performance mode", and a "probability-variable performance mode". Depending on the game state (or variable pattern selection state) managed on the main control board 100, the number of times of variable display 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 a number of holding images corresponding to the number of operation holding balls of the first special symbol and a 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. Also, the holding information display control means 222 controls the display of a variation image that is switched to the holding image corresponding to the 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 this embodiment, unless explicitly stated otherwise, the holding images of the first special symbol and 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 second special symbol are not distinguished and may simply be referred to as "variation images".
[0116] The pre-reading prediction control means 223 executes a pre-reading type of determination (referred to as "pre-reading lottery") for the operation hold balls targeted for the pre-reading prediction effect. The pre-reading prediction effect is generated as a form of so-called continuous prediction effect that predicts the possibility of a jackpot win or a high-expectation effect (such as a 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 prediction 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 in the order of entry into each start port 51, 52, 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. Each hold storage area can store, as a set, the information of the pass / fail 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 (the principle of first in, first out). 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 respectively shifted to the storage areas with lower numbers, and the content of the hold 4 storage area is cleared to zero.
[0117] The variable performance control means 224 determines, by lottery, a variable performance pattern that defines the variable process (performance 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 performance control means 224 holds a plurality of types of variable performance pattern tables that are referred to when selecting the variable performance pattern of the decorative pattern, and a variable performance pattern table corresponding to the variable pattern (variable time) of the special pattern is selected from among these plurality of types of variable performance pattern tables. Here, while the main variable pattern of the special pattern (such as "SP Reach A" or "SP Reach B") is determined on the main control board 100 side, on the production 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 production display process based on the main variable pattern is determined. In the variable performance pattern of the decorative pattern, the variable display mode of the decorative pattern, that is, a series of scenario of the production display process from the start to the end of the variable of the decorative pattern is defined, and the timing for generating a preview performance at each stage during the display process is also defined as a time schedule. Also, regarding this variable performance pattern of the decorative pattern, even if the variable pattern of the special pattern is the same (even when receiving a variable start command of the same information), if the performance mode during stay is different, variable performance patterns with different performance contents can be selected from each other. That is, the variable performance pattern table is prepared for each performance mode during stay.
[0118] Further, when the variable performance control means 224 receives the standby demo command from the main control board 100, during the customer waiting period from the reception of the standby demo command until the variable display of the special pattern starts (until the next variable start command is received), for example, a standby demo performance (customer waiting demo performance) that plays a moving image for demonstration is executed.
[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 "stop symbol pattern"). As these plurality of types of tables, there are a stop symbol pattern table for jackpot, a stop symbol pattern table for reach miss, a stop symbol pattern table for non-reach miss, and the like. The stopped symbols of the decorative symbols are formed as a combination of three symbols and include "a stopped symbol indicating a jackpot (jackpot symbol)" and "a stopped symbol indicating a miss (miss symbol)". The jackpot symbol indicating a specific jackpot (probability-variable jackpot) is a combination of stop states in which three identical odd-numbered symbols are aligned (for example, "7·7·7"). The jackpot symbol indicating a normal jackpot (non-probability-variable jackpot) is a combination of stop states in which three identical even-numbered symbols are aligned (for example, "2·2·2"). The miss symbol is a combination of stop states in which at least one of the three symbols is a symbol with a number different from other numbers (for example, "1·3·8"). Here, among the miss symbols, the reach miss symbol is a combination of stop states in which only the middle symbol is shifted by several frames forward and backward while the left symbol and the right symbol are the same (for example, "3·1·3"). In addition, in the case of a small jackpot symbol or a jackpot symbol such as a 2R jackpot symbol, it may be a combination of predetermined stop states such as "3·5·7". Further, when the lottery result is a non-reach miss, a specific outcome (for example, as a sequential outcome, "1·2·3" or "5·6·7", etc., or as a shifted outcome, "2·2·3" or "5·5·6", etc.) called a so-called "chance point" may be selected. Furthermore, in the above-described pseudo-continuous effect, when performing an effect of temporarily stopping and re-varying the display before definitely displaying the final stopped symbol, a special symbol (pseudo-continuous symbol) is selected as a temporary stop symbol suggesting the occurrence of a pseudo-continuous sequence.When displaying a pseudo-stop symbol suggesting the occurrence of a pseudo-chain, there is a case where at least one stop symbol (typically the middle symbol) among the stop symbols of the three columns of decorative symbols is replaced with a special symbol (pseudo-chain symbol) displaying characters such as "NEXT" and then displayed (for example, "2·NEXT·3", etc.). Note that the stop order for stopping the decorative symbols is predetermined 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 shortened variation display pattern 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 jackpot expectation level 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, they may also start to vary in the order of left symbol → right symbol → middle symbol.
