Game machine
The gaming machine addresses the lack of variation in presentation techniques by incorporating variable displays and performances with suggestion and scene images, enhancing player engagement and excitement.
Patent Information
- Application Number
- JP2024029067
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-28
- Publication Date
- 2025-09-09
AI Technical Summary
Existing gaming machines lack variation in basic presentation techniques for identification information and special game states, leading to reduced player interest.
Implement a gaming machine that performs variable displays of identification information, with bonus rewards based on specific display results, and executes variable performances including suggestion and scene images at predetermined times during the display, offering multiple execution modes for these performances.
Enhances player engagement and excitement through varied effects and rewards, increasing interest in the game.
Smart Images

Figure 2025131368000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko gaming machines (pinball gaming machines) and slot machines (slot machine type gaming machines). [Background technology]
[0002] Conventionally, gaming machines have been known that can variably display identification information (for example, special symbols) and control the player to a special game state (for example, a jackpot game state) that is advantageous to the player. This type of gaming machine generally executes various effects such as reach effects, advance notice effects, and pseudo consecutive effects in the variably displayed identification information (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-000417 Summary of the Invention [Problem to be solved by the invention]
[0004] Although the content of the effects executed when the identification information is displayed in a variable manner (such as effect images and background music) differs depending on the model, the basic presentation techniques (such as the flow of various effects and appearance patterns) do not differ significantly between models, and there is still room for improvement in order to increase interest in the game.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that is highly entertaining to play. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, the present invention employs the following means.
[0007] The gaming machine of means 1 is A gaming machine configured to perform a variable display of identification information, and when one of a plurality of predetermined specific display results is derived and displayed as a display result of the variable display, a bonus corresponding to the type of the derived and displayed specific display result is given to a player, A variable performance execution means capable of executing a variable performance in accordance with the variable display; A predetermined performance execution means capable of executing a predetermined performance during the execution of the variable performance, The predetermined performance execution means is capable of executing at least a first predetermined performance and a second predetermined performance as the predetermined performance, The first predetermined effect is an effect that can be executed at a first predetermined time during the execution period of the variable effect, and displays a suggestion image on a predetermined display unit that suggests a type of specific display result that can be derived and displayed as a display result of the variable display, The second predetermined effect is an effect that can be executed at a second predetermined time during the execution period of the variable effect, and a scene image showing a scene of the effect that can be executed during a specific period after the second predetermined time during the execution period of the variable effect is displayed on a predetermined display unit. The gist of this is as follows.
[0008] According to this gaming machine, a first predetermined effect can be executed at a first predetermined time during a variable effect that is executed in conjunction with the variable display of the identification information. In the first predetermined effect, a suggestion image is displayed that suggests the type of specific display result that can be derived and displayed as a display result of the variable display. In addition, a second predetermined effect can be executed at a second predetermined time during the variable effect. In the second predetermined effect, a scene image is displayed that shows a scene of an effect that can be executed during a specific period after the second predetermined time during the execution period of the variable effect. Therefore, through the suggestion image (first predetermined effect) and scene image (second predetermined effect) displayed during the variable effect, it is possible to clearly show the type of specific display result that can be derived and displayed later, and the scene (performance scene) of an effect that can be executed later. This can attract the player's interest in the two types of predetermined effects that can be executed during the variable effect (variable display), making it possible to increase the excitement during the variable effect (variable display).
[0009] The gaming machine of means 2 is the gaming machine of means 1 described above, The predetermined performance execution means may execute either one or both of the first predetermined performance and the second predetermined performance during execution of one of the variable performances. The gist of this is as follows.
[0010] According to such a gaming machine, in one variable performance, there are cases where the first predetermined performance and the second predetermined performance are executed, cases where the first predetermined performance is not executed and the second predetermined performance is executed, and cases where the first predetermined performance is executed and the second predetermined performance is not executed. Therefore, it is possible to provide variation in the execution mode (appearance mode) of the predetermined performance. This makes it possible to increase the interest during the variable performance (variable display).
[0011] The gaming machine of the third means is the gaming machine of the first means described above, the specific period includes the first predetermined time, The second predetermined effect may include displaying a scene image showing a scene of the first predetermined effect. The gist of this is as follows.
[0012] According to such a gaming machine, the specific period after the second predetermined time when the second predetermined effect is executed, i.e., the period during which an effect including a scene shown in a scene image can be executed, includes the first predetermined time when the first predetermined effect is executed, and therefore, in the second predetermined effect, a scene image showing a scene from the first predetermined effect may be displayed. In this case, in one variable effect, the first predetermined effect is executed after the second predetermined effect. This makes it possible to link the second predetermined effect and the first predetermined effect, thereby enhancing the effect of the effect. [Effects of the Invention]
[0013] According to the present invention, it is possible to provide a gaming machine that is highly entertaining to play. [Brief explanation of the drawings]
[0014] [Figure 1]1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] 1 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot slot. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing (jackpot game). [Figure 34] 10 is a flowchart of a game status setting process. [Figure 35] This is a flowchart of the reserved ball number processing. [Figure 36] 10 is a flowchart of a power interruption monitoring process. [Figure 37] 10 is a flowchart of a sub-control main process. [Figure 38] 10 is a flowchart of a reception interrupt process. [Figure 39] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 40] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 41]10 is a flowchart of a received command analysis process. [Figure 42] 10 is a flowchart of the variable effect start processing. [Figure 43] 10 is a flowchart of the pending icon notification process. [Figure 44] 10A is a diagram showing a group of symbols for a reach chance variable effect in Example 1, and FIG. 10B is a diagram showing the variable display mode of the group of symbols in the reach chance variable effect in Example 1. FIG. [Figure 45] A figure showing the display mode of the stopped patterns when the pattern group goes through a variable display and then stops and is displayed. [Figure 46] FIG. 10 is a diagram showing an example of a reach chance variable effect determination table. [Figure 47] FIG. 10 is a diagram showing the flow of reach chance variation presentation (first execution pattern). [Figure 48] A diagram showing the flow of reach chance variation presentation (second execution pattern). [Figure 49] This is a diagram showing the stop display mode when the performance pattern is stopped and displayed in a jackpot mode after the SP reach performance shown in Figure 48 (E). [Figure 50] 10 is a flowchart of the first and second preview performance setting process of performance example 2. [Figure 51] A figure showing the first preview performance determination table. [Figure 52] 10A is a diagram showing the display screen when an ally character silhouette preview is executed, and FIG. 10B is a diagram showing the display screen when an enemy character silhouette preview is executed. [Figure 53] 10A is a diagram showing a display screen when a scene preview is executed, and FIG. 10B is a diagram showing an example of the display content of a window screen. [Figure 54] 10 is a flowchart of the card effect setting process for effect example 3. [Figure 55] 10A is a diagram showing a card effect execution determination table, and FIG. 10B is a diagram showing a combination display pattern determination table. [Figure 56](A) is a diagram showing the card pattern, (B) is a diagram showing the display screen at the beginning of the card performance, and (C) is a diagram showing the display screen when the card pattern is being displayed in a rotating manner during the card performance. [Figure 57] 10A to 10F are diagrams showing combination display patterns of card symbols displayed as a result of card effects. [Figure 58] (A) is a diagram showing the display screen when the card patterns are displayed in a one-pair combination during the card performance, and (B) is a diagram showing the display screen when the performance pattern is displayed in a missing state after the card performance. [Figure 59] (A) is a diagram showing a case where the card images are displayed in a one pair combination in a card presentation, (B) is a diagram showing a case where the card images are being rotated again in a card presentation, and (C) is a diagram showing a case where the card images are rotated again in a card presentation and then displayed in a two pair combination. [Figure 60] (A) is a diagram showing the case where the card images are rotated again in the card presentation to be displayed as a three-of-a-kind combination, (B) is a diagram showing the case where the card images are rotated again in the card presentation to be displayed as a full house combination, and (C) is a diagram showing the case where the card images are rotated again in the card presentation to be displayed as a four-of-a-kind combination. [Figure 61] (A) is a diagram showing a case where the card images are displayed in a two-pair combination in the card presentation, (B) is a diagram showing a case where the card images are being rotated again in the card presentation, and (C) is a diagram showing a case where the card images are rotated again and then displayed in a five-card combination in the card presentation. [Figure 62] (A) is a diagram showing the display screen when an enemy character cut-in effect is executed, (B) is a diagram showing the display screen when an ally character cut-in effect is executed, and (C) is a diagram showing another example of the display mode of the card pattern at the beginning of the card effect. [Figure 63] This is a flowchart of the pre-reading performance setting process for performance example 4. [Figure 64]10A is a diagram showing a look-ahead effect execution determination table, and FIG. 10B is a diagram showing a look-ahead effect pattern determination table. [Figure 65] 10A is a diagram showing the display screen during the space zone effect, and FIG. 10B is a diagram showing the display screen during the lightning zone effect. [Figure 66] 10A is a diagram showing the display screen when a red chance symbol effect is executed, and FIG. 10B is a diagram showing the display screen when a blue chance symbol effect is executed. [Figure 67] This is a flowchart of the change notice setting process for performance example 4. [Figure 68] (A) is a diagram showing the fluctuation notice execution determination table, (B) is a diagram showing the first fluctuation notice pattern determination table, and (C) is a diagram showing the second fluctuation notice pattern determination table. [Figure 69] (A) is a diagram showing the display screen when a large window notice (first relevant change notice A) is executed, and (B) is a diagram showing the display screen when a small window notice (first relevant change notice B) is executed. [Figure 70] (A) is a diagram showing the display screen when a special large window notice (second relevant change notice A) is executed, and (B) is a diagram showing the display screen when a special small window notice (second relevant change notice B) is executed. DETAILED DESCRIPTION OF THE INVENTION
[0015] Next, an embodiment of the present invention will be described using an example. In the following, an example will be described in which the present invention is applied to a pachinko game machine (a pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by shooting the game ball toward the game board.
[0016] The pachinko gaming machine in the embodiment shown below is a so-called "digital pachinko type" pachinko gaming machine that plays a pattern-changing game (also simply called "variable game") in which a special pattern is displayed in a variable manner based on the entry of a gaming ball into the starting hole and then stopped, and when a jackpot pattern is displayed in a static manner following the end of the variable display of the special pattern, a jackpot game (special game) in which the player can be awarded a predetermined gaming profit (for example, prize balls) can be played.
[0017] In the following description, the term "front" simply refers to the front side (near side) of the gaming machine when viewed from the front, and refers to the side where the player is positioned during play. The term "rear" simply refers to the back side (rear side) of the gaming machine when viewed from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the up, down, left, and right directions of the gaming machine when viewed from the front, and refer to the up, down, left, and right directions in Figures 1 and 3, for example. [Example]
[0018] [Basic configuration of Pachinko machine 1] As shown in Figures 1 to 3, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a gaming board 2 attached to the gaming machine frame 50, and the gaming board 2 is configured to be detachable from the gaming machine frame 50. Figure 3 shows the gaming board 2 removed from the gaming machine frame 50.
[0019] The gaming machine frame 50 is configured to have a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 etc. are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall. The front frame 51, main frame 52 and outer frame 53 are pivotally supported at one side end and are each configured to be able to open and close.
[0020] The front frame 51 is provided with a launch handle 60 for launching game balls at a launch intensity corresponding to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 capable of storing game balls and supplying the stored game balls to the launching device, and an excess ball receiving tray (lower tray) 62 capable of storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a first effect button 63a and a second effect button 63b that can be operated by the player during the execution of effects (also referred to as "game effects") that are executed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, and a speaker 67 that can emit various sounds (sound effects) depending on the game situation. Either or both of the first effect button 63a and the second effect button 63b are also referred to as "effect buttons 63."
[0021] The effect button 63 functions as an input means used by the player when making an input, and also functions as an operation means that can be operated by the player. The player can use (operate) the effect button (first effect button 63a or second effect button 63b) depending on the game situation, the type of game effect being executed, etc. For example, when the first effect button 63a or the second effect button 63b is operated while a game effect is being executed, a predetermined operation-related effect is executed based on the operation. In this embodiment, the first effect button 63a (also referred to as the "first input means" or "first operation means") is provided on the top surface (top surface) of the upper tray 61 of the front frame 51, and the second effect button 63b (also referred to as the "second input means" or "second operation means") is provided on the left front surface of the lower tray 62.
[0022] The configuration of the effect button 63 is not limited to the embodiment, and any means that allows the player to make an input will suffice, and may be, for example, an input means (such as a retractable or touch sensor type) in which the player makes an input by directly contacting the button portion, or a non-contact input means (such as a photoelectric type) in which input is made by detecting that a part of the player's body is approaching. Also, the effect button may function as a movable operating means that can be operated in a predetermined operating mode (such as protruding upward or toward the player, vibrating, etc.).
[0023] On the game board 2, a game area 3, into which game balls launched by operating a launch handle 60 flow, is formed and surrounded by a rail member 4. The game board 2 (game area 3) can be seen from the front side (player side) of the pachinko game machine 1 through a window (viewing window) provided in the front frame 51 (see Figure 1).
[0024] A plurality of game nails 16 for guiding game balls are protruded from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls once guided into the game area from returning to the launching device. The game board 2 is also provided with decorative board lamps 5 (see Figure 5) that can emit various lights depending on the game situation.
[0025] An image display device 7 (effect display device, symbol display device) having a display screen 7a (display unit) capable of displaying various images (display objects) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that the display screen 7a can be seen from the front through an opening provided in approximately the center of the play board 2 (play area 3).
[0026] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which the performance pattern 8 is displayed. The performance pattern 8 is composed of three patterns, a left performance pattern 8L, a center performance pattern 8C, and a right performance pattern 8R, and the performance pattern 8 changes and changes in synchronization with the changing display of the special pattern described below, and the stationary display in synchronization with the stationary display of the special pattern. The changing display can be, for example, a scrolling display up and down (vertical), left and right (horizontal), diagonal, etc. Any or all of the performance patterns 8L, 8C, and 8R are simply referred to as the "performance pattern 8." In this embodiment, the vertical scrolling change in which the performance pattern 8 is scrolled vertically is the basis for the changing display (changing performance) of the performance pattern 8.
[0027] The effect symbol display area 7b consists of three symbol display areas, "left," "center," and "right," with the left symbol display area displaying a left effect symbol 8L, the center symbol display area displaying a center effect symbol 8C, and the right symbol display area displaying a right effect symbol 8R. The positions of the left, center, and right symbol display areas do not need to be set separately, and the left, center, and right symbol display areas may each be the entire symbol display area (the effect symbol display area 7b).
[0028] The effect patterns 8L, 8C, and 8R in this embodiment are each made up of number patterns (identification information types, pattern types) from "1" to "9," and these number patterns are displayed in order. Specifically, the variable display of the effect pattern 8 is performed by scrolling the effect patterns (vertical scrolling variation) in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9," it returns to "1," and the scrolling display is repeated until the variation ends (stop display).
[0029] In this embodiment, each of the symbols "1" to "9" that make up the performance symbol 8 contains color information, and each symbol can be classified by color. Specifically, the odd-numbered symbols "3" and "7" are red symbols (hereinafter also referred to as "red symbols"), and the other odd-numbered symbols "1," "5," and "9" are green symbols (hereinafter also referred to as "green symbols"). In addition, the even-numbered symbols "2," "4," "6," and "8" are blue symbols (hereinafter also referred to as "blue symbols").
[0030] The combination of left, center, and right effect symbols (stop display mode) displayed (stopped display) in effect symbol display area 7b displays the results of the variable display of the first special symbol displayed on first special symbol display 41a (also called "first special symbol display section") described below, and the results of the variable display of the second special symbol displayed on second special symbol display 41b (also called "second special symbol display section"), that is, the results of the special symbol hit / miss judgment (also simply called "hit / miss judgment"), in a way that is easy for the player to recognize. The special symbol hit / miss judgment corresponds to a judgment as to whether or not to control the game state of pachinko gaming machine 1 to a special game state (for example, a jackpot game state) that is advantageous to the player.
[0031] In this embodiment, the order in which the three variable display symbols 8L, 8C, and 8R stop (stop order) is, in principle, "left → right → center." That is, the first stop symbol in the stop order is the left stop symbol 8L, the second stop symbol in the stop order is the right stop symbol 8R, and the third (last) stop symbol in the stop order is the center stop symbol 8C. The first stop symbol in the stop order is also called the "first stop symbol," the second stop symbol in the stop order is also called the "second stop symbol," and the third stop symbol in the stop order is also called the "third stop symbol" or "final stop symbol."
[0032] Here, the special symbol is also called "special symbol" or "special identification information", the effect symbol is also called "effect identification information", and either or both of the special symbol and the effect symbol are also called "symbol" or "identification information", the first special symbol is also called "special symbol 1", "first special symbol", "first special identification information" or "first identification information", the second special symbol is also called "special symbol 2", "second special symbol", "second special identification information" or "second identification information". In addition, the normal symbol is also called "normal symbol", "normal identification information" or "third identification information", and in the case of a game state in which the variable display of the normal symbol (normal symbol variable game) is the main focus, it is also simply called "symbol" or "identification information" in the same way as the special symbol, etc.
[0033] In addition, at least one of the first special symbol display device 41a described below that displays the first special symbol, the second special symbol display device 41b described below that displays the second special symbol, and the main control unit 80 (game control microcomputer 81) described below that controls the display of the special symbols is also referred to as "special identification information display means," and at least one of the image display device 7 (display screen 7a) that displays the effect symbol 8, the sub-control unit 90 (effect control microcomputer 91) described below that controls the display of the effect symbol 8, and the image control unit 100 (image control microcomputer 101) described below is also referred to as "effect identification information display means." Furthermore, at least one of the image display device 7 (display screen 7a), the first special symbol display device 41a, and the second special symbol display device 41b is also referred to as "identification information display means" or "symbol display means," or simply referred to as "display means."
[0034] The display mode of the effect symbol 8 can be determined as follows. For example, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "double numbers"), such as "222" or "777." If the result of the special symbol hit / miss judgment is a miss, the effect symbol 8 can be displayed as a three-digit identical pattern (so-called "variant patterns"), such as "637" or "373," in which at least one of the three patterns is different from the others. A three-digit identical pattern (double numbers) is also called a "winning pattern arrangement," and a pattern arrangement in which at least one pattern is different from the others (variant patterns) is also called a "missing pattern arrangement." There are multiple types of pattern arrangements (display modes) for both winning and missing pattern arrangements. Furthermore, if the result of the special symbol hit / miss judgment is a jackpot, the effect symbol 8 can be displayed as a double number or a non-double number depending on the type of jackpot.
[0035] A player can easily grasp the progress of a game by looking at the effect symbols 8 displayed on the display screen 7a of the image display device 7. In other words, a player generally does not directly grasp the results of a special symbol hit / miss determination by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but rather by looking at the effect symbols 8 displayed on the display screen 7a (the effect symbol display area 7b). For this reason, the effect symbols 8 (the "1" through "9" symbols that constitute the effect symbols 8) are also symbols (also referred to as "notification symbols") that notify the player of the results of the special symbol hit / miss determination. In other words, the "1" through "9" symbols that constitute the effect symbols 8 are notification symbols related to the final notification of the results of the special symbol hit / miss determination. A game effect using such effect symbols 8 can be said to be an effect (also referred to as "notification effect") that notifies the player of the results of the special symbol hit / miss determination. The game effect (notification effect) using the effect symbol 8 is also called "effect symbol game effect," and the effect in which the effect symbol 8 is displayed in a variable manner and then stopped (determined) (i.e., effect symbol game effect) is also called "variable effect." Also, the image display device 7 (display screen 7a) capable of displaying the notification symbol (effect symbol 8) is also called "notification symbol display means."
[0036] Here, among the results of the special symbol hit / miss judgment, a "jackpot" is also referred to as a "specific result," and a "miss" is also referred to as a "non-specific result." Furthermore, among the stop display modes of the identification information (special symbols and / or performance symbols), the stop display mode corresponding to the result of the special symbol hit / miss judgment is also referred to as a "jackpot mode," "specific mode," or "specific display result," and the stop display mode corresponding to the result of the special symbol hit / miss judgment is also referred to as a "miss mode," "non-specific mode," or "non-specific display result." Furthermore, the variable display executed based on the result of the special symbol hit / miss judgment is also referred to as a "jackpot fluctuation" or "specific fluctuation," and the variable display executed based on the result of the special symbol hit / miss judgment is also referred to as a "miss fluctuation" or "non-specific fluctuation."
[0037] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, variable effects) using the effect symbols 8 as described above, various effects such as jackpot game effects (special game effects) executed in conjunction with jackpot games and demo effects for waiting customers are displayed. In the effect symbol game effects, jackpot game effects, and demo effects, in addition to effect symbols such as numbers, various images other than effect symbols, such as background images and character images, are also displayed.
[0038] The display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display unit) that displays a first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays a second effect hold 9b according to the number of stored second special symbol holds described below (see FIG. 3). Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special symbol holds (number of reserved balls for special symbol 1) displayed on the first special symbol hold display 43a described below and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.
[0039] Here, the first effect hold 9a displayed in the first effect hold display area 9c is also referred to as the "first hold icon" or "first stored information," the second effect hold 9b displayed in the second effect hold display area 9d is also referred to as the "second hold icon" or "second stored information," and either or both of the first effect hold 9a and the second effect hold 9b are also referred to as the "hold icon" or "stored information." Also, the first effect hold display area 9c is also referred to as the "first hold icon display unit," "first stored information display unit," or "first stored information display means," the second effect hold display area 9d is also referred to as the "second hold icon display unit," "second stored information display unit," or "second stored information display means," and either or both of the first effect hold display area 9c and the second effect hold display area 9d are also referred to as the "hold icon display unit," "stored information display unit," or "stored information display means."
[0040] Also, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently variable-displayed special symbol (first special symbol or second special symbol), that is, the effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b) (see FIG. 3). In this embodiment, the variable hold display area 9e is provided on the left side of the first effect hold display area 9c and the second effect hold display area 9d.
[0041] The first effect hold 9a displayed in the first effect hold display area 9c corresponds to the number of reserved balls of special chart 1 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9c, and the second effect hold 9b displayed in the second effect hold display area 9d corresponds to the number of reserved balls of special chart 2 "1", "2", "3", and "4" in order from the left end to the right end of the display area 9d. Therefore, with the start of the variable display of the first special pattern corresponding to the number of reserved balls of special chart 1 "1" (consumption of the first special pattern hold), the first effect hold 9a corresponding to the hold (the first effect hold 9a displayed at the left end of the first effect hold display area 9c) moves from the first effect hold display area 9c to the variable hold display area 9e (moving and displayed). In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" for the special pattern 2 (the consumption of the second special pattern reserved), the second effect reserve 9b corresponding to that reserve (the second effect reserve 9b displayed at the left end of the second effect reserve display area 9d) moves (is moved and displayed) from the second effect reserve display area 9d to the variable reserve display area 9e. Note that when the number of reserved balls for the special pattern is "0" and a game ball enters the start hole (the first start hole 20 or the second start hole 21) and the variable display of the special pattern begins, the effect reserve (the first effect reserve 9a or the second effect reserve 9b) is displayed in the variable reserve display area 9e with the start ball entering, which is the trigger for the start of the variable display (variable game). The number of reserved balls for the special pattern is also simply called the "reservation number." In addition, in this specification, reservation number "0", reservation number "1", reservation number "2", reservation number "3", and reservation number "4" may be written as "Reservation 0", "Reservation 1", "Reservation 2", "Reservation 3", and "Reservation 4", respectively.
[0042] Here, the effect hold displayed in the variable hold display area 9e can also be referred to as a "hold icon" or "memory information," and the variable hold display area 9e can also be referred to as a "hold icon display unit," a "memory information display unit," or a "memory information display means." Furthermore, the effect hold displayed in the variable hold display area 9e is also referred to as a "variable icon," an "active icon," or "variable memory information," and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (active icon) displayed in the variable hold display area 9e are collectively referred to as "memory information" or "memory icon," or simply as "icon." Furthermore, either or both of the effect hold display areas 9c and 9d and the variable hold display area 9e, which can display the effect holds 9a and 9b, are also referred to as a "effect hold display area," a "effect hold display unit," or a "effect hold display means," and are also referred to as an "icon display area," an "icon display unit," or an "icon display means."
[0043] As described above, the display screen 7a (image display device 7) capable of displaying various effect displays and effect images (also referred to as "display objects") is also referred to as the "effect display unit" or "effect display means," or simply as the "display unit." In addition, effects (effects performed on the display screen) that are performed by displaying on the display screen 7a, such as game effects (effect symbol game effects, notification effects, and variable effects) using effect symbols 8, jackpot game effects, demo effects, and preview effects described below, are also referred to as "display effects," and the image display device 7 is also referred to as the "display effect means."
[0044] A center decorative body 10 (so-called "center accessory") is provided near the center of the game board 2 (game area 3) and in front of the image display device 7, surrounding the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded part, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.
[0045] A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left part of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and guides game balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving the game balls from the warp entrance and discharging them from the warp exit. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting hole 20 described below than game balls not guided to the stage section 11. In addition, a decorative member 13 having an LED or other electric element (board lamp 5) that can light up or flash depending on the game status and is shaped like letters, figures, etc. is provided at the top of the center decorative body 10.
[0046] A movable decorative element 14 (movable gadget) is provided behind the center decorative element 10, and can be operated in a predetermined manner in response to game effects. The movable decorative element 14 (also referred to as the "movable decorative element" or "movable element") is usually hidden by the frame that constitutes the center decorative element 10, making it impossible to see the entirety. However, for example, when a game effect with a relatively high probability of a jackpot (also referred to as the "jackpot expectation rate" or "expectation rate") is executed, it appears on the front side of the display screen 7a, making most of it visible. In this embodiment, an effect that activates the movable decorative element 14 (also referred to as a "moving effect") can be performed as a preview effect during the variable display of the effect pattern 8 or as part of a reach effect. The execution of such a moving effect can heighten (stir up) the player's anticipation for a jackpot.
[0047] Here, the movable decorative member 14 corresponds to a so-called "gimmick," and the effect of operating the movable decorative member 14 (moving effect) corresponds to a "gimmick effect." The movable decorative member 14 (movable body) is also called a "moving part" or "moving effect means." In other words, the movable decorative member 14 functions as a moving part for effect (moving effect part).
[0048] Furthermore, the effect of generating (outputting) various sounds (sound effects) from speaker 67 is also referred to as sound effect, and speaker 67 is also referred to as "sound effect means." Furthermore, the effect of illuminating various electric elements such as panel lamp 5, frame lamp 66, and decorative element 13 is also referred to as "light-emitting effect" or "light effect," and various electric elements such as panel lamp 5, frame lamp 66, and decorative element 13 are also referred to as "light-emitting unit" or "light-emitting effect means." In addition to panel lamp 5, for example, when the effect button 63 or launch handle 60 incorporates an electric element such as an LED and the electric element lights up or flashes, the effect of illuminating the effect button 63 or launch handle 60 can be referred to as "light-emitting effect," and the electric element incorporated in effect button 63 or launch handle 60 can be referred to as "light-emitting unit" or "light-emitting effect means." "Display effect means," "movable effect means," "sound effect means," and "light-emitting effect means" are collectively referred to as "effect means."
[0049] Below the image display device 7 in the game area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether the special symbol has been entered is obtained based on the entry of the game ball into the first starting hole 20, and when a predetermined condition is met, a determination of whether the first special symbol has been entered (first special symbol determination) is made, and the variable display and stationary display of the first special symbol are executed based on the result of the determination of whether the first special symbol has been entered.
[0050] Below the first starting hole 20, there is provided a variable winning device 22 equipped with a variable second starting hole 21 (also called a "variable starting hole") that changes the ease with which the game ball can enter (the possibility of entering). The variable winning device 22 (second starting hole 21) is normally provided as an electric device.
[0051] A random number or the like for determining whether the special pattern is a hit or not is obtained based on the entry of the game ball into the second starting hole 21, and when a predetermined condition is met, a determination of whether the second special pattern is a hit or not (second special pattern hit or not determination) is made, and the variable display and stop display of the second special pattern are made based on the result of the hit or not determination.
[0052] The variable winning device 22 includes a movable member 23, which opens and closes the second starting hole 21 by operating the movable member 23. This opening and closing operation allows the second starting hole 21 to change between a first state (closed state) and a second state (open state) in which a gaming ball is more likely to enter than the first state. In other words, the movable member 23 changes the likelihood of a gaming ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 allows a gaming ball to enter only when the movable member 23 is in the open state, and prevents a gaming ball from entering when the movable member 23 is in the closed state. The second starting hole 21 does not have to completely prevent a gaming ball from entering when the movable member 23 is in the closed state, as long as it is more difficult for a gaming ball to enter when the movable member 23 is in the closed state than when the movable member 23 is in the open state.
[0053] A big prize device 31 equipped with a big prize opening 30 (also called a "special prize opening" or a "variable prize opening") is provided to the right of the first starting opening 20 in the game area 3. This big prize device 31 (big prize opening 30) is provided as a special electric device.