[0120] Here, FIG. 10 is a schematic diagram showing the pattern attributes of the decorative pattern 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 element, 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 sequence, 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 returns to "1" again after "9" (or returns to "9" again after "1"). 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 "outline", "slant line", 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 attribute of the decorative pattern, the expectation degree of obtaining a winning combination and the expectation degree of a certain probability 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 variation process of the decorative pattern in accordance with the scenario of the variation performance pattern determined by the variation 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 variation display of the decorative pattern, and pre-warningly suggests that the probability of the pattern variation 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 the variation 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 variation 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 variation display of the decorative pattern on the performance display device 70. Therefore, even for the variation display of the decorative pattern by the same variation 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) that notifies that the jackpot game is in progress. The jackpot performance includes a jackpot start demo performance that notifies the start of the jackpot game, a round performance that notifies that the round game is in progress, and a jackpot end demo performance that notifies 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 a 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 on the occasion of receiving the jackpot start demo command from the main control board 100 according to the jackpot performance pattern, executes each round performance on the occasion of receiving the round performance designation command, and executes the jackpot end demo performance on the occasion of 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 number of the currently executed round and the number of acquired prize balls are displayed on the screen, and various images (such as animation images) that enliven 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 shift 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-read performance pattern, variable performance pattern, preview performance pattern, stop symbol pattern, jackpot performance pattern, etc.), and stores them 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 processing of the production control command (details will be described later), and acquires various production control commands in this interrupt processing. Note that when the command transmission / reception means 270 receives the strobe signal, it preferentially performs the reception interrupt processing of this production control command over other interrupt processing (interrupt processing 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 control means 220. The image control command is generally transmitted at a predetermined cycle (500 μs in this example) in accordance with 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. Furthermore, 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, relatively lowering the priority of display or output, and the like. 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 relationship 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 lottery process of the special symbol. 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-number 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-number 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-number 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-number symbol combination (blue symbol combination) is a jackpot symbol combination in which it is uncertain which jackpot type of "specific jackpot" or "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 the player has won the "specific jackpot" which is the trigger for shifting 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, the player 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", the player has won the "specific jackpot" which is the trigger for shifting to the probability-variable gaming state. The blue symbol combination is a jackpot symbol combination that notifies that although it is certain that the actual number of rounds is "4 rounds", it is uncertain whether the player has won the "specific jackpot" which is the trigger for shifting to the probability-variable gaming state or the "normal jackpot" which is the trigger for shifting 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 probability of having an actual number of rounds of "16 rounds". In this case, as one of the "happy jackpot presentations" described later, a "happy jackpot C presentation" that is a probability-variable upgrade and a round upgrade may be provided.
[0134] In this embodiment, as multiple types of jackpot in-game presentation patterns, "ultra-longevity jackpot presentation", "longevity jackpot A presentation", "longevity jackpot B presentation", "happy jackpot A presentation", and "happy jackpot B presentation" are set. The ultra-longevity jackpot presentation is a type of in-game jackpot presentation pattern set corresponding to the fact that the jackpot symbol combination is the "gold symbol combination". The longevity jackpot A presentation and the longevity jackpot B presentation are types of in-game jackpot presentation patterns set corresponding to the fact that the jackpot symbol combination is the "red symbol combination". The happy jackpot A presentation and the happy jackpot B presentation are types of in-game jackpot presentation patterns set corresponding to the fact that the jackpot symbol combination is the "blue symbol combination". That is, the type of in-game jackpot presentation pattern 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 performance patterns selected when the game state at the time of 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 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 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 "Happy Jackpot A Performance" is selected as the corresponding jackpot 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 "Ultra Longevity Jackpot Performance" is selected as the corresponding jackpot 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 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 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. 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. 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. 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 types.
[0138] The longevity big win A performance and the longevity big win B performance have been determined to have won the "specific big win" category that triggers the transition to the variable probability gaming state. However, until the specified 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 win in-play pattern. Here, even if the specified number of rounds (the 4th round) is reached in the longevity big win A performance, no promotion performance (round promotion performance) is conducted, and it is determined that the specified number of rounds for this big win game is "4 rounds". On the other hand, when the specified number of rounds (the 4th round) is reached in the longevity big win B performance, a promotion performance (round promotion performance) occurs, and it is determined that the specified number of rounds for this big win game is "16 rounds" (the specified number of rounds has been promoted to "16 rounds").
[0139] The lucky big win A performance and the lucky big win B performance have been determined that the actual number of rounds is "4 rounds". However, until the big win end demo is reached, the performance progresses while it remains uncertain whether they have won the "specific big win" that triggers the transition to the variable probability gaming state or the "normal big win" that triggers the transition to the time-saving gaming state in the big win in-play pattern. Here, even if the big win end demo is reached in the lucky big win A performance, no promotion performance (variable probability promotion performance) is conducted, and it is determined that the type of this big win is "normal big win" (after the end of this big win game, it will transition to the time-saving gaming state). On the other hand, when the big win end demo is reached in the lucky big win B performance, a promotion performance (variable probability promotion performance) occurs, and it is determined that the type of this big win is "specific big win" (after the end of this big win game, it will transition to the variable probability gaming state). Also, in Figure 11, depending on the gaming state at the time of big win selection, the correspondence between the big win type and the big win in-play pattern is made different. However, regardless of the gaming state at the time of big win selection, the correspondence as shown in Figure 11(B) may also be used. Also, a 16R specific big win may be provided for the first special symbol. In that case, even during the big win of the first special symbol, a super longevity big win performance or a longevity big win B performance may be executed. Note that the detailed content of the promotion performance (round promotion performance, variable probability promotion 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 types of individual performances occurring during the jackpot game and the occurrence timing is defined. Note that, in the figures, in order to facilitate understanding of the explanation, the opening mode of the big winning opening 54 is appended. However, in the present 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 easily allows 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 the present 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 the round performance screen of the lower rank type to the round performance screen of the 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 until the setting of the next round game or the big win end demo is started, is set. Therefore, the special game is developed in the flow 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. Details of this interval time will be described later.
[0144] During the execution of the jackpot end demo, the contents of the performance mode (game state) to be transferred to after the end of the currently executed jackpot game are suggested, and the player is suggested which performance mode will be entered or continued. In addition, during this jackpot end demo period, the later-described probability change promotion performance or reserved consecutive suggestion performance may be performed. Note that the reserved consecutive suggestion performance performed during this jackpot end demo period does not include the reserved consecutive suggestion performance (the performance combined with the over winning performance or the bonus winning performance) that is performed in response to the occurrence of the over winning or the bonus winning in the modified example described later. In other words, the reserved consecutive suggestion performance related to the modified example described later is not a performance performed during the jackpot end demo period, but a performance performed during the interval period. Note that the details of the probability change promotion performance and reserved consecutive suggestion performance of this embodiment will be described later. In this embodiment, the execution time of the jackpot end demo is set to "20 seconds" in common to all jackpots. As described above, the jackpot start demo and the jackpot end demo may be configured so that each demo time is different depending on whether it is a jackpot game at the time of the first hit (i.e., a jackpot from a low probability low base state) or a jackpot game during a consecutive win (i.e., a jackpot from a high probability high base state or a low probability high base state). Specifically, each demo time may be set to a relatively short time in a jackpot game during a consecutive win, in order to proceed with the processing of the game before and after the jackpot more quickly (to proceed with the game during the consecutive win more quickly) than in a jackpot game at the time of the first hit. Also, as described above, when a performance is performed to call attention to the prevention of forgetting to take the prepaid card in a jackpot game at the time of the first hit, it is preferable to perform it within the jackpot end demo period set to a relatively long time, and when a performance is performed to call attention to the prevention of forgetting to take the prepaid card in a jackpot game during a consecutive win, it is preferable to perform it during the execution period of the round game, not during the jackpot end demo period set to a relatively short time.Regarding the hold continuous suggestion effect, in the first jackpot game (i.e., the jackpot from the low probability and low base state), it is preferable not to execute or reduce the execution probability even if there is a jackpot hold within the hold. In the jackpot game during consecutive wins (i.e., the jackpot from the high probability and high base state or the low probability and high base state), it is preferable not to execute or increase the execution probability even if there is a jackpot hold within the hold. Further, the hold continuous suggestion effect is preferably performed during the execution of a special game corresponding to the 16R specific jackpot, and it is preferably executed when the jackpot hold within the hold is a jackpot hold corresponding to the 16R specific jackpot (that is, the jackpot for which the hold continuous suggestion effect is displayed and the jackpot hold within the hold that triggers the execution of the hold continuous suggestion effect are only targeted at the 16R specific jackpot, and it is preferable that the 4R specific / normal jackpot 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 central area of the screen, various images (such as animation images) corresponding to the types of jackpot game effect patterns are displayed to liven up the jackpot game.
[0146] In the round display area 730 of the screen, the round number indicating which round game is currently being executed (the 3rd round in the illustrated example) is displayed. For example, when the currently executed round game is the first round game (the 1st round), "ROUND1" is displayed in the round display area, when the currently executed round game is the second round game (the 2nd round), "ROUND2" is displayed in the round display area, and 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. In addition, if, contrary to this, the game ball flows down through the left area PA1 and enters the general winning holes 61 to 63, or 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 hit the ball to the left 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). As the warning notification effect, for example, a voice (right hitting instruction voice) of "Please hit the ball to the right" 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 can be displayed even in a situation where the right hitting image, the display content in the bonus ball acquisition display area 732 described later, the display content in the cumulative bonus 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 hinder the visibility of the warning notification effect, it is desirable to configure it such that the display priority is higher than the display content in the bonus ball acquisition display area 732 described later, the display content in the cumulative bonus 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 ball enters the general winning holes 61 to 63 or the first start hole 51 during a big win, 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, for the right-hit image and the caution notification effect, it is preferable to display them not only during the jackpot but also in high-base states such as the high-probability high-base state and the 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 port 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 port 64) is displayed when the bonus winning occurs. For example, when the over winning occurs, “+15pt” corresponding to the unit prize ball number (15 balls) of the big winning port 54 is displayed, and when the bonus winning occurs, “+3pt” corresponding to the unit prize ball number (3 balls) of the general winning port 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] The cumulative number of prize balls display area 733 of the screen displays the cumulative number of prize balls acquired up to the present time based on the balls entering the large prize opening 54 or the general prize opening 64 during consecutive jackpot games (referred to as the "cumulative number of prize balls"). "Consecutive jackpots" refers to a state in which the specific game state continues without returning to the non-specific game state after the occurrence of the first jackpot, which is the trigger for transition from the non-specific game state to the specific game state (a state in which jackpots occur consecutively in the specific game state starting from the first jackpot). Also, the "specific game state" refers to a game state in which the probability of transitioning to the special game is higher than in the normal game state (low probability low base state), and at least one of the functions of the probability variation function of the special symbol, the variation time reduction function of the special symbol, and the electric chute support function is activated (at least one of the high probability high base state, the low probability high base state, and the high probability low base state). In this embodiment, the game state (high base state) in which at least the electric chute support function is activated corresponds to the "specific game state". The cumulative number of prize balls includes the number of prize balls acquired by the entry of game balls into the large prize winning port 54 or the general prize winning port 64 in the special game when the first win occurs. The cumulative number of prize balls may include the number of prize balls awarded by the over prize winning described below, or may not include the number of prize balls awarded by the over prize winning. The cumulative number of prize balls may include the number of prize balls awarded by the bonus prize winning described below, or may not include the number of prize balls awarded by the bonus prize winning. The over prize winning performance described below is executed only during a jackpot (it can be executed because the large prize winning port 54 is openable and balls can be entered), but the general prize winning port 64 can be entered regardless of whether or not a jackpot is being won. However, the bonus prize winning performance described below is also configured to be executed only during a jackpot.Regarding the bonus winning, if it is during a big win, the bonus winning performance is executed. If it is in a low-probability and low-base state, a special performance different from the bonus winning (for example, a special performance where a line such as "Don't put it in here now!" and a sound are generated, but it may be generated when 3 balls are entered within a predetermined time (for example, within 5 seconds) instead of 1 ball) is executed. If it is in a high-probability and high-base state or a low-probability and high-base state, neither the bonus winning performance nor the special performance is executed (in that case, it is not necessary to execute anything, but as another performance, a performance where a red flame momentarily appears around the frame of the performance display device 70 may be executed).