[0054] The special prize device 31 is equipped with an opening / closing member 32, and opens and closes the special prize opening 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a special prize opening solenoid 33 (see FIG. 5). Game balls can enter the special prize opening 30 only when the opening / closing member 32 is in the open state. In other words, the special prize device 31 can be changed by the opening and closing operation of the opening / closing member 32 between a ball-entry-disabled state (closed state) in which game balls cannot enter, and a ball-entry-enabled state (open state) in which game balls can enter.
[0055] A gate 28 (passing opening) through which gaming balls can pass is provided in the right area of the gaming area 3. A random number or the like for determining whether a normal symbol has been hit is acquired based on the passing of a gaming ball through the gate 28, and when a predetermined condition is met, a normal symbol hit / miss determination is executed to determine whether or not the second starting opening 21 should be opened, and the variable display and stationary display of the normal symbol are executed based on the result of the hit / miss determination. Then, when the normal symbol is hit and displayed as the normal symbol (stationary display), the second starting opening 21 opens.
[0056] A plurality of general prize openings 27 are provided in the lower area of the gaming area 3. The first start opening 20, the second start opening 21, the large prize opening 30, and the general prize opening 27 are each openings that trigger the payout of prize balls, and when a gaming ball enters each opening, a predetermined number of gaming balls (prize balls) is paid out from each opening. For example, the number of prize balls from the first start opening 20 is "5," the number of prize balls from the second start opening 21 is "3," the number of prize balls from the large prize opening 30 is "15," and the number of prize balls from the general prize opening 27 is "10."
[0057] The game area 3, which is thus arranged with multiple ball entry ports (first start port 20, second start port 21, big prize port 30, general prize port 27, and gate 28), can be divided into a left game area 3A (first area) on the left side of the center in the horizontal direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is also called a "left hit," and firing a game ball so that it flows down through the right game area 3B is also called a "right hit."
[0058] Of the multiple ball entry ports, the first start port 20 and the left general entry port 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the special entry port 30, the right general entry port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in the pachinko game machine 1, when starting play, the player generally hits the ball from the left to aim for it to enter the first start port 20. On the other hand, when a jackpot is determined based on the ball entering the first start port 20 and the game state changes to a special game state or the like, the player generally hits the ball from the right to aim for it to enter the gate 28, the second start port 21, and the special entry port 30. The number of starting gates, big prize gates, general prize gates and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting gates, two big prize gates, four general prize gates or two gates.
[0059] As shown in Figures 3 and 4, a main display 40 is provided outside the game area 3 (outside the game area) and at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display section) that displays the second special symbol as a variable and stationary symbol, a regular symbol display 42 (regular symbol display section) that displays the regular symbol as a variable and stationary symbol, a first special symbol reserve display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol reserve), and a regular symbol display 43b. It includes a normal symbol hold indicator 44 that displays the number of memories with symbol display 42 in operation hold (normal symbol hold), a round indicator 45 that shows the number of rounds of jackpot game that will be executed if the result of the first special symbol hit / miss / miss or second special symbol hit / miss / miss determination is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that shows the direction in which the game ball will be launched (whether it should be hit left or right), and a win indicator 48 that indicates that the result of the first special symbol hit / miss / miss determination or the second special symbol hit / miss / miss determination is a win (see Figure 4). The display of these various indicators included in the main display 40 is controlled by a main control unit 80, which will be described later.
[0060] The first special pattern and the second special pattern are sometimes collectively referred to as the special patterns, the first special pattern display 41a and the second special pattern display 41b are sometimes collectively referred to as the "special pattern display" or "special pattern display unit", and the first special pattern reserve display 43a and the second special pattern reserve display 43b are sometimes collectively referred to as the "special pattern reserve display" or "special pattern reserve display unit".
[0061] The special symbol display unit displays a special symbol (identification information) in a variable manner for a predetermined period of time and then displays it in a static manner, and the statically displayed special symbol (stop symbol) notifies the result of the lottery (special symbol hit / miss judgment, jackpot lottery) based on the ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol is performed based on the game ball entering the first start hole 20, and the variable display of the second special symbol is performed based on the game ball entering the second start hole 21. The statically displayed special symbol (stop symbol) is one stop symbol selected from a plurality of stop symbols according to the result of the special symbol hit / miss judgment. If the stopped symbol is a predetermined jackpot symbol (specific special symbol, specific identification information), that is, if the stopped display mode of the special symbol (the display result of the variable display of the special symbol) is a specific mode (specific display result) that indicates a jackpot, the game will transition to a jackpot game state (special game state) in which a jackpot game (special game) can be executed in which the jackpot hole 30 is opened in an opening pattern according to the type of jackpot symbol that has stopped and been displayed. The opening patterns of the jackpot hole in the jackpot game will be described later.
[0062] The special symbol remains stationary until a predetermined display time (determined display time) has elapsed. If the displayed special symbol is a losing symbol (missing, non-specific), and a reserved special symbol is stored at the time of the display, the oldest (earliest) reserved special symbol in the stored order is consumed after the display time has elapsed, thereby initiating the variable display of the next special symbol. If the displayed special symbol is a losing symbol and no reserved special symbol is stored at the time of the display, the special symbol remains stationary even after the display time has elapsed. On the other hand, if the displayed special symbol is a jackpot symbol, the game transitions to the opening period of the jackpot game (described below) after the display time has elapsed, and the first round of the jackpot game begins after the opening period.
[0063] The stop display time of the special symbol is generally set to "0.5 to 1.0 seconds," and in this embodiment, it is set to "0.6 seconds." The stop display time when the stopped special symbol is a losing symbol (missing stop display time) may be different from the stop display time when the stopped special symbol is a jackpot symbol (jackpot stop display time). In this case, the jackpot stop display time may be longer than the losing stop display time, or the losing stop display time may be longer than the jackpot stop display time. The stop display time may also be different depending on the game state, such as a low base state or a high base state, as described below. The losing stop display time is also called a "non-specific stop display time," and the jackpot stop display time is also called a "specific stop display time."
[0064] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, three types of jackpots are provided as the result of the first special symbol hit / miss judgment: "10R first jackpot," "5R second jackpot," and "5R third jackpot" (see Fig. 8), and the LEDs of the first special symbol display 41a can display display modes (specific modes, specific display results) according to each of the three types of jackpots. Specifically, if the result of the first special symbol hit / miss judgment is a 10R first jackpot, the three "ijn" LEDs will light up and the rest will go out (10R first jackpot symbol), if it is a 5R second jackpot, the three "ino" LEDs will light up and the rest will go out (5R second jackpot symbol), and if it is a 5R third jackpot, the three "inp" LEDs will light up and the rest will go out (5R third jackpot symbol). Also, if it is a miss, the two "lo" LEDs will light up and the rest will go out (miss symbol).
[0065] On the other hand, the second special symbol display 41b is composed of eight LEDs labeled "a-h" and displays a special symbol corresponding to the result of the second special symbol hit / miss determination. In this embodiment, two types of jackpots are provided as the results of the second special symbol hit / miss determination: "10R 4th jackpot" and "10R 5th jackpot" (see FIG. 8). The LEDs of the second special symbol display 41b can adopt display modes (specific modes, specific display results) corresponding to each of these two types of jackpots. Specifically, if the result of the second special symbol hit / miss determination is a 10R 4th jackpot, three "abd" LEDs are lit and the rest are extinguished (10R 4th jackpot symbol). If the result is a 10R 5th jackpot, three "abg" LEDs are lit and the rest are extinguished (10R 5th jackpot symbol). If the result is a miss, two "eh" LEDs are lit and the rest are extinguished (miss symbol).
[0066] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.
[0067] Before the special symbol is displayed statically, the special symbol is displayed dynamically for a predetermined period of time. The special symbol's variable display can be, for example, a display in which each LED lights up so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. Furthermore, the first special symbol displayed statically on the first special symbol display 41a maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. Similarly, the second special symbol displayed statically on the second special symbol display 41b maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.
[0068] In the pachinko game machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information") such as a random number for determining whether a special symbol has been drawn is acquired based on the ball (acquisition means), and the acquired various information can be stored as a special symbol reserve (also referred to as "reserved information") in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first starting hole 20, it is stored as a first special symbol reserve (also referred to as "first reserved information") in the first special symbol reserve memory unit (not shown), and if the ball enters the second starting hole 21, it is stored as a second special symbol reserve (also referred to as "second reserved information") in the second special symbol reserve memory unit (not shown).
[0069] An upper limit is set for the number of special symbol reserves (acquisition information) that can be stored in each special symbol reserve memory unit, and in this embodiment, each upper limit value is "4." Therefore, when a game ball enters the first start port 20 or the second start port 21 (at the time of start ball entry), if the corresponding number of special symbol reserve balls (for example, if the ball enters the first start port 20, the number of special symbol 1 reserved balls) has not reached the upper limit, the condition (acquisition condition) for acquiring a random number etc. for determining whether or not the special symbol has been hit (acquisition information) is met, and the random number etc. for determining whether or not the special symbol has been hit (acquisition information) is acquired.
[0070] Here, the "special chart reservation memory unit" is also referred to as the "acquisition information memory means" or "reservation memory means," the first special chart reservation memory unit is also referred to as the "first acquisition information memory means" or "first reservation memory means," and the second special chart reservation memory unit is also referred to as the "second acquisition information memory means" or "second reservation memory means." In addition, either or both of the first special chart reservation memory unit and the second special chart reservation memory unit are also referred to as the "special chart reservation memory unit," "acquisition information memory means," or "reservation memory means," or simply referred to as the "storage means."
[0071] The reserved special symbols stored in the reserved special symbol storage unit are consumed when the display of the special symbol variations based on the reserved special symbol begins (is executed). The consumption of reserved special symbols refers to determining the random number or the like for determining whether the special symbol corresponds to the reserved special symbol and executing the display of the special symbol variations to show the result of the determination. Therefore, in the pachinko gaming machine 1, even if the display of the special symbol variations based on the game ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately upon the ball entering, i.e., even if the display of the special symbol variations is being executed or a special game is being executed, it is possible to reserve the right to determine whether the ball is a special symbol, up to a predetermined number (four in this embodiment).
[0072] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.
[0073] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.
[0074] In addition, similar to the first effect hold display area 9c and second effect hold display area 9d described above, the first special chart hold display device 43a can be referred to as the "first memory information display unit" or "first memory information display means," the second special chart hold display device 43b can be referred to as the "second memory information display unit" or "second memory information display means," and either or both of the first special chart hold display device 43a and the second special chart hold display device 43b can be referred to as the "memory information display unit" or "memory information display means."
[0075] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display device 42 displays the normal symbol variable for a predetermined period of time and then displays it in a stopped state, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0076] As shown in Figure 4, the normal symbol display 42 is composed of two "st" LEDs, and the lighting state of these LEDs makes it possible to display a normal symbol according to the result of the normal symbol win / loss judgment. For example, if the judgment result is a win, a winning normal symbol (specific normal symbol) with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a losing normal symbol (non-specific normal symbol) with only the "t" LED lit is displayed as "s□t■".
[0077] Before the normal symbols are displayed in a static state, the normal symbols are displayed in a static state for a predetermined period of time. The mode of the display is, for example, a mode in which both LEDs alternately light up and turn off. The normal symbols displayed in a static state on the normal symbol display 42 are maintained in that static display mode until the static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.
[0078] In the pachinko gaming machine 1, when a gaming ball passes through the gate 28, various information (also referred to as "acquired information") such as a random number for determining whether a normal symbol is a hit or miss is acquired based on the passage, and this acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit, and in this embodiment, the upper limit is "4". Therefore, if the number of normal symbol reserve balls has not reached the upper limit when a gaming ball passes through the gate 28, the condition (acquisition condition) for acquiring a random number for determining whether a normal symbol is a hit or miss (acquisition information) is met, and the random number for determining whether a normal symbol is a hit or miss (acquisition information) is acquired.
[0079] The reserved normal symbols stored in the reserved normal symbol memory unit are consumed when it becomes possible to display the normal symbol variations based on the reserved normal symbol. The consumption of reserved normal symbols means determining the random number for determining whether the normal symbol corresponds to the reserved normal symbol and then displaying the normal symbol variations to show the results of the determination. Therefore, in this pachinko gaming machine 1, even if the display of the normal symbol variations based on the passage of the game ball through the gate 28 cannot be performed immediately at the time of the passage, i.e., even if the display of the normal symbol variations is being performed or an auxiliary game is being played, it is possible to reserve the right to determine whether the normal symbol variations are correct for the passage, up to a predetermined number.
[0080] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, when the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. When the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.
[0081] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 5R lamp and a 10R lamp. In the round display 45, when a 5R jackpot occurs, for example, the 5R lamp is lit at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "5▲10R△" (for example, △: off, ▲: on). Also, when a 10R jackpot occurs, the 10R lamp is lit at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "5△10R▲" (for example, △: off, ▲: on).
[0082] [Electrical configuration of pachinko gaming machine 1] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board (also referred to as a "main control unit" or "game control unit") 80 that controls the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board (also referred to as a "sub-control unit" or "performance control unit") 90 that controls the effects executed as the game progresses, a payout control board (also referred to as a "payout control unit") 110 that controls the payout of game balls, and an image control board (also referred to as an "image control unit") 100 that controls the display of the image display device 7, the performance display device 102, the first performance special symbol reserve display device 103a, the second performance special symbol reserve display device 103b, etc.
[0083] As shown in Fig. 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back surface side) of the pachinko gaming machine 1, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided above the main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board storage case. Also, a payout control board case that stores the payout control board 110 is provided below and to the left of the main control board case, and a power supply board case that stores the power supply board 109 is provided to the right of the payout control board case. The power supply board 109 supplies power (power supply means) necessary to drive (operate) the various boards provided in the pachinko gaming machine 1 and the various electrical components connected to the boards.
[0084] 5, a game control one-chip microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in accordance with a program on the main control board 80 is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0085] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary to control the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, fluctuation patterns of special and normal symbols, and opening patterns of the second start slot 21 and the big prize slot 30. The fluctuation pattern specifies the time (fluctuation time) required from the start to the end (confirmation display) of the fluctuation display, the content of the effects (fluctuation effects) to be executed in accordance with the fluctuation time, etc.
[0086] The RAM of the game control microcomputer 81 is provided with the above-mentioned special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section), normal symbol reservation memory section, etc. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), a memory area is secured for use in various flags and various counting counters.
[0087] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, and the general prize hole sensor 27a are connected as sensors capable of detecting game balls.
[0088] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The special prize opening sensor 30a is provided in the special prize opening 30 and detects game balls that have entered the special prize opening 30. The general prize opening sensor 27a is provided in each general prize opening 27 and detects game balls that have entered the general prize opening 27. Sensors that can detect these game balls are also called "ball detection sensors" or "game ball detection means."