[0150] In addition to or instead of this cumulative number of prize balls, the cumulative value of the number of prize balls obtained up to the present time (referred to as the "number of prize balls during big win") based on the entry of game balls into the big winning opening 54 or the general winning opening 64 during one current big win game may be displayed. Since the number of prize balls during big win is the number of prize balls that the player can actually obtain during the execution of one big win game, basically, it may be less than the number of available prize balls (theoretically expected number of prize balls) set according to the big win type, but it will not exceed the number of available prize balls. However, when an over-win described later occurs, the number of prize balls during big win may exceed the number of available prize balls (theoretically expected number of prize balls) set according to the big win type.
[0151] Also, although not shown in the drawings, during consecutive winning streaks, the number of consecutive winning streaks, 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 there are 3 consecutive jackpots in a specific gaming state after the first jackpot, a display such as "3rd consecutive winning streak" or "4th consecutive winning streak" may be made during the jackpot. Also, in each round of the special game, a pseudo-decoration pattern (hereinafter referred to as the "pseudo-decoration pattern") may be variably displayed and stopped (temporarily stopped display, confirmed stop display). This pseudo-decoration pattern preferably has a different pattern form (a pattern dedicated to during the jackpot) from the normal decoration pattern that is variably displayed during non-special games. Specifically, if the decoration pattern variably displayed during non-special games is composed of pictures (characters) and numbers, during special games, it becomes a decoration pattern of only numbers, and its size is also reduced, or if the decoration pattern variably displayed during non-special games is composed of only numbers, during special games, it is a decoration pattern of only the same numbers but its size is reduced. Furthermore, when a triple such as "7·7·7" appears during the jackpot, as long as it can be recognized which decoration pattern won the jackpot, during special games, instead of "7·7·7" being displayed, only "7" (not a combination of 3 decoration patterns but only 1 decoration pattern) may be displayed. Also, during the execution of the jackpot game (round game), the "prize-winning related effect", which is a characteristic effect of this embodiment, is executed.
[0152] [Prize-winning related effect] Next, the prize-winning related effect of this embodiment will be described. FIG. 18 is a conceptual diagram for explaining the configuration of the prize-winning related effect of this embodiment. The prize-winning related effect is an effect executed based on the fact that a game ball enters a specific winning port (the big winning port 54 or the general winning port 64) during the execution of the jackpot game. This prize-winning related effect includes (A) the big winning port winning effect and (B) the general winning port winning effect.
[0153] <A. Big winning port winning effect> The big winning opening winning performance is a performance executed on the occasion of 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. In the following, unless otherwise specified, (a) the fact that a game ball wins in the big winning opening 54, (b) the fact that a game ball enters the big winning opening 54, (c) the fact that a game ball is detected by the big winning opening switch 541, and (d) the fact of 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 winning of a game ball 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 every 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 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) an object corresponding to the specified count in one unit game is displayed (for example, a treasure box display is displayed for the specified count within one unit game), and every time a game ball enters the big winning opening 54, the performance on the performance display device 70 where the object is deleted, (2) every time a game ball enters the big winning opening 54, the performance on the speaker 11 where a sound of "Challine" is output, (3) every time a game ball enters the big winning opening 54, the performance on the performance lamp LP where the lamp blinks twice, etc. can be mentioned. In addition, as a modification 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 a game ball to the big winning opening 54 until 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 a performance that suggests or notifies that a game ball has won in the big winning opening 54, targeting the winning of game balls (over-winning) that exceed the specified count number to the big winning opening 54. "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 during which the closing operation of the big winning opening 54 starts and 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 during which the entry of game balls (such as the entry of game balls exceeding the specified count number) after the big winning opening 54 starts the closing operation can be detected. The detection grace period 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 detection grace period has elapsed, 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, then this 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 (without an over-winning sound), or only an over-winning sound may be mounted (without an 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 characters "+15pt" is displayed as an over-winning image 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 a sound effect (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 performance patterns for the over-win performance may be provided. That is, a plurality of types of over-win images or a plurality of types of over-win sounds may be prepared, and any over-win image and over-win sound may be selected by a performance lottery when an over-win occurs. In that case, depending on the type of over-win image or over-win sound, hold continuation suggestions, sure change suggestions, round number suggestions, etc. may be made. As an example, there is only one type of over-win image, which is “+15pt”, while for over-win sounds, in addition to “yatta ne”, there are “ii zo”, “sono choushi”, “omedetou”, etc. Among them, when the over-win sound “omedetou” occurs, (1) the performance 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.
[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-winning, a possibility that a consecutive winning during hold is occurring is suggested according to the type of the over-winning sound (that is, both an over-winning 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 made by the digestion of a certain preceding operation hold ball is a big win, one or more subsequent operation hold balls existing at a predetermined timing from when the winning determination of the special symbol related to this preceding operation hold ball is permitted until the end of the special game executed triggered by the big win include an operation hold ball (also referred to as "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 sound of "Well done") and an over-winning sound B (a sound of "Congratulations") are prepared. Then, when there is no big win hold at the time of the occurrence of an over-winning (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-winning (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 becomes a voice in a normal mode suggesting that an over-winning has occurred and the consecutive winning during hold is not established. The over-winning sound B becomes a voice in a special mode suggesting that an over-winning 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-winning (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%". Further, 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 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 configured such that 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, regarding the over-winning sound B, it may also be configured to have the role of a sure-change suggestion or a round number suggestion. In that case, depending on whether the current jackpot being executed 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 being executed 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 the operation hold balls of the first special symbol. As the operation hold balls targeted for consecutive big wins 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 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 is 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 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 consecutive big wins 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 presentation, it may be suggested that there is a possibility of winning a certain-variable jackpot. That is, the over-win presentation and the certain-variable suggestion presentation may be used in combination. The certain-variable 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-variable jackpot), that is, a presentation 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 step. Note that, 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 winning opening count-up presentation≫ 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 consecutive wins are in progress, adds and displays the value of the number of prize balls (unit prize balls) paid out based on the entry of the game ball into the big winning opening to the value of the cumulative number of prize balls displayed in the cumulative prize 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" prize balls are paid out (the unit prize 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 number of prize balls displayed in the cumulative prize ball number display area 733 is updated in units of "15". Further, the special game effect control means 227 is provided with a cumulative prize ball number counter for counting the cumulative number of prize balls. Every time a game ball enters the big winning opening 54 (every time a big winning opening winning command is received from the main control board 100), "15", which is the unit prize ball number of the big winning opening 54, is added to the count value of the cumulative prize 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 number of prize balls displayed in the cumulative prize 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 an entry within the specified count number or an entry exceeding 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 given 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" each 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. FIG. 20 shows the big winning opening count-up effect when an over-win effect is performed, but 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 yet been completed, if an over-win occurs, it is desirable that the big winning opening count-up effect corresponding to the over-win starts after all the count-ups of the big winning opening count-up effect for which the count-up for 15 balls has not yet been completed are completed (after the count for 15 balls is performed).Here, if the over-win is detected near the end of the interval period (detection suspension period), the jackpot 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 jackpot opening 54 during the execution of the jackpot 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), when the timing of the ball entry is during the execution of the jackpot opening count-up effect corresponding to the over-win and the count-up for 15 balls has not yet been completed, after all the count-ups of the jackpot opening count-up effect for which the count-up for 15 balls has not yet been completed are completed (after the count for 15 balls is performed), it is desirable to be configured such that the jackpot opening count-up effect corresponding to the winning of the jackpot opening 54 in the next round is started.
[0165] In addition, 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 into the jackpot 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 into the jackpot 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 that is performed when a jackpot occurs (when the result of the winning / losing determination of the first special symbol is a jackpot in the normal game state), 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 (e.g., 16R special game) and a low-profit special game (e.g., 4R special game). During the execution of the high-profit special game, when an over-win exceeding the specified count number occurs, the over-win performance is executed, 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-open 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-open 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). During the execution of the long-open round game, when an over-win exceeding the specified count number occurs, the over-win performance is executed, and during the execution of the short-open 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 that is performed when winning a specific jackpot (probability-variable jackpot), when an over-win exceeding the specified count number occurs, the over-win performance is executed, and during the execution of a special game that is performed when winning a normal jackpot (non-probability-variable jackpot), 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 triggered by a game ball winning 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 the game ball has won in the general winning opening 64. In the following, when the game ball wins in the general winning opening 64 during the execution of a special game, it is also referred to as a "bonus win", but even if the 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 the bonus winning image may be mounted (the bonus winning sound is not mounted), or only the bonus winning sound may be mounted (the bonus winning image is not mounted). 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 character "+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 voice (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 the sound effect 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 patterns for bonus winning presentations 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 win occurs. In that case, depending on the type of the bonus winning image or bonus winning sound, a hold continuation suggestion, a sure change suggestion, a round number suggestion, etc. may be made. As an example, there is only one type of bonus winning image, i.e., "+3pt", while for the bonus winning sounds, in addition to "Pikon", there are sounds such as "Gachan", "Chin", and "Dokaan". 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 example of the present 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 win during hold based on the type of bonus winning sound (that is, both a bonus winning performance and a hold consecutive win suggestion performance are used). In this modification example, as a 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. Then, when there is no jackpot hold at the time of a bonus winning (when the consecutive win 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 win 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 becomes a voice in a normal mode suggesting that a bonus winning has occurred and the consecutive win during hold is not established. The bonus winning sound B becomes a voice in a special mode suggesting that a bonus winning has occurred and the consecutive win during hold is established. Also, when there is a jackpot hold at the time of a bonus winning (when the consecutive win 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 example, the case where the hold consecutive win suggestion performance is applied to the bonus winning sound output performance has been exemplified and described, but the hold consecutive win 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 win 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 win 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 the role of 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%". On the other hand, in the case of a specific jackpot (sure-change jackpot), the selection rate of the bonus winning sound A is "0%", and the selection rate of the bonus winning sound B is "100%", or 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%". 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%". On the other hand, in the case of a 16R jackpot, the selection rate of the bonus winning sound A is "0%", and the selection rate of the bonus winning sound B is "100%", or 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%".