[0089] The solenoids connected include a second start port solenoid 24 and a special prize port solenoid 33. These various solenoids are also referred to as "drive means." The second start port solenoid 24 drives the movable member 23 of the variable prize device 22. The special prize port solenoid 33 drives the opening / closing member 32 of the special prize device 31.
[0090] Also connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of these main displays 40 is performed by a game control microcomputer 81.
[0091] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board (also referred to as a "launching control unit") 111. The launching device 112 includes a launching handle 60 (see FIG. 1).
[0092] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.
[0093] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the launch handle 60 of the launcher 112 is operated, the touch switch 114 detects the operator's (player's) contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then controlled to launch game balls with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launcher 112 can continuously launch approximately 100 game balls per minute by driving the launch motor 113.
[0094] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0095] 5, a one-chip microcomputer for effect control (also called a "microcomputer for effect control") 91 that controls the effects of the pachinko gaming machine 1 according to a predetermined program is mounted on the sub-control board 90. The microcomputer for effect control 91 includes a ROM that stores programs for controlling the effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0096] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performance and preview performance. In addition, a memory area is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use with various flags, various counting counters, etc.
[0097] The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and the like. The sub-control board 90 (effect control microcomputer 91) cooperates with the image control board 100, the audio control board 106, and the lamp control board 107 depending on the game situation, and causes corresponding effect devices, components, and the like (effect control means) to execute various effects such as display effects, sound effects, and lamp effects (light effects). The sub-control board 90 (effect control microcomputer 91) functions as effect execution means (also referred to as "effect control means") that can execute various effects depending on the game situation. Note that at least one of the image control board 100, the audio control board 106, and the lamp control board 107 can also be considered to function as effect execution means (effect control means) together with the sub-control board 90.
[0098] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to perform display control of the image display device 7, performance display device 102, performance first special chart hold display device 103a, and performance second hold display device 103b.
[0099] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including effect patterns, reserved patterns, etc.), and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the effect control microcomputer 91. Then, display control is performed based on the read image data.
[0100] The effect display 102 has two LEDs, and performs a fluctuating display and a stop display in accordance with the fluctuating display and stop display of the special symbol (effect symbol 8), and by turning on / off the two LEDs or by combining colors, it displays the stop display in a display mode according to the display result of the fluctuating display of the special symbol (the result of the special symbol hit / miss judgment). The effect display 102 (LED) displays the so-called "fourth symbol."
[0101] The effect first special symbol hold indicator 103a and the effect second special symbol hold indicator 103b each have two LEDs. The effect first special symbol hold indicator 103a is controlled to display a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the first effect hold display area 9c and the number of reserved symbols displayed on the first special symbol hold indicator 43a, by turning on / off or combining the colors of the two LEDs.
[0102] The second special effect pending display 103b is controlled to display a display mode that indicates the same number of pending items as the number of pending items displayed in the second effect pending display area 9d and the number of pending items displayed on the second special effect pending display 43b by turning on / off two LEDs or by combining colors.
[0103] The reason why the effect display device 102, the effect first special symbol hold display device 103a, and the effect second hold display device 103b are provided is that by displaying the effect symbol game effect (variable effect) on almost the entire display screen 7a (effect symbol display section), or by operating the movable decorative member 14 to cover almost the entire effect symbol display area 7b (effect symbol display section) of the display screen 7a, some or all of the various images (information) displayed on the display screen 7a, such as the effect symbol 8, the first effect hold 9a, the second effect hold 9b, etc., may become invisible. In other words, the effect display device 102 is a device that auxiliary displays the special symbol, the change in the effect symbol, and the stop display (the so-called "fourth symbol"). The effect first special symbol hold display device 103a auxiliary displays the number of reserved balls for special symbol 1, and the effect second hold display device 103b auxiliary displays the number of reserved balls for special symbol 2.
[0104] The display contents of the effect display device 102, the effect first special symbol hold display device 103a, and the effect second hold display device 103b may be displayed on the display screen 7a. In this case, for example, auxiliary symbols (auxiliary symbols, fourth symbols) and the number of holds (auxiliary hold number) can be displayed in an area of the display screen 7a that does not interfere with the effect display (effect display area) using the effect symbols 8 (variable effect) or icons, etc. (for example, the area at the top right of the screen). Also, a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.
[0105] The sub-control board 90 (performance control microcomputer 91) outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90.
[0106] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which audio data may be stored in the ROM. Speaker 67 may also be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.
[0107] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines the light emission pattern data (data that determines the on / off status, light emission color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the panel lamp 5 and frame lamp 66 from the data stored in ROM, and controls the lighting of lamps (LEDs) such as the panel lamp 5 and frame lamp 66 via the lamp control board 107.
[0108] The sub-control board 90 (performance control microcomputer 91) operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable decorative member 14 is operated by an electrical drive source (also called "drive means") such as a motor (not shown). The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from multiple operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 (movable performance) based on the determined operation pattern data. The movable decorative member 14 and the drive means for operating it constitute a movable performance device.
[0109] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.
[0110] A first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). When a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are also collectively referred to simply as the "effect button detection switch."
[0111] [Winning summary] Next, an overview of the win of the pachinko gaming machine 1 will be explained. In this embodiment, there are "jackpot" and "miss" as a result of the special symbol hit / miss determination. As mentioned above, in the event of a "jackpot", a "jackpot symbol" is displayed statically in the special symbol display section, and in the event of a "miss", a "miss symbol" is displayed statically in the special symbol display section. In other words, depending on the result of the special symbol hit / miss determination (jackpot or miss), the special symbol (identification information) is displayed as a jackpot symbol (specific mode) or a miss symbol (non-specific mode).
[0112] If the special symbol hit determination determines that a jackpot has occurred, a "special game" is executed in which the jackpot opening 30 is opened in an opening pattern according to the type (jackpot type) of the special symbol (jackpot symbol) that has stopped and been displayed. The special game that is executed when a jackpot has occurred is also called a "jackpot game," and the game state in which the special game can be played is also called a "special game state," and the game state in which the jackpot game can be played is also called a "jackpot game state."
[0113] The pachinko gaming machine 1 of this embodiment is provided with multiple jackpots. Specifically, as shown in FIG. 6, five types of jackpots are provided: "10R (round) 1st jackpot," "5R 2nd jackpot," "5R 3rd jackpot," "10R 4th jackpot," and "10R 5th jackpot." Of these jackpots, "10R 1st jackpot," "5R 2nd jackpot," and "5R 3rd jackpot" are jackpots related to the first special symbol, while "10R 4th jackpot" and "10R 5th jackpot" are jackpots related to the second special symbol. The special symbol display unit displays jackpot symbols corresponding to these jackpot types. In this specification, "round" may be abbreviated as "R."
[0114] The "10R 1st jackpot," "10R 4th jackpot," and "10R 5th jackpot" are all jackpots with a number of rounds of "10," the number of times the large prize slot 30 opens in one round of "1 time," and the opening time of the large prize slot 30 in one round of "25 seconds."
[0115] The "5R 2nd jackpot" and the "5R 3rd jackpot" are both jackpots with the number of rounds being "5", the number of times the large prize slot 30 opens in one round being "1", and the opening time of the large prize slot 30 in one round being "25 seconds".
[0116] Here, a round is also referred to as a "round game," and round games are also called "large prize opening / closing games," "variable ball entry games," or "special ball entry games." Also, the 5R second jackpot and the 5R third jackpot are collectively referred to as "5R jackpots," and the 10R first jackpot, the 10R fourth jackpot, and the 10R fifth jackpot are collectively referred to as "10R jackpots." Furthermore, the jackpot game related to a 5R jackpot (5R jackpot game) is also referred to as "first special game," and the jackpot game related to a 10R jackpot (10R jackpot game) is also referred to as "second special game."
[0117] In this embodiment, there are two types of jackpots based on the number of rounds: a 5R jackpot and a 10R jackpot. However, various types of jackpots can be provided, such as three types: a 3R jackpot, a 6R jackpot, and a 10R jackpot, or one type: a 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, the maximum number of rounds can be more than 10R (for example, 15R), or fewer than 10R (for example, 9R).
[0118] The pachinko gaming machine 1 of this embodiment is configured to transition the game state after the end of a jackpot game to a high-probability state, time-saving state, high-base state, etc., as described below, depending on the type of jackpot that has occurred (won). That is, if the result of the special symbol hit / miss / miss determination is a jackpot and the jackpot is any of the aforementioned 10R first jackpot, 5R second jackpot, or 10R fourth jackpot, the game state after the end of the jackpot game is controlled to a "high-probability state, time-saving state, and high-base state" as described below. On the other hand, if the result of the special symbol hit / miss / miss determination is a jackpot and the jackpot is any of the aforementioned 5R third jackpot or 10R fifth jackpot, the game state after the end of the jackpot game is controlled to a "low-probability state, time-saving state, and high-base state" as described below. For this reason, the 10R first jackpot, the 5R second jackpot, and the 10R fourth jackpot can be considered to be "special jackpots," while the 5R third jackpot and the 10R fifth jackpot can be considered to be "non-special jackpots" (also called "normal jackpots" or "time-saving jackpots").
[0119] Here, with regard to the jackpot symbols (specific patterns, specific display results) of the special patterns that trigger the execution of a jackpot game, jackpot symbols can be distinguished by the type of jackpot. For example, when distinguishing between non-variable jackpots and variable jackpots, the jackpot symbols for non-variable jackpots can be referred to as "non-variable jackpot symbols," "first specific patterns," or "first specific display results," and the jackpot symbols for variable jackpots can be referred to as "variable jackpot symbols," "second specific patterns," or "second specific display results." Also, when distinguishing between 5R jackpots and 10R jackpots, the jackpot symbols for 5R jackpots can be referred to as "5R jackpot symbols," "first specific patterns," or "first specific display results," and the jackpot symbols for 10R jackpots can be referred to as "10R jackpot symbols," "second specific patterns," or "second specific display results." In other words, if the result of the special pattern hit / miss judgment is a hit, one of multiple specific display results (first specific display result, second specific display result) is derived and displayed as the display result of the changing display of the special pattern (identification information) based on this, and the player is given a benefit (10R jackpot game, 5R jackpot game, high probability state, time-saving state, high base state, etc.) according to the type of derived and displayed specific display result.
[0120] As shown in Figures 6 and 8(B), when a jackpot is determined based on the first special symbol (special symbol 1), the distribution probability for each jackpot is 5% for a 10R first jackpot, 50% for a 5R second jackpot, and 45% for a 5R third jackpot. In contrast, when a jackpot is determined based on the second special symbol (special symbol 2), the distribution probability for each jackpot is 55% for a 10R fourth jackpot and 45% for a 10R fifth jackpot. In other words, when a jackpot is determined based on a ball entering the second starting hole 21 (special symbol 2 hit / miss judgment), the occurrence rate (distribution probability) of a 10R jackpot is 100%, which is higher than when a jackpot is determined based on a ball entering the first starting hole 20 (special symbol 1 hit / miss judgment). In this way, the present pachinko game machine 1 is set up so that it is more likely for a player to win a jackpot when a game ball enters the second starting hole 21 and the judgment is made (special chart 2 hit / miss judgment) than when a game ball enters the first starting hole 20 and the judgment is made (special chart 1 hit / miss judgment). For this reason, a player plays in the hope of the ball entering the second starting hole 21. This is particularly noticeable during the operation of the opening extension function (during the occurrence of a high base state), which will be described later, when the frequency of balls entering the second starting hole 21 increases.
[0121] In this pachinko gaming machine 1, the determination of whether a jackpot has been reached is based on a "special symbol hit / miss determination random number (also referred to as "hit / miss determination information")," and the determination of the type of jackpot in the event of a jackpot is based on a "jackpot type determination random number (also referred to as "symbol determination random number" or "symbol determination information")." In this embodiment, as shown in FIG. 7(A), the special symbol hit / miss determination random number takes a value in the range of "0 to 629," and the jackpot type determination random number takes a value in the range of "0 to 99." The special symbol hit / miss determination random number and the jackpot type determination random number are random numbers (acquired information) obtained based on the ball entering the first start hole 20 or the second start hole 21.
[0122] The random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special symbol has been hit or not, a random number for determining the type of jackpot, and a "variation pattern random number (also called "variation pattern information")" as shown in Figure 7(A). The variation pattern random number is a random number for determining a variation pattern including a variation time, and in this embodiment, it takes a value in the range of "0 to 198".
[0123] 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers (acquired information) acquired based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number for determining whether or not an auxiliary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value ranges from 0 to 240.
[0124] [Game Status] Next, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. The pachinko gaming machine 1 has multiple gaming states depending on the combination of the probability variation function and variation time reduction function for special symbols, the probability variation function and variation time reduction function for normal symbols, and the opening extension function for normal electric devices, which are in an activated or deactivated state. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state," and the state in which it is not activated is also called the "low probability state," "normal state," or "non-probability variable state."
[0125] In the high probability state, the probability of a special symbol hit determination being a jackpot is higher than in the normal state (low probability state). That is, in the normal state, the hit determination is made using the normal state jackpot determination table, and in the high probability state, the hit determination is made using the high probability state jackpot determination table, which has a higher value for the special symbol hit determination random number that is determined to be a jackpot (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability that the result of the special symbol variable display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.
[0126] In addition, the state in which the time-saving function for special symbols (first and second special symbols) is activated is referred to as the "time-saving state" or "shortened-time state," while the state in which it is not activated is referred to as the "non-time-saving state" or "normal-time state." In the time-saving state, the average value of the special symbol fluctuation time (also referred to as the "special symbol fluctuation time") is shorter than the average value of the special symbol fluctuation time in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is designed to select a fluctuation pattern with a shorter fluctuation time more frequently than in the non-time-saving state (see Figure 9). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for effective balls to enter the starting hole (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.
[0127] The probability fluctuation function and the fluctuation time reduction function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in synchronization with the fluctuation time reduction function for the special symbols. In other words, the probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in the time-saving mode for the special symbols and do not operate in the non-time-saving mode. Therefore, in the time-saving mode, the probability of a normal symbol win / loss determination is higher than in the non-time-saving mode. Specifically, in the time-saving mode, the normal symbol win / loss determination (normal symbol determination) is performed using a normal symbol win determination table in which the value of the normal symbol random number (win random number) determined as a win is higher than in the normal symbol win determination table used in the non-time-saving mode (see Figure 8(C)).
[0128] In the time-saving state, the normal symbol fluctuation time (also referred to as the "normal symbol fluctuation time") is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time in the non-time-saving state is 30 seconds, and the normal symbol fluctuation time in the time-saving state is 1 second (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game (normal symbol winning game) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the number of times the second start port 21 is opened in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment is a hit in the non-time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs a single opening operation for 0.2 seconds, and when the result of the normal symbol hit / miss judgment is a hit in the time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs three 2.0-second opening operations.