[0174] In addition, in the present embodiment, a "Special Figure 2 Priority Digestion Method" is adopted, which preferentially digests the operation hold balls of the second special symbol rather than those of the first special symbol. As the operation hold balls targeted for consecutive big wins during the hold, only the operation hold balls of the second special symbol may be targeted. Further, 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 a bonus win occurring 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 occurring 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.
[0175] Further, 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 the player has won 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 the game will shift to a certain probability game state 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%". 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 a certain probability (the expected probability of shifting to a certain probability game state) increases step by step in the order of "bonus winning sound A" < "bonus winning sound B" < "bonus winning sound C". As a further modification, instead of the expected probability of a certain probability by the bonus winning sound, it may be configured to suggest the number of electric lottery times given after the end of the special game.
[0176] ≪General winning port count-up presentation≫ The general winning port count-up effect is an effect in which, when a game ball enters the general winning port 64 during the execution of a special game while in a continuous winning state, the number of bonus balls (unit bonus ball number) paid out based on the entry of the game ball into the general winning port 64 is added to and displayed on the cumulative bonus ball number display area 733. In the present embodiment, since the specification is such that when one game ball enters the general winning port 64, "3" bonus balls are paid out (the unit bonus ball number of the general winning port 64 is 3), when a game ball enters the general winning port 64, the cumulative bonus ball number displayed in the cumulative bonus ball number display area 733 is updated in units of "3". Further, the special game effect control means 227 is provided with a cumulative bonus ball number counter for counting the cumulative bonus ball number as described above. Each time a game ball enters the general winning port 64 (each time a general winning port winning command is received from the main control board 100), "3" corresponding to the unit bonus ball number of the general winning port 64 is added to the count value of the cumulative bonus ball number counter, and accordingly, a general winning port count-up effect in which "3" is added to and displayed on the value of the cumulative bonus ball number displayed in the cumulative bonus 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 port count-up effect. As shown in FIG. 22, the general winning port count-up effect is an effect in which, when a game ball enters the general winning port 54, the value of the unit bonus ball number given based on the entry of the game ball into the general winning port 64 is sequentially added and displayed one by one in a count-up format to the current value of the cumulative bonus ball number displayed in the cumulative bonus ball number display area 733. In the illustrated example, the value of the cumulative bonus ball number is displayed with a count-up of 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 during the execution of a special game, targeting the entry of game balls into the general winning opening 64 provided in the right region PA2 among the plurality of general winning openings 61 to 64. Therefore, even if a game ball enters one of the general winning openings 61 to 63 provided in the left region PA1 among the plurality of general winning openings 61 to 64 during the execution of a special game, the general winning opening winning performance is not performed. However, if a game ball enters any of the general winning openings 61 to 64 during the execution of a special game, regardless of the type 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 the 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 balls) given by the bonus winning is added and displayed to the cumulative winning balls. However, the present invention is not limited to this configuration, and the number of winning balls (unit winning balls × 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 collectively added and displayed to the cumulative winning balls at the end of the round game, or the number of winning balls (unit winning balls × 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 collectively added and displayed to the cumulative winning balls 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, and a board surface configuration in which the general winning opening 64 is arranged downstream of the second starting opening 51 may be adopted. 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] As a modification of this embodiment, the general winning opening 64 may also serve as an operating opening (operating gate 53) that triggers the execution of the normal symbol lottery. That is, when a game ball enters the general winning opening 64, a normal symbol lottery is conducted to determine whether to open the second starting opening 52, and a predetermined number (for example, 1 or 2) of prize balls may be paid out.
[0182] Also, as described above, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is a performance triggered by a game ball entering the general winning opening 64 when the currently-executing game state is a special game state. Therefore, even if a game ball enters the general winning opening 64 when the currently-executing game state is a non-special game state, the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) will not be conducted. That is, even if the currently-executing game state is a game state centered on the variable display of the first special symbol (non-electric support state), or even if the currently-executing game state is a game state centered on the variable display of the second special symbol (electric support state), the general winning opening winning performance (bonus winning performance, general winning opening count-up performance) is not conducted when a game ball enters the general winning opening 64. Incidentally, when the currently-executing game state is a game state centered on the variable display of the second special symbol (electric support state), on the premise that the consecutive winning state continues, the cumulative prize ball count obtained in the ongoing special game during consecutive winning (the cumulative prize ball count at the end of the most recent special game) is displayed in the cumulative prize ball count display area 733 on the screen. However, in this electric support state, only the cumulative prize ball count obtained in the ongoing special game during consecutive winning is displayed. Even if a game ball enters the general winning opening 64, the number of prize balls is not added and displayed to the cumulative prize ball count (the general winning opening count-up performance is not conducted), and the value of the cumulative prize ball count does not change (the cumulative prize ball count at the end of the most recent special game is maintained).
[0183] Also, during the execution of a special game that is carried out 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 a game ball enters the general winning opening 64, the bonus winning 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 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 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 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 carried out 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 carried out 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 the Winning-Related Performance> Next, other features of the big winning opening winning performance and the general winning opening winning performance of the present embodiment will be described. 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 prize ball (the time required for the count-up from "N" to "N+1") is set to "0.03 seconds". That is, the value of the cumulative number of prize balls displayed in the cumulative prize 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 the count-up of one prize ball by the value of the number of prize balls (unit prize 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 prize 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 the count-up of one prize ball by the value of the number of prize balls (unit prize 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 prize ball number) × 0.03 seconds (count-up interval) = 0.09 seconds". Hereinafter, for the sake of 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 jackpot start demo, and during the execution of the jackpot 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 jackpot start demo, and during the execution of the jackpot end demo.