[0129] When the normal symbol probability variation function and variation time reduction function, as well as the opening time extension function and opening count increase function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently, and the frequency with which game balls enter the second starting hole 21 increases, compared to when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is also called the "high base state" or "high frequency state," and the state in which they are not activated is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in hand (held balls).
[0130] It should be noted that the high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability variation function and variation time reduction function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) compared to when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbol. The function that generates such a high base state is also called a "high base generation function."
[0131] In the pachinko gaming machine 1 of this embodiment, as described above, when a 10R first jackpot, a 5R second jackpot, or a 10R fourth jackpot occurs, the game state after the jackpot game (after the special game) becomes a high probability state for the special symbol, a time-saving state for the special symbol, and a high base state (see FIG. 6). This game state is also called a "high probability, high base state." The high probability, high base state ends when a predetermined number of special symbol variations are displayed, or when a jackpot is achieved and a jackpot game is played. This high probability, high base state is what the player calls a "probability variable state."
[0132] Furthermore, if either a 5R third jackpot or a 10R fifth jackpot occurs, the game state after the jackpot game (after the special game) will be the normal state (low probability state) of the special symbol, as well as the time-saving state and high base state of the special symbol (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) or when a jackpot is won and the jackpot game is executed.
[0133] In the pachinko game machine 1 of this embodiment, three game states can be set as game states in which the variable display of special patterns (identification information) can be executed: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition to these, it may also be possible to set a "high probability low base state" in which the special pattern has a high probability, the special pattern has no time-saving state, and the base state is low.
[0134] In a high-base state, such as a low-probability high-base state or a high-probability high-base state, hitting the ball to the right to advance the game is advantageous. In a high-base state, the second starting hole 21 is more likely to open than in a low-base state, making it easier for the ball to enter the second starting hole 21 than the first starting hole 20 (the ball is more likely to enter the second starting hole 21 than the first starting hole). Therefore, a right-hand hit is performed to allow the ball to pass through the gate 28, which triggers the determination of whether the normal symbol is a hit or not, and to cause the ball to enter the second starting hole 21. This allows for more start-up hits (opportunities for determining whether the special symbol is a hit or not) compared to a left-hand hit. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the ball should be launched (a right-hand hit) toward the right playing area 3B (right-hand hit notification).
[0135] In contrast, in a low base state (e.g., a low-probability low base state), it is more advantageous to hit the ball from the left to enter the left play area 3A. In a low base state, the second start hole 21 is less likely to open than in a high base state, making it easier for the ball to enter the first start hole 20 than the second start hole 21 (the first start hole is more likely to be entered than the second start hole). Therefore, a left-handed hit is performed to make the ball enter the first start hole 20. This allows for more start balls (opportunities to determine whether a special symbol has been selected) than when a right-handed hit is performed. In this state, the launch direction indicator 47 is lit (display controlled) in a predetermined manner, and a notification is issued that the game ball should be launched (a left-handed hit) toward the left play area 3A (a left-handed hit is performed) (a left-handed hit instruction notification).
[0136] The launch direction indicator 47 has two LEDs, "yz," and can indicate the launch direction by lighting the LEDs according to the game state. For example, in a low base state, both LEDs are turned off, as in "y□z□" (e.g., □: off, ■: on), to indicate that the ball should be launched into the left game area 3A. In a high base state, both LEDs are turned on, as in "y■z■" (e.g., □: off, ■: on), to indicate that the ball should be launched into the right game area 3B.
[0137] As described above, in the pachinko gaming machine 1 of this embodiment, when the low-probability low base state in which no jackpot game is being played is used as a reference, this low-probability low base state can be regarded as a "normal game state," and a game in which special symbols are variably displayed in this state (variable game) can be regarded as a "normal game." On the other hand, since the high-probability high base state and the low-probability high base state are game states that are more advantageous to the player than the low-probability low base state, these high-probability high base state and low-probability high base state can be regarded as a "special game state," and a game in which special symbols are variably displayed in this state can be regarded as a "special game."
[0138] Furthermore, a jackpot game is a game that can be executed by varying the display of special symbols and stopping the display of the jackpot symbol, and since a player can win a large number of prize balls by having game balls enter the major prize slots (first major prize slot 30, second major prize slot 35), a game state in which a jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which a jackpot game is not played. For this reason, a game state in which a jackpot game is played can be considered a "special game state," and a jackpot game played in that state can be considered a "special game."
[0139] In addition, low base states such as a low-probability low base state and a high-probability low base state are game states in which a game is progressed by hitting the ball from the left to the left game area 3A, as described above, and therefore the low base state can be regarded as a "left-hit state." On the other hand, high base states such as a low-probability high base state and a high-probability high base state, and a state in which a jackpot game is played aiming for a game ball to enter the first large prize opening 30 or the second large prize opening 35, are game states in which a game is progressed by hitting the ball from the right to the right game area 3B, as described above, and therefore the high base state and the jackpot game state can be regarded as a "right-hit state." As mentioned above, in the high base state (right-hand hitting state), the second starting hole 21 is more likely to open than in the low base state (left-hand hitting state), making it easier for game balls to enter the second starting hole 21 than the first starting hole 20. Furthermore, it is set up so that it is more likely for a player to win a jackpot based on a hit or miss of the second special symbol based on a game ball entering the second starting hole 21 than to win a jackpot based on a hit or miss of the first special symbol based on a game ball entering the first starting hole 20. For this reason, the left-hand hitting state can be considered a "normal game state," and a game in which special symbols are displayed in a variable manner in this state (variable game) can be considered a "normal game." Furthermore, the right-hand hitting state, which is a game state more advantageous to the player than the left-hand hitting state, can be considered a "special game state," and a game in which special symbols are displayed in a variable manner in this state (variable game) can be considered a "special game."
[0140] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is similar in that both are low-base states; however, in the high-probability state, the probability fluctuation function of the special pattern is activated, and the probability that the result of the special pattern hit / miss judgment (variable display of the special pattern) will be a jackpot is higher than in the low-probability state. Therefore, the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a "special game state," and game play in which the special pattern is displayed in a variable manner in this state (variable game play) can be considered a "special game."
[0141] The main control board 80 (game control microcomputer 81) controls the setting and transition of the various game states described above. The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) of the special symbol hit / miss determination to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time reduction function, also functions as a shortened fluctuation state setting means (time reduction state setting means) that can set a shortened fluctuation state (time reduction state) in which the fluctuation time of the special symbol is shorter than normal.
[0142] [Main control main processing] Next, the operation (control processing by the main control unit 80) of the game control microcomputer 81 (game control means) will be described with reference to Figures 10 to 36. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" ("S" in the flowchart) such as S101 means a step.
[0143] When the power supply to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the game control microcomputer 81 reads out and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing first performs initial settings (S101). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, settings of SIO, PIO, and CTC (interrupt time controller), and resetting of various flags, statuses, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." The initial settings (S101) are performed only once after the power is turned on (when the power is turned on) and are not performed thereafter.
[0144] Furthermore, if a RAM clear switch (not shown) is pressed when the pachinko gaming machine 1 is powered on, i.e., if the power is turned on with the RAM clear switch pressed, the game control microcomputer 81 initializes the RAM (also called the "predetermined storage area") of the main control board 80 and sends a RAM clear command to the sub-control board 90. RAM initialization is also called "RAM clear." A power-on switch (power switch) is provided on the power supply board 109 (see Figure 2), and the RAM clear switch is provided near the power switch. The game control microcomputer 81 that executes such RAM initialization (RAM clear, initialization process) of the main control board 80 corresponds to one aspect of "initialization process execution means."
[0145] Following the initial setting (S101), the game control microcomputer 81 disables interrupts (S102) and executes the normal symbol / special symbol main random number update process (S103). In the normal symbol / special symbol main random number update process (S103), the values of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.
[0146] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).
[0147] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The output commands and the like include information on the game status, the result of the special symbol hit / miss determination, the symbol as the type of jackpot, the variation pattern, and the like. The command consists of, for example, 2 bytes of information, in this case, the upper 1 byte is information on the type of command, and the lower 1 byte is information on the content of the command. Examples of information contained in commands that can be output from the main control board 80 include information about the game status (also referred to as "game status information"), information about the results of the special pattern hit / miss judgment (also referred to as "hit / miss judgment result information"), information about the type of jackpot (type of jackpot pattern) (also referred to as "jackpot type information" or "jackpot pattern information"), information about the number of special pattern reserves stored (number of reserves) (also referred to as "number of reserves information"), information about the change pattern of the special pattern (also referred to as "change pattern information"), and information about the results of the preliminary judgment described below (also referred to as "preliminary judgment result information").
[0148] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, special prize hole sensor 30a, etc.) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.
[0149] The normal symbol / special symbol main random number update process (S203) that is carried out next is the same as the normal symbol / special symbol main random number update process (S103) that is carried out in the main control main process of Fig. 10. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 7 is carried out both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).
[0150] Following the normal and special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the reserved ball count process (S208), and the power interruption monitoring process (S209), which will be described later. After that, other processes not closely related to the present invention (S210) are executed, and the interrupt process (S105) is terminated. The main control main process (S102-S104) is then repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.
[0151] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).
[0152] If the number of reserved normal symbol balls is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), "1" is added to the number of reserved normal symbol balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value (see FIG. 7(B)) of the random number counter (label-TRND-H) for determining whether or not a normal symbol has been selected is acquired, which is stored in the update value memory area (not shown) of the RAM, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reservation memory section provided in the RAM of the main control board 80.
[0153] In S305, it is determined whether a game ball has entered the second starting hole 21, i.e., whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S306). If the number of reserved balls for special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for special symbol 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for special symbol 2 (S307).
[0154] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not a special symbol has been hit (label-TRND-A) (also referred to as the "random number value for determining whether or not a special symbol has been hit"), the value of the random number counter for determining the jackpot type (label-TRND-AS) (also referred to as the "random number value for determining the jackpot type"), and the value of the random number counter for determining the fluctuation pattern (label-TRND-T1) (also referred to as the "random number value for determining the fluctuation pattern") are acquired (that is, the values of each random number shown in FIG. 7(A) are acquired), and these acquired random number values (acquired information) are stored in the address space corresponding to the current number of special symbol 2 reserved balls in the second special symbol reserved memory unit. In other words, when the number of reserved balls for special chart 2 is less than 4 and the game ball enters the second starting hole 21, the condition (acquisition condition) for acquiring the special chart 2 related random number is met, and this triggers the acquisition of the values of the special chart 2 related random number (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) and these are stored as the second special chart reserved (reserved information).
[0155] Next, it is determined whether a game ball has entered the first starting hole 20, that is, whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S310). If the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. However, if the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).
[0156] Next, the special chart 1 related random number acquisition process (S312) is performed. In the special chart 1 related random number acquisition process (S312), similar to the special chart 2 related random number acquisition process (S308), the value of the counter for determining whether or not a special symbol has been hit (label-TRND-A) (random number value for determining whether or not a special symbol has been hit), the value of the random number counter for determining the jackpot type (label-TRND-AS) (random number value for determining the jackpot type), and the value of the random number counter for determining the fluctuation pattern (label-TRND-T1) (random number value for determining the fluctuation pattern) stored in the update value memory area (not shown) of the RAM are acquired (that is, the values of each random number shown in FIG. 7(A) are acquired), and these acquired random number values are stored in the address space corresponding to the current number of special chart 1 reserved balls in the first special chart reserved memory unit. In other words, when the number of reserved balls for special chart 1 is less than four and a game ball enters the first starting hole 20, the condition (acquisition condition) for acquiring a random number related to special chart 1 is met, and this triggers the values of the random numbers related to special chart 1 (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, random number value for determining the variation pattern) to be acquired and stored as the first special chart reserved (reserved information).
[0157] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start hole sensor detection process (S204) followed by the start ball entry process (S205). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start hole sensor detection process (S204) based on the game ball entering the second start hole. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.
[0158] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S316). Next, the acquired random number value related to the read second special symbol is determined (S317).
[0159] In S317, a hit or miss (jackpot or miss) is determined based on the random number value for determining whether or not the special symbol is a hit or miss among the acquired random numbers read out in S316, and if the result of the determination is a hit, the type of hit is determined based on the random number value for determining the type of hit. The hit or miss determination by S317 corresponds to a pre-determination (so-called "reserve pre-read") of the hit or miss determination for the second special symbol reserved that is the subject of the determination, made prior to the special symbol 2 hit or miss determination process (S1202) described below. In other words, the result of the hit or miss determination made when the second special symbol reserved is consumed (jackpot or miss) is determined (pre-read) prior to the special symbol 2 hit or miss determination process (S1202) described below.
[0160] The determination of the jackpot type by S317 corresponds to a pre-determination (pre-reading of reserve) made prior to the special chart 2 hit / miss determination process (S1202) described below, in which the second special chart reserve that is the subject of the determination is a hit reserve (also referred to as a "jackpot reserve"). In other words, if the result of the hit / miss determination made when the second special chart reserve is consumed is a jackpot, the type of the jackpot is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below. Note that the determination of the jackpot type by S317 is also a determination of the jackpot symbol. In other words, the jackpot symbol that will be determined when the second special chart reserve (jackpot reserve) that will result in a jackpot is consumed is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below.
[0161] In addition, in S317, the fluctuation pattern is determined based on the fluctuation pattern determination random number value among the acquired random number values read in S316. The determination of the fluctuation pattern by S317 corresponds to a pre-determination (reservation pre-reading) of the selection of the fluctuation pattern for the second special chart reserved that is the subject of the determination, prior to the special chart 2 fluctuation pattern selection process (S1203) described below. In other words, the fluctuation pattern to be selected (determined) when the second special chart reserved is consumed is determined (pre-read) prior to the special chart 2 fluctuation pattern selection process (S1203) described below.
[0162] The preliminary determination of whether or not a win is made (S317) can be performed by, for example, comparing the random number value for determining whether or not a win is made for the special symbol read out in S316 with the random number value for determining whether or not a win is made (a win determination value) in the jackpot determination table shown in Fig. 8(A), that is, the jackpot determination table for a high probability state if the game state at the time of reserved consumption is a high probability state, or the jackpot determination table for a normal state if it is a normal state (low probability state). In this case, if the random number value for determining whether or not a win is made for the special symbol read out in S316 matches the jackpot determination value (jackpot determination value) among the hit determination values in the jackpot determination table, the preliminary determination of whether or not a win is made is a jackpot, and if they do not match, the preliminary determination of whether or not a win is made is a miss.