[0186] (Relationship 1 of count-up effect time A) The count-up effect 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 of the game. The interval time is the waiting time set between each round of the game or between the final 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 during which the closing operation of the big winning opening 54 starts and the closing is maintained. In this embodiment, the interval time is set to "2 seconds" in common for all rounds of the game. In this embodiment, by configuring the count-up effect time A (0.45 seconds) to be shorter than the interval time (2 seconds), even when the count-up effect for the big winning opening is performed based on a game ball entering the big winning opening 54 near the end of a certain round of the game, the count-up effect for the big winning opening will be completed within the interval time after the end of the round of the game. Therefore, the possibility that the count-up effect for the big winning opening extends beyond the interval period to the next round of the game or the jackpot end demo can be reduced (in the case of an over-win, there is a possibility of exceeding the interval period), and the separation between each round of the game or between the final round of the game and the jackpot end demo can be clarified.
[0187] (Relationship 2 of the count-up effect 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 time) of the round game in which it is possible to effectively detect the entry of the game ball into the big winning opening 54 within that time (that is, detected as a target for paying out winning balls and not determined as an illegal entry), 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 it is not possible to effectively detect the entry of the game ball into the big winning opening 54 within that time. In the present 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-winning 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 does 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 first rotation 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 (jackpot middle 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 last round of the game, even after the closing of the big winning opening 54 after the last 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 excess of the specified count in one round of the game (when an over-win occurs), it is preferable that the total time of the count-up effect time A for the cumulative count in this one-round game (specified count + number of over-wins) is set shorter than the execution time of the big win end demo. That is, the time obtained by adding the total time of the count-up effect time A for the specified count in one round of the game and the total time of the count-up effect time A for the number of over-wins is set shorter than the execution time of the big win end demo 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 big win end demo period), when the specification is such that the big winning opening count-up effect is performed, even if an over-win occurs, it is preferable to end the big winning opening count-up effect within the execution time of the big win end demo to clarify the boundary between 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 firing status of the game balls and the flowing-down status of the game balls), but even assuming that it is the same as the specified count, i.e., 10 balls, it is desirable to satisfy the above relationship (in that case, the time obtained by adding the total time of the count-up effect time A for the specified count in one round of the game and the total time of the count-up effect time A for the number of over-wins is 4.5 seconds + 4.5 seconds, which is 9 seconds, and shorter than the execution time of the big win end demo, which is 20 seconds), and it is configured in such a way.
[0190] (Relationship 4 of the count-up effect 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) in the above embodiment and is set to "6 seconds" commonly 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 thus 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 extend beyond the interval period to the next round of the game or the jackpot end demo, and the separation between each round of the game or the separation between the last round of the game and the jackpot end demo can be made clear.
[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-winning occurs), it is preferable that the total time of the count-up effect time A for the cumulative count number in this single round game (specified count number + 1 over-winning number) 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 effect time A for the specified count number in a single round game and the count-up effect time A for one over-winning (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. Thus, even when an over-winning occurs, it is preferable to end the big winning opening count-up effect within the interval period to clarify the separation between round games.
[0192] (Relationship 5 of the count-up effect time A) As a modification of the present embodiment, when a game ball of the specified count number (full count) enters the big winning opening 54 in all round games of a single special game, the total time of the count-up production time A for 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 big win end demo. In this modification, when the specified number of rounds of a single special game is the maximum number of rounds (16 rounds), if the game ball enters the big winning opening by the specified count number (10 balls) in all round games, a total of 160 big winning opening count-up productions are executed. Therefore, the total time of the count-up production time A for all count numbers is "0.45 seconds (count-up production 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 big win end demo is set to "120 seconds" in common for all big win types (during big win production). In this modification, by configuring the total time of the count-up production time A for all count numbers in a single special game (72 seconds) to be shorter than the execution time of the big win end demo (120 seconds), even after the closure of the big winning opening 54 after the final round game (even during the big win end demo period), when it is specified to perform the big winning opening count-up production, even if the execution of the big winning opening count-up production is delayed during the round game or the interval period due to continuous winning of the game ball into the big winning opening 54, it is guaranteed that all big winning opening count-up productions will be completed at least by the end of the big win end demo, so it becomes possible to smoothly proceed with the big win production.
[0193] ≪Priority of successive big winning opening count-up productions≫ 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 wins will be executed. Specifically, when the execution condition of the big winning opening count-up effect is satisfied by the first game ball entering the big winning opening 54, the previous big winning opening count-up effect is executed. Similarly, when the execution condition of the big winning opening count-up effect is satisfied by the second game ball winning in the big winning opening 54, the subsequent big winning opening count-up effect will be executed. The execution condition of the big winning opening count-up effect is a 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, without interrupting the execution of the previous big winning opening count-up effect halfway, 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, and 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, but 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 ends, 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 conditions for the subsequent general winning opening count-up effect are 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 ends without interrupting the execution of the previous general winning opening count-up effect in the middle. Also, when the execution conditions for the subsequent general winning opening count-up effect are 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 ends without interrupting the execution of the previous big winning opening count-up effect in the middle. Further, when the execution conditions for the subsequent big winning opening count-up effect are 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 ends 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 general winning opening count-up effect may have the same specification. 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 the game ball enters the big winning opening 54 or the general winning opening 64 during the execution of the special game, when the value of the cumulative winning balls during consecutive wins 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 reaching 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 due to 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 a specific value (in the illustrated example, "20,000 pt") at which the cumulative winning balls have reached 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 (for example, 5 seconds). Even if the cumulative prize ball number display is updated (added) due to the entry of a game ball into the big winning opening 54 or the general winning opening 64 during this period, the highlighting will not be updated (added). At this time, the display priorities of each layer are in the order of "cumulative prize ball number display" < "highlighting" < "round display" and increase in this order. The "layer" means each layer of the hierarchical structure that defines the display priority of each image constituting the entire image. Each layer is arranged in the upper layer (front side as seen by the player) with a higher display priority, and in the lower layer (rear side as seen by the player) with a lower display priority. In FIG. 24, the highlighting and the cumulative prize ball number 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 may be displayed in front of the cumulative prize ball number display (the highlighting is displayed covering part or all of the cumulative prize ball number 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. When the highlighting image and the over winning image or the bonus winning image are displayed simultaneously, the display priority of the highlighting image may be 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 may be 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 may 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 volume smaller than that of the special sound with a higher priority. Conversely, the volume of the special sound may be set to a volume smaller than that 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 of the over-win performance and the bonus-win performance is controlled according to the type of the error. FIG. 25 is a schematic diagram for explaining the types of errors of the gaming machine. In this embodiment, as the types of errors occurring in the gaming machine, "door / frame opening error", "magnetic sensor error", "radio wave sensor error", "disconnection / short-circuit power supply error", "excessive win error", "payout error", etc. are set. 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 for detecting the opening of the glass frame 5, the frame opening switch for detecting the opening of the front frame 2, or the back set opening switch for detecting 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 disconnection / short-circuit power error is an error that occurs when there is a disconnection, short-circuit, or failure in the wire of the radio wave sensor and various switches provided on the game board surface. The disconnection / short-circuit power error is released when the gaming machine is checked for abnormalities and the power is turned on again.
[0204] The excessive winning error is an error that occurs when the game balls enter the various winning holes excessively. The excessive winning error is released when the gaming 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 hole 54 (also referred to as the "big winning hole excessive winning error"), the excessive winning error of the general winning holes 61 to 64 (also referred to as the "general winning hole excessive winning error"), and the like. For example, the big winning hole excessive winning error is an error that occurs when a predetermined number (for example, 30 balls) of game balls enter the big winning hole 54 during the execution of one round of the game. The general winning hole excessive winning error is an error that occurs when a predetermined number (for example, 30 balls) of game balls enter the general winning holes 61 to 63 per unit time (for example, 30 seconds), or when a specific number (for example, 60 balls) of game balls enter the general winning hole 64 per unit time (for example, 30 seconds). Since the general winning hole 64 is arranged in a position where it is easier for the game balls to enter than the general winning holes 61 to 63, the general winning hole 64 has a more generous numerical value as 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. In the present embodiment, when the big winning hole excessive winning error occurs, or when a game ball enters the big winning hole 54 in a state where the big winning hole 54 is not open (during non-special games), that is, when an abnormal winning related to the big winning hole 54 is detected (when it is 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 hole excessive winning error occurs, that is, when an abnormal winning related to the general winning holes 61 to 64 is detected (when it is 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. 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 prize 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 prize ball payout unit 34, and a no-ball error where the game balls cannot be replenished from the game island and there is a shortage. When a full-ball error occurs, the notification level is divided into two levels. 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 prize ball payout is not restricted (the prize 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 "displaying an image prompting the removal of balls from the lower ball tray" is made by 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 prize ball payout is restricted (the prize ball payout stops). As a modified 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 prize ball payout unit 34 and the no-ball error where the game balls cannot be replenished from the game island and there is a shortage, even if there is a ball entry into the big winning opening 54 or the general winning openings 61 to 64, the prize ball payout is restricted (the prize ball payout stops).
[0206] Also, as shown in FIG. 25, various errors are classified into "First Error", "Second Error", and "Third Error" according to the priority (importance) of the errors. The First Error is an error type with a medium-level priority (importance) set such that the continuation...
Claims
【Claim 1】 A game board on 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 win / loss judgment triggered by the entry of a game ball into the start port, A special symbol display device for variably displaying and stopping a special symbol indicating the result of the win / loss judgment, A big winning port provided in the game area that is opened according to the result of the win / loss 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 win / loss judgment by the judgment means is a big win, An effect display device for displaying an effect display, A standby effect can be executed when a predetermined condition is satisfied in a situation where the variable display of the special symbol is not being executed, An attention-grabbing display that is a display for prompting the player with a predetermined attention-grabbing can be displayed, During the execution of the standby effect, the attention-grabbing display can be displayed in a first mode, During the execution of the special game, the attention-grabbing display can be displayed in a second mode different from the first mode, During the execution of the standby effect, a game machine identification display, which is a display regarding predetermined identification information capable of identifying the model of the game machine, can be displayed, When the attention-grabbing display is displayed in the second mode during the execution of the special game, the attention-grabbing display in the second mode can be displayed simultaneously with a specific image, while During the execution of the standby effect, when the attention-grabbing display is displayed in the first mode, the attention-grabbing display in the first mode is configured not to be displayed simultaneously with the specific image, An audio output device for outputting an effect audio, A predetermined operation means that can be operated by the player, The volume level of the effect audio output from the audio output device can be adjusted triggered by the operation of the predetermined operation means, A pachinko game machine characterized in that a standby effect can be executed even when the power is turned on in a state where the predetermined operation means is being operated and the state of operating the predetermined operation means continues after the power-on.
Citation Information
Patent Citations
Game machine
JP2014138834A