[0163] The preliminary determination of the jackpot type (S317) can be performed, for example, by comparing the random number value for determining the jackpot type read out in S316 with the random number value for determining the jackpot type (jackpot type determination value) in the jackpot type determination table shown in Figure 8 (B), that is, the jackpot type determination table for the first special symbol if the special symbol reserve to be determined is the first special symbol reserve, or the jackpot type determination table for the second special symbol if the special symbol reserve is the second special symbol. In this case, the random number value for determining the jackpot type read out in S316 matches one of the jackpot type determination values in the jackpot type determination table, and the jackpot type corresponding to the matching jackpot type determination value becomes the preliminary determination result of the jackpot type.
[0164] The preliminary determination of the fluctuation pattern (S317) can be performed by, for example, comparing the random number value for determining the fluctuation pattern read out in S316 with the random number value for determining the fluctuation pattern (fluctuation pattern determination value) in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss) based on the fluctuation pattern table shown in Figure 9, i.e., if the game state at the time of reserved consumption is a non-time-saving state, then the fluctuation pattern table for the non-time-saving state (see the non-time-saving state column in Figure 9), or if it is a time-saving state, then the fluctuation pattern table for the time-saving state (see the time-saving state column in Figure 9). In this case, the random number value for determining the fluctuation pattern read out in S316 matches one of the fluctuation pattern determination values in the fluctuation pattern table according to the preliminary determination result of whether or not the game is a win or a loss (jackpot or loss). The fluctuation pattern corresponding to the matching fluctuation pattern determination value becomes the preliminary determination result of the fluctuation pattern.
[0165] Next, in S318, information (pre-determination result information) regarding the result of the preliminary determination by S317 (pre-determination of the second special chart reserve), specifically, information that can identify the result of the preliminary determination of whether or not it will be a hit (also referred to as "pre-determination result information of whether or not it will be a hit"), information that can identify the result of the preliminary determination of the jackpot type (also referred to as "pre-determination result information of the jackpot type"), and information that can identify the result of the preliminary determination of the fluctuation pattern (also referred to as "pre-determination result information of the fluctuation pattern") are generated as a special chart 2 start ball entry command, and the command is set in the output buffer of RAM (S318). Note that the special chart 2 start ball entry command may include information indicating part or all of the special chart 2 acquisition random number value read in S316 as the preliminary determination result information.
[0166] By analyzing the special chart 2 start ball entry command sent from the main control unit 80 (output by the output process (S201)) by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what the jackpot type is, what the fluctuation pattern is, etc. In other words, the sub-control unit 90 can execute effects based on the pre-determination result information identified by the received special chart 2 start ball entry command. This also applies when the sub-control unit 90 receives the special chart 1 start ball entry command described below. Either or both of the special chart 1 start ball entry command and the special chart 2 start ball entry command are also referred to as "start ball entry commands." As effects based on the pre-determination result information identified by the start ball entry command (also referred to as "pre-determination effects" or "pre-reading effects"), for example, effects suggesting the possibility of a jackpot (the possibility of being controlled to a special game state) or fluctuation patterns can be executed.
[0167] In addition, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been selected from the random number values obtained in S316 is not sent directly to the sub-control unit, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary determination, may be generated as a special pattern 2 start-entry command and sent to the sub-control unit.
[0168] Next, in S319, similar to the processing related to Special Chart 2 described above, it is determined whether the number of reserved balls for Special Chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls for Special Chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for Special Chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port. On the other hand, if it is determined in S319 that the number of reserved balls for Special Chart 1 has not increased (NO in S319), the processing ends as is.
[0169] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.
[0170] Here, when the time-saving flag is ON, i.e., when the current game state is in a high base state, the opening extension function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (determining whether or not the second special symbol is a hit). In this embodiment, as described below, the consumption of the second special symbol reserve (display of the second special symbol fluctuation) is executed in priority to the consumption of the first special symbol reserve (display of the first special symbol fluctuation) (a so-called special symbol 2 priority fluctuation machine). In this configuration, for example, if a pre-determination of the special symbol 1 is made and the result is notified to the player by a preview or other effect, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority consumption of the second special symbol reserve (priority fluctuation of the second special symbol) to intentionally eliminate the second special symbol reserve (set it to "0") at any time, thereby enabling technical intervention such as intentionally generating a jackpot related to the special symbol 1 indicated by the pre-determination result. In this way, it is not desirable from the viewpoint of fairness in the game that the player can adjust the timing of the jackpot. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the process related to the preliminary determination of special chart 1 from S321 onwards is not performed, and this process is terminated.
[0171] The processing of S321 to S323 is the same as the processing of S316 to S318 described above, but for special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special chart reserve memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322).
[0172] In the advance judgment by S322 (advance judgment of the first special chart reserved), similar to the advance judgment by S317 (advance judgment of the second special chart reserved), advance judgment of whether it is a hit or not, advance judgment of the type of jackpot, and advance judgment of the fluctuation pattern are made. Of the advance judgments by S322, the advance judgment of whether it is a hit or not and the advance judgment of the type of jackpot are made prior to the special chart 1 hit or not judgment process (S1207) described below, and the advance judgment of the fluctuation pattern is made prior to the special chart 1 fluctuation pattern selection process (S1208) described below.
[0173] The advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 can be performed in the same manner as the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S317 described above, based on the jackpot judgment table (see FIG. 8(A)), the jackpot type judgment table (see FIG. 8(B)), and the fluctuation pattern table (see FIG. 9). Therefore, a detailed explanation of the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 will be omitted.
[0174] Then, command data including information (preliminary judgment result information) regarding the result of the preliminary judgment by S322 (preliminary judgment of the first special drawing reservation) is generated as a special drawing 1 start entry command, and the command is set in the output buffer of RAM (S323). The special drawing 1 start entry command is the same as the special drawing 2 start entry command described above. Therefore, a detailed explanation of the special drawing 1 start entry command will be omitted.
[0175] The main control unit 80 (game control microcomputer 81) that executes the processes of S317 and S322 in the above-described start ball entry process (S205) functions as a "preliminary determination means." The preliminary determination means is also referred to as a "determination execution means." The main control unit (game control microcomputer 81) that executes the preliminary determination (S322) of the special chart 1 acquired random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first preliminary determination means." The main control unit 80 (game control microcomputer 81) that executes the preliminary determination (S317) of the special chart 2 acquired random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second preliminary determination means." The first preliminary determination means is also referred to as a "first determination execution means," and the second preliminary determination means is also referred to as a "second determination execution means."
[0176] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start ball entry process (S205). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a normal symbol operation status "1" to "4". If the normal symbol operation status is "1" (YES in S401), a normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), a normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), a normal symbol determination process (S406) is performed; and if it is "4" (NO in S401, S403, S405), a normal electric accessory process (S407) is performed. The default operating status is "1".
[0177] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without performing the process from S502 onwards. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described below is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.
[0178] Next, after performing the normal pattern random number shift process (S504) described below, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.
[0179] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the normal symbol hit / miss judgment random number counter (label -TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-shortening flag is ON (whether the game state is in the time-shortening state or not) (S602). If it is determined that the time-shortening flag is ON, that is, the time-shortening state (YES in S602), a high-probability normal symbol hit / miss judgment is made based on the table for the time-shortening state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. In other words, it is determined whether the value of the read normal symbol hit / miss judgment random number counter (label -TRND-H) matches any of the hit judgment values.
[0180] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is in a non-time-saving state (NO in S602), a low-probability normal symbol hit determination is made based on the table for the non-time-saving state (hit determination values are "0" and "1") among the normal symbol hit determination tables shown in Figure 8 (C) (S603), and the process proceeds to S605.
[0181] In S605, it is determined whether the result of the normal symbol hit / miss determination (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the processing ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed is determined (S607), the normal symbol hit flag is turned ON (S608), and the processing ends.
[0182] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is subtracted by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted by one from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.
[0183] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), this processing ends without performing the processing from S802 onwards. On the other hand, if the normal pattern variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing such as stopping the normal pattern display with the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is correct or not (ending the normal pattern variation display) is performed (S804), and this processing ends.
[0184] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, that is, whether the time-saving state is in effect (S902). Then, if the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting port 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".
[0185] On the other hand, if the game is in a non-time-shortening state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortening state (S906). As mentioned above, the opening pattern for the non-time-shortening state is an opening pattern in which a 0.2-second opening is performed once. Corresponding to this, in S906, the opening pattern for the second starting port 21 in the non-time-shortening state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this processing is terminated.
[0186] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.
[0187] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), this process is terminated. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005); if not (NO in S1005), this processing is terminated; if the time has come (YES in S1005), the second starting port 21 is closed (S1006).
[0188] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.
[0189] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this processing is terminated. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (S206).
[0190] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs the special symbol operation process (S207) after the normal symbol operation process (S206). As shown in Fig. 21, in the special symbol operation process (S207), the processing related to the special symbol display device 41 and the big winning device 31 is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each stage.
[0191] If the "special symbol operation status" is "1" (YES in S1101), special symbol standby processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol variation processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric accessory processing (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".
[0192] [Special pattern standby process] As shown in Fig. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value (acquired random number value, acquired information) acquired due to a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained due to a ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being set to the standby screen (a demo screen for waiting customers is currently being executed) (S1211), and if so (YES in S1211), this process is terminated without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).
[0193] In the standby screen setting process (S1212), when the number of reserved balls for special charts (number of reserved balls for special chart 1 and number of reserved balls for special chart 2) is "0" and a predetermined time (e.g., 30 seconds) has elapsed in a state where variable play is not being executed, a standby screen is displayed on the display screen 7a. The state in which the standby screen is displayed, that is, the state in which the pachinko gaming machine 1 occurs (transitions) when the number of reserved balls for special charts is "0" and a state in which variable play is not being executed continues for a predetermined time (e.g., 30 seconds), is also called the "standby state" or "waiting for customers state."
[0194] If S1201 determines that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values (acquired random number values, acquired information) obtained due to a ball entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order. Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values (acquired random number value, acquired information) obtained due to a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.
[0195] In this embodiment, the display of the first special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the second special symbol reservation) is executed in priority to the consumption of the first special symbol reservation (display of the first special symbol reservation). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see Figure 8 (B)).
[0196] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the (oldest) special symbol hit / miss determination random number value (label-TRND-A) stored in the lowest area of the second special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first second special symbol reserved) is read (S1301). Next, it is determined whether the probability variable flag is ON, i.e., whether the high probability state is present (S1302). If the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the normal state jackpot determination table (the jackpot determination values are "3" and "397") in the jackpot determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the high probability state jackpot determination table in the jackpot determination table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0197] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the random number value for determining the jackpot type (label-TRND-AS) acquired (stored) together with the random number value for determining the special symbol hit / miss read out in S1301 is read out, the jackpot type is determined based on the jackpot type determination table shown in Fig. 8(B) (S1307), the jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), the losing symbol is determined (S1306), and this process ends.
[0198] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol (also called "special symbol 1 hit / miss judgment"), the jackpot type is determined using the jackpot type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol (also called "special symbol 2 hit / miss judgment"), the jackpot type is determined using the jackpot type judgment table for the second special symbol. Note that the hit / miss judgment for the special symbol and the jackpot type judgment may each be called "judgment," or the jackpot judgment and the determination of which jackpot symbol will result may also be called "judgment." These results may also be called "judgment results."
[0199] The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1304) functions as a "special symbol 2 win / loss determination execution means." Also, the win / loss determination for the second special symbol (S1303, S1304) corresponds to a process of determining (deciding) whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1304) also functions as a "determination execution means."
[0200] [Special Chart 2 Variation Pattern Selection Processing] As shown in Fig. 22, in the special symbol waiting process (S1102), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figs. 24 and 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is then determined whether the jackpot flag is ON or not (S1402).
[0201] In the non-time-saving state (low base state), the display of the first special symbol variation triggered by the ball entering the first starting hole 20 is mainly performed, and the display of the second special symbol variation is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the second special symbol is rarely performed in the non-time-saving state. For example, if the second special symbol reservation is stored when the game state transitions from the time-saving state (high base state) to the non-time-saving state (low base state), the second special symbol reservation will be consumed in the non-time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the second special symbol is performed in the non-time-saving state.
[0202] If it is determined in S1402 that the jackpot flag is ON (YES in S1402), the random number value for determining whether or not a special symbol has been hit is read out in S1301, along with the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) in S308, and a fluctuation pattern is selected based on the table for non-time-saving state jackpots (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) (S1403). In S1403, one of the fluctuation patterns P1 to P3 is selected. In other words, when a jackpot fluctuation is executed in a non-time-saving state, the fluctuation pattern of the jackpot fluctuation is determined to be one of P1 to P3. Once the fluctuation pattern is determined, the fluctuation time is also determined.
[0203] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is then determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number here is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4".
[0204] If it is determined in S1405 that the reserved number is "1" or "2" (YES in S1405), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the first reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2") (S1406). In S1406, one of the fluctuation patterns P4 to P7 is selected. In other words, when a miss fluctuation is executed in a non-time-saving state and the reserved number at the start of the fluctuation is "1" or "2", the fluctuation pattern of the miss fluctuation is determined to be one of P4 to P7.
[0205] If it is determined in S1405 that the reserved number is not "1" or "2" (NO in S1405), that is, if the reserved number is "3" or "4", the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the second reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") (S1407). In S1407, one of the fluctuation patterns P8 to P11 is selected. In other words, when a miss fluctuation is executed in a non-time-saving state and the reserved number at the start of the fluctuation is "3" or "4", the fluctuation pattern of the miss fluctuation is determined to be one of P8 to P11.
[0206] Here, the first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. The shortest selectable fluctuation time (12,000 ms) is also longer than that of the second reserved number miss table (4,000 ms). Therefore, when a miss fluctuation is executed in a non-time-saving state, if the number of reserved balls at the start of the fluctuation is less than "3," the fluctuation time becomes relatively long, while if the number of reserved balls is "3" or more, the fluctuation time becomes relatively short. This makes it possible to efficiently consume the miss fluctuation while preventing the fluctuation display (variable play) from being interrupted.
[0207] Next, we will explain the process for selecting (determining) the special symbol 2 variation pattern in the time-saving state. That is, if it is determined in S1401 that the time-saving state is active (YES in S1401), it is determined whether the jackpot flag is ON (S1408). As a result, if it is determined that the jackpot flag is ON (YES in S1408), the random number value for determining the variation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether or not the special symbol has been hit is read out in the above-mentioned S1301, and a variation pattern is selected based on the time-saving state jackpot table (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot) (S1409). In S1409, one of the variation patterns P12 to P14 is selected. In other words, when a jackpot variation is executed in the time-saving state, the variation pattern of the jackpot variation is determined to be one of P12 to P14.
[0208] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" (S1410). The reserved number here is the same as described above, and is set to any value between "1" and "4." If it is determined in S1410 that the reserved number is "1" (YES in S1410), the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) along with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the third reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1") (S1411). In S1411, one of the fluctuation patterns P15 to P18 is selected. In other words, when a miss fluctuation is executed in the time-saving state and the reserved number at the start of the fluctuation is "1," the fluctuation pattern of the miss fluctuation is determined to be one of P15 to P18.
[0209] If it is determined in S1410 that the reserved number is not "1" (NO in S1410), that is, if the reserved number is any of "2" to "4", the random number value for determining the fluctuation pattern (label-TRND-T1) acquired (stored) together with the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 is read out, and a fluctuation pattern is selected based on the fourth reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") (S1412). In S1412, one of the fluctuation patterns P19 to P22 is selected. In other words, when a miss fluctuation is executed in the time-saving state and the reserved number at the start of the fluctuation is any of "2" to "4", the fluctuation pattern of the miss fluctuation is determined to be one of P19 to P22.
[0210] Here, the variation pattern selected in the time-saving state and when the game is a miss is more likely to be a shorter variation pattern than the variation pattern selected in the non-time-saving state and when the game is a miss. This is to speed up the consumption speed of the special reserved pattern (miss variation) in the time-saving state. This makes it possible to quickly progress the variation game during the time-saving state and efficiently aim for a jackpot.
[0211] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The set variation pattern designation command is included in a variation start command, which will be described later, and is sent to the sub-control unit 90 by the output processing (S201).
[0212] The types and number of special symbol variation patterns (also called "special symbol variation patterns") are not limited to those shown in this embodiment (see Figure 9), and the types and number are arbitrary, such as increasing or decreasing the number of variation patterns compared to this embodiment, and can be changed as appropriate depending on the playability and specifications of the pachinko game machine.
[0213] [Special Figure 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is subtracted by 1 (S1501). Next, the storage location of various counter values in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit (S1503), and this process is completed.
[0214] After executing the special symbol 2 random number shift process (S1204), the special symbol 2 variation start process (S1205) is executed as shown in Figure 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.
[0215] [Special Diagram 1 Correctness Judgment Processing] As shown in Fig. 27, in the special symbol 1 hit / miss judgment process (S1207), processing (S1601 to S1609) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in Fig. 23. Therefore, detailed explanation of this process will be omitted. However, since this process is a process related to special symbol 1, in S1601, the random number counter value for special symbol hit / miss judgment stored in the lowest area of the first special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first of the first special symbol reserved) is read and processed.
[0216] The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the first special symbol (S1603, S1604) functions as a "special symbol 1 win / loss determination execution means." Also, the win / loss determination for the first special symbol (S1603, S1604) corresponds to a process of determining (deciding) whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the first special symbol (S1603, S1604) also functions as a "determination execution means."
[0217] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same manner as the special chart 2 variation pattern selection process (S1403) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.
[0218] In the time-saving state (high base state), the display of the second special symbol variation triggered by the ball entering the second starting hole 21 is mainly performed, and the display of the first special symbol variation is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the first special symbol is rarely performed in the time-saving state. For example, in the time-saving state (high base state), if the second special symbol reservation is all consumed (number of reserved balls for special symbol 2 = "0") and the first special symbol reservation is stored, the first special symbol reservation will be consumed in the time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the first special symbol is performed in the time-saving state.
[0219] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is subtracted by 1 (S1801). Next, the storage location of various counter values in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process is completed.
[0220] After executing the special symbol 1 random number shift process (S1209), the special symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the first special symbol is started.
[0221] [Special pattern change processing] As shown in Figure 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Figure 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process ends without performing the processes from S1902 onwards. This allows the variable display of the special symbol to continue.
[0222] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether the value of the probability variable counter is "0" (S1905). If it is determined that the probability variable counter is "0" (YES in S1905), the probability variable flag is turned OFF, and the process proceeds to S1907. The high probability state (probability variable state) ends with the process of S1906. On the other hand, if it is determined in S1903 that the probability variable flag is not ON (NO in S1903), or if it is determined in S1905 that the probability variable counter is not "0" (NO in S1905), the process proceeds to S1907.
[0223] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends with the process of S1910. On the other hand, if it is determined in S1907 that the time-saving flag is not ON (NO in S1907), or if it is determined in S1909 that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911.
[0224] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed (S1912), such as stopping the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number (ending the variable display of the special symbol), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.
[0225] In addition, the main control unit 80 (game control microcomputer 81) that executes processes (S1906, S1910) such as turning off the special rate flag when the value of the special rate counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game status control means."
[0226] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the confirmed jackpot (the current jackpot) is a 10R jackpot (S2002). As a result, if it is determined to be a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2009. On the other hand, if it is determined in S2002 that the jackpot is not a 10R jackpot (NO in S2002), the confirmed jackpot (the current jackpot) is a 5R jackpot, so the value of the round counter is set to "5" (S2004), and the process proceeds to S2009.
[0227] In S2009, a large prize opening pattern corresponding to the type of jackpot (jackpot type) that has been determined is set (S2009), and the process proceeds to S2010. As mentioned above, the large prize opening pattern is determined according to the type of jackpot (see Figure 6), so in S2009, a large prize opening pattern corresponding to the currently determined jackpot is set. Then, the opening operation of large prize opening 30 based on the large prize opening pattern set in S2009 is executed in the jackpot game (special game).
[0228] In S2010, a jackpot opening command is set to start a jackpot game (S2010). In this embodiment, five types of opening commands are provided: a first opening command corresponding to the 10R first jackpot, a second opening command corresponding to the 5R second jackpot, a third opening command corresponding to the 5R third jackpot, a fourth opening command corresponding to the 10R fourth jackpot, and a fifth opening command corresponding to the 10R fifth jackpot.
[0229] In S2010, an opening command corresponding to the type of the currently determined jackpot (the jackpot to be started) is set. Then, the main control unit 80 (game control microcomputer 81) transmits the set opening command to the sub-control unit 90 at a predetermined timing by output processing (S201). The sub-control unit 90, which has received the opening command, performs processing to execute a predetermined opening effect based on the opening command.
[0230] Next, the opening period of the jackpot game is started (S2011), and the special symbol operation status is set to "4" (S2012). Also, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), the special symbol operation status is set to "1" (S2013), and the process ends.
[0231] The opening period is a period set before the first opening operation of the jackpot opening is started in a jackpot game and after the stop display time (stop display period) of the special symbol (effect symbol) stopped and displayed as a jackpot symbol has elapsed, and is a period during which the variable display of the special symbol (effect symbol) cannot be executed. The opening period is also called the "start period," and the effect executed in the opening period (start period) is also called the "opening effect" or "start effect." In this embodiment, the opening period is included in the special game state, but it may not be included in the special game state.
[0232] In this embodiment, the opening period (opening time) is determined by the type of jackpot determined and the game state when the jackpot is determined (when the jackpot symbol is stopped and displayed), and the opening period can be specified by the opening command described above. Therefore, upon receiving the opening command, the sub-control unit 90 can perform an opening effect based on the jackpot type and opening period specified by the opening command. The length of the opening period (opening time) is generally set to a length sufficient to allow the player to recognize that a jackpot game has begun, and can be, for example, longer than the jackpot stop display time. The length of the opening period (opening time) may also be varied depending on the game state when the jackpot occurs and the type of jackpot.
[0233] The main control unit 80 (game control microcomputer 81) that executes the above-mentioned special symbol waiting process (S1102), special symbol varying process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means." Furthermore, when executing these processes (S1102, S1104, and S1116) for the first special symbol, the main control unit 80 (game control microcomputer 81) functions as a "first variable game execution means," and when executing these processes for the second special symbol, the main control unit 80 (game control microcomputer 81) functions as a "second variable game execution means."
[0234] [Special electric device processing (jackpot game)] As shown in FIG. 33, in the special electric device processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101). If it is determined that the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102). Next, it is determined whether or not the time-saving flag is ON (S2103). If it is determined in S2103 that the time-saving flag is ON (YES in S2103), the time-saving flag is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variable flag is not ON (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined in S2103 that the time-saving flag is not ON (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of a jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of a jackpot game.
[0235] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all operation processes of the special prize winning device 31 (opening processes of the special prize opening 30) in the jackpot game have ended (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This determination is made based on the special prize opening pattern set for each type of jackpot described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If the first round has already started, it is determined whether the previous round has ended and a predetermined interval time has passed (the interval period has ended).
[0236] If it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), and the special prize opening process is performed (S2108). As a result, the special prize opening 30 is opened, and the specified round begins.
[0237] In S2107, a round start command that can specify the round to start is set, for example, a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control unit 90 by the output process of S201. In addition, in the special prize opening process of S2108, the opening / closing member 32 is operated (opening operation) to open the special prize opening 30 based on the special prize opening opening pattern determined according to the type of jackpot to be executed, i.e., the special prize opening opening pattern set in S2009 described above.
[0238] If it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2112. Examples of cases where it is determined that it is not time to start a round include the opening period before the start of a round, during a round of play, and during the interval period after the end of a round of play (during the process of closing the big prize opening).
[0239] In S2112, it is determined whether or not the special prize opening operation is being executed, that is, whether or not the special prize opening opened by the processing of S2108 is still open (during a round of play) (S2112). As a result, if it is determined that the special prize opening operation is not being executed (during a round of play) (NO in S2112), the process proceeds to S2116, and if it is determined that the special prize opening operation is being executed (during a round of play) (YES in S2112), it is determined whether or not the end condition for the ongoing round of play (round end condition) has been met (S2113).
[0240] Here, the round end conditions in this embodiment are defined as follows: (1) the opening time (e.g., 25 seconds) of the special prize opening set for the ongoing round game, i.e., the execution time of the round game, has elapsed, and (2) a predetermined number of game balls (e.g., 10 balls) have entered the special prize opening during the ongoing round game. If either of the conditions is met first, the round end condition is met based on the condition that was met first. If it is determined in S2113 that the round end condition has not been met (NO in S2113), processing ends.
[0241] If it is determined in S2113 that the round end condition has been met (YES in S2113), a round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can identify the round to end is set, such as a "1R end command" for the end of the first round, or a "2R end command" for the end of the second round. The set round end command is sent to the sub-control unit 90 by the output process of S201.
[0242] In S2115, a special prize opening closing process is performed, and the opening / closing member 32 of the special prize opening 30 is operated (closing operation) to close the special prize opening 30 (S2115). In addition, in the special prize opening closing process (S2115), a closing time for keeping the special prize opening 30 closed, i.e., an interval time, is set.
[0243] Next, in S2116, it is determined whether or not the interval time has elapsed (S2116), and if it is determined that the interval time has not elapsed (it is during the interval period) (NO in S2116), this process is terminated. On the other hand, if it is determined that the interval time has elapsed (YES in S2116), the value of the round counter is decremented by 1 (S2117), and it is determined whether or not the value of the round counter is "0" (S2118). Then, if it is determined that the value of the round counter is not "0" (NO in S2118), this process is terminated. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2118), as a jackpot ending process that ends the jackpot game, a jackpot ending command is set (S2119), a jackpot ending period is started (S2120), and a jackpot ending flag is turned ON (S2121), and this process is terminated. The value of the round counter becomes "0" when all rounds of play in the jackpot game being executed have been completed.
[0244] In S2119, an ending command is selected from a plurality of predetermined ending commands according to the game state at the time of the current jackpot occurrence, the type of the current jackpot, the game state after the jackpot game, etc., and the selected command is set. The type of ending command set in this manner determines the ending period (ending time) to be executed (set). The ending period is a period set after all opening operations of the jackpot entry port 30 during jackpot game have been completed and before the variable display of special symbols (effect symbols) can be executed. The ending period is also referred to as the "end period." During the ending period (end period), the jackpot entry port 30 is in a closed state. The effects executed during the ending period (end period) are also referred to as "ending effects" or "end effects." In this embodiment, the ending period is considered to be included in the special game state, but it may not be included in the special game state.
[0245] The main control unit 80 (game control microcomputer 81) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing by output processing (S201). Then, the sub-control unit 90, which has received the ending command, performs processing to execute a predetermined ending performance based on the ending command.
[0246] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round of the jackpot game has ended, so it is determined whether the jackpot ending time has elapsed, i.e., whether the end timing of the ending period started in the above-mentioned S2120 process has arrived (S2122). As a result, if it is determined that the ending time has not elapsed (NO in S2122), this process ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game status setting process (S2124) described below is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and this process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207).
[0247] The main control unit 80 (game control microcomputer 81) that executes the special electric accessory processing (S1107) functions as a "special game execution means."
[0248] [Game status setting process] As shown in FIG. 34, in the game status setting process (S2124), first, it is determined whether the jackpot game that has just ended is a variable probability jackpot (S2201). In this embodiment, as mentioned above, since the three types of variable probability jackpots are the 10R first jackpot, the 5R second jackpot, and the 10R fourth jackpot, S2201 determines whether the game falls into one of these three types. Then, if it is determined that the game that just ended is a variable probability jackpot (YES in S2201), the variable probability flag is turned ON (S2202), the variable probability counter is set to "10,000" (S2203), the time-saving flag is turned ON (S2204), and the time-saving counter is set to "10,000" (S2205), and the process ends.
[0249] Here, the value set in the probability variable counter is the number of times a high-probability special symbol hit / miss determination (in other words, the display of special symbol fluctuations) can be performed. In this embodiment, the value "10,000" (10,000 times) set is essentially equivalent to guaranteeing a high-probability state, considering the probability of a jackpot in a high-probability state, the gaming parlor's daily business hours, and the number of special symbol hit / miss determinations that can be performed during those business hours. Therefore, when the gaming state is set to a high-probability state, it can be said that the high-probability state is guaranteed until the next jackpot occurs (which is essentially the same). Furthermore, when the probability variable flag is ON, the time-saving counter is also set to "10,000," so it can be said that a time-saving state (extended open state) is also set while this high-probability state is set. In other words, when the jackpot game related to the probability variable jackpot ends, the gaming state becomes a "high-probability high-base state" (second gaming state). As in this embodiment, the value of "10,000" can be set in the special probability counter and the time-saving counter, which effectively sets a high probability, high base state until the next jackpot, or when the special probability flag and the time-saving flag are ON, control can be adopted to set a high probability, high base state until the next jackpot occurs without setting a value in the counter.
[0250] On the other hand, if S2201 determines that the jackpot is not a probability variable jackpot (NO in S2201), that is, if the jackpot game that ended this time was a non-probability variable jackpot (normal jackpot), the time-saving flag is turned ON without turning ON the probability variable flag (S2206), the time-saving counter is set to "100" (S2207), and processing ends. In this embodiment, as described above, the 5R third jackpot and the 10R fifth jackpot are two types of non-probability variable jackpots (normal jackpots), so when a jackpot game related to either of these two types ends, the game state becomes a "low probability high base state" (first game state). The low probability high base state ends when one of the following conditions is met: the special symbol variable display is performed 100 times (the special symbol hit / miss determination is performed 100 times), or the next jackpot occurs.
[0251] The time-saving counter and the probability variable counter count the total number of times the first special symbol is displayed and the second special symbol is displayed. The values set in the time-saving counter and the probability variable counter are not limited to those in this embodiment, and can be set arbitrarily in consideration of the playability, ball output performance, specifications, etc. of the pachinko game machine. Also, different values may be set in each counter.
[0252] The main control unit 80 (game control microcomputer 81) that executes the above game state setting process (S2124) functions as a "game state control means."
[0253] [Pending ball processing] As shown in FIG. 11, the game control microcomputer 81 performs reserved ball count processing (S208) following special symbol operation processing (S207). As shown in FIG. 35, in the reserved ball count processing (S208), first, the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, command data including information indicating the read reserved ball count (reserved number information) is generated as a reserved ball count command, and the command is set in the output buffer of RAM (S2502). Reserved ball count commands are provided for the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols, respectively, and include the special symbol 1 reserved ball count command, the special symbol 2 reserved ball count command, and the normal symbol reserved ball count command. Either or both of the special symbol 1 reserved ball count command and the special symbol 2 reserved ball count command are also referred to as the "special symbol reserved ball count command." The reserved ball number command (reserved number information) set in S2502 is output (sent to the sub-control unit 90) by the output process (S201) in the next interrupt process (S105).
[0254] The sub-control unit 90 that has received the reserved ball number command can analyze the received reserved ball number command to identify the current number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. Then, when it determines that an increase or decrease in the number of reserved balls for special symbols has occurred based on the received reserved ball number command for special symbols, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserve display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for special symbol 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for special symbol 1, "4", is additionally displayed in the first effect reserved display area 9c. Furthermore, when the number of reserved balls for special chart 1 decreases by one from "2" to "1" (i.e., when the first special chart reserve is consumed), the first effect reserve 9a displayed at the left end of the first effect reserve display area 9c (the location corresponding to the number of reserved balls for special chart 1 "1", see Figure 3) is moved to the variable reserve display area 9e, and accordingly the first effect reserve 9a displayed in the first effect reserve display area 9c is moved (shifted) by one position to the left (in the direction of the reserve number decrease).
[0255] When the number of reserved balls for the special chart is added by the above-mentioned S307 or S311, that is, when a starting ball is entered, the reserved ball count command for the special chart is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 1 starting ball entry command set in the above-mentioned S323 (by the same interrupt) if the reserved ball count command for the special chart 1 is a reserved ball count command (a command caused by S311), and when the reserved ball count command for the special chart 2 is a reserved ball count command (a command caused by S307), it is output (sent to the sub-control unit 90) by the output process (S201) together with the special chart 2 starting ball entry command set in the above-mentioned S318 (by the same interrupt). This allows the sub-control unit 90 to receive the reserved ball count command along with the starting ball entry command, and to link the reserved ball count (reserved number information) included in the reserved ball count command with the result of the preliminary determination (preliminary determination result information) included in the starting ball entry command, and process it on the sub-control unit 90 side.
[0256] Note that information indicating the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is added, i.e., information indicating the number of reserved balls for the special symbol associated with the start ball entry, may be included in the start ball entry command. In this case, there is no need to provide a command for the number of reserved balls for the special symbol associated with the start ball entry, making it possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. Also, information indicating the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is subtracted, i.e., information indicating the number of reserved balls for the special symbol associated with the start of the special symbol variation (special symbol reserved consumption), may be included in the variation start command. In this case, there is no need to provide a command for the number of reserved balls for the special symbol associated with the start of the variation, making it possible to reduce the number of commands sent from the main control unit 80 to the sub-control unit 90. The same applies to normal symbols.
[0257] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S208) followed by the power-off monitoring process (S209). As shown in Fig. 36, in the power-off monitoring process (S209), first, it determines whether or not a power-off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power-off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode / time-saving mode has remaining, etc.) is stored in RAM (S2602), the power-off flag is turned ON (S2603), and then the process loops without returning to the interrupt process (S105).
[0258] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (performance control means) (control processing by the sub-controller 90) will be described with reference to Figures 37 to 43. Note that counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-controller board 90 (sub-controller).
[0259] When the power to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the performance control microcomputer 91 reads out the sub-control main processing program shown in Fig. 37 from the ROM of the sub-control board 90 and executes it. When the power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90, and the performance control microcomputer 91 reads out the sub-control main processing program from the ROM of the sub-control board 90 based on the reception of the power-on command.
[0260] 37, in the sub-control main processing, first, CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller) setting, etc., various flags, status and counter resetting, etc. are performed.
[0261] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003) and the program proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the program proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, status, and counter values are reset (cleared).
[0262] The RAM of the sub-control board 90 is also initialized when a RAM clear switch (not shown) is pressed when the pachinko gaming machine 1 is powered on, that is, when the power is turned on with the RAM clear switch pressed (when a RAM clear command is received). The performance control microcomputer 91 that executes such initialization (RAM clear) of the RAM of the sub-control board 90 corresponds to one aspect of the "initialization processing execution means."
[0263] Note that the processing of S4001 to S4003 is executed only once after power is turned on (when power is turned on), and is not executed thereafter. That is, as described above, when power is turned on, a power-on command is sent from the main control board 80 to the sub-control board 90 (a RAM clear command is also sent if the RAM clear switch is pressed), and the performance control microcomputer 91 executes the processing of S4001 to S4003 based on receiving the power-on command (and RAM clear command). In this embodiment, the performance control microcomputer 91 also performs processing similar to the power-off monitoring processing (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power-off signal is turned ON due to a power outage or the like, data related to performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to performance control is backed up in the event of a power outage or other power outage. Therefore, when the power is turned on after recovering from a power outage such as a blackout (when the power is restored), the state of performance control by the performance control microcomputer 91 will return to the state it was in before the power outage occurred, unless the RAM of the sub-control board 90 is initialized (S4003).
[0264] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The updated random number counter values are sequentially stored in a predetermined update value memory area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a variable effect determination random number that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a preview effect determination random number that determines the preview effect, and a performance pattern determination random number that determines the performance pattern. The random numbers can be updated in the same way as the random number update process performed by the main control board 80 described above. When updating the random numbers, the random number values may be added by 2 instead of by 1.
[0265] The random number for effect determination is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of a change is sent from the main control board 80, or when a change effect pattern, which will be described later, is determined. The acquired random number for effect determination is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.
[0266] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command destination, among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) according to the received command.
[0267] The performance control microcomputer 91 then enables interrupts (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are enabled, it is possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it is possible to control the display of images (display objects) on the image display device 7 (display screen 7a) (display performance control), control the illumination of various lamps (illumination performance control), control the operation of the movable decorative member 14 (movement performance control), and control the sound output from the speaker 67 (sound performance control).
[0268] [Receive interrupt processing] 38, in the reception interrupt process (S4008), it is determined (S4101) whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91. Then, if it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends.
[0269] On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this processing ends. This reception interrupt processing (S4008) is executed with priority over other interrupt processing (S4009, S4010).
[0270] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time a 2 ms periodic interrupt pulse is input to the sub-control board 90. As shown in FIG. 39, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge data and level data) based on the detection signals from the effect button detection switches 63c and 63d. Next, lamp data output processing (S4202) outputs lamp data for illuminating various lamps (illumination components) such as the panel lamp 5 and frame lamp 66, and drive data output processing (S4203) outputs drive data for operating the movable decorative component 14 (driving the drive means). The lamp data and drive data are created in the 10 ms timer interrupt process described below. Finally, watchdog timer processing (S4204) is performed to reset the watchdog timer.
[0271] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is executed each time a 10 ms interrupt pulse is input to the sub-control board 90. As shown in FIG. 40, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302), which will be described later. Next, a switch status acquisition process (S4303) is performed, in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process. Then, a switch process (S4304) is performed to set the display content of the display screen 7a based on the stored switch data. Other processes are then performed, such as creating lamp data for illuminating the decorative elements, creating drive data for operating the movable decorative elements 14 (driving the drive means), and updating the random number for determining the effect (S4305), before terminating the process.
[0272] The drive data for the movable decorative member 14 is created based on the operation pattern (movable performance pattern) of the movable decorative member 14 included in the variable performance pattern set in S4505 described below or the preview performance pattern set in S4506 described below, if such pattern includes operation (movable performance) of the movable decorative member 14. In addition, the lamp data for the electric decorative member is created based on the variable performance pattern set in S4505 described below, the preview performance pattern set in S4506 described below, the operation pattern (movable performance pattern) of the movable decorative member 14, etc.
[0273] [Received command analysis process] As shown in Figure 41, in the received command analysis process (S4302), first, it is determined whether or not a start shot command has been received from the main control board 80 (S4390). If it is determined that a start shot command has not been received (NO in S4390), the process proceeds to S4401 without performing the processes of S4395 to S4400, and if it is determined that a start shot command has been received (YES in S4390), the process proceeds to S4401 after performing the processes of S4395 to S4400.
[0274] The effect pending information storage process of S4395 stores information (preliminary judgment result information, etc.) based on the start ball entry command (special symbol 1 start ball entry command or special symbol 2 start ball entry command) received in S4390 as effect pending information in a predetermined effect pending information storage area of the RAM of the sub-control board 90 in shift memory format according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol pending balls at the time of transmission and reception of the start ball entry command (command generation time). For example, if the received start ball entry command is a special symbol 1 start ball entry command corresponding to the number of reserved balls "4" for special symbol 1, information such as the preliminary judgment result and winning type included in the special symbol 1 start ball entry command is stored as special symbol 1 effect pending information in the area corresponding to the reserved number 4 in the special symbol 1 effect pending information storage area.
[0275] The effect pending information stored in this way is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later. The contents stored in the effect pending information storage area of the sub-control board 90 (effect pending information) are the same as the contents stored in the special chart pending storage areas (first special chart pending storage area, second special chart pending storage area) of the main control board (main control unit) 80 described above (acquired information). For this reason, the effect pending information storage area of the sub-control board 90 can also be said to be an "acquired information storage means (also simply referred to as "storage means")."
[0276] The hold icon notice process of S4400 is a process related to the hold icon notice, which is a type of notice effect based on the hold effect information (preliminary judgment result information) stored in S4395. The hold icon notice is an effect in which the display mode of the hold effect (hold icon, active icon) displayed in the hold effect display area (first hold effect display area 9c, second hold effect display area 9d) or the variable hold effect display area 9e of the display screen 7a is displayed in a different display mode (also referred to as a "preliminary display mode" or "special display mode") from the normal display mode, suggesting the possibility (expectation level) of a jackpot based on the display mode. For example, if the normal display mode is white, the preview display mode of the hold effect can be displayed in a different color from the normal display mode, such as blue, green, or red, and the color can be configured to suggest the possibility (expectation level) of a jackpot. The hold icon notice is also referred to as a "hold change notice." The hold icon notice process (S4400) will be described later.
[0277] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). If it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start process (S4402) described below is performed and the process proceeds to S4403, and if it is determined that a fluctuation start command has not been received (NO in S4401), the process proceeds to S4405 without performing the process of S4402.
[0278] In S4403, it is determined whether a fluctuation stop command has been received from the main control board 80 (S4403). If it is determined that a fluctuation stop command has been received (YES in S4403), a fluctuation effect end process is performed to stop the display of the effect symbols and end the fluctuation effect (S4404). In the fluctuation effect end process (S4404), a fluctuation effect end command is set in the sub-output buffer to stop the display of the effect symbol 8 and end the fluctuation effect. When the set fluctuation effect end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the effect symbol 8 that was being displayed on the display screen 7a of the image display device 7 (determined stop), and ends the fluctuation effect (effect symbol game effect). On the other hand, if it is determined that a fluctuation stop command has not been received in S4403 (NO in S4403), the process proceeds to S4405 without performing the process of S4404.
[0279] The variable effects refer to various effects that are performed in accordance with the variable game from the start of the variable display of the special symbol to the end (stop display), such as the variable display and stop display of the effect symbol 8, and the reach effect described below. The variable effects performed on the display screen 7a are a type of display effect.
[0280] Here, the performance control microcomputer 91 (sub-control unit 90) that executes the processing related to the execution of the variable performance, i.e., the variable performance start processing (S4402) and the variable performance end processing (S4404), functions as a "variable performance execution means."
[0281] In S4405, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4405). A jackpot game-related command is a command transmitted from the main control board 80 when a jackpot game is executed. Specifically, this includes an opening command (see S2010) transmitted at the start of a jackpot game (occurrence of a jackpot), a round start command (see S2107) transmitted at the start of a round, a round end command (see S2114) transmitted at the end of a round, and an ending command (see S2119) transmitted at the end of a jackpot game. In S4405, it is determined whether or not any of these jackpot game-related commands has been received. If not (NO in S4405), the process proceeds to S4407. If received (YES in S4405), the process performs processing related to the execution of an effect corresponding to the type of the received command (S4406).
[0282] For example, if the received command is an opening command, an opening effect command specifying an opening effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. If the received command is a round start command, a round effect command specifying a round effect corresponding to the round specified based on the command is set in the sub-output buffer. If the received command is an ending command, an ending effect command specifying an ending effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. When these various effect commands related to the jackpot are sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 executes effects related to the jackpot game, such as opening effects, round effects, and ending effects (also referred to as "jackpot game effects" or "jackpot game-related effects"), on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game. The jackpot game effects (jackpot game-related effects) displayed on the display screen 7a are a type of display effect.
[0283] Finally, the process of S4407 is performed, and this process ends. In S4407, other processes are performed, for example, processes based on other received commands (for example, normal symbol variation start command and normal symbol variation stop command) other than the various commands described above (S4407).
[0284] [Variable performance start processing] Next, the variable effect start process (S4402) executed in the received command analysis process (S4302) will be described. As shown in Fig. 42, in the variable effect start process (S4402), first, a random number process for determining effect is performed (S4501) to acquire various random numbers for determining effect, such as a random number for determining variable effect, a random number for determining preview effect, and a random number for determining effect pattern. In this embodiment, the process of S4501 is performed at the timing when a variable effect start command is received from the main control unit 80, and a predetermined value (acquired information) is acquired from each random number. Based on this acquired value (acquired information), the mode of the effect pattern game effect (variable effect) to be executed, the effect pattern to be stopped and displayed, whether or not to execute preview effect, the mode of preview effect if preview effect is executed, etc. are determined.
[0285] Next, in S4502, the variation start command received in S4401 is analyzed (S4502). The variation start command includes a variation pattern designation command (information for designating the variation pattern) that specifies the variation pattern selected in the variation pattern selection process for the first or second special symbol. The information for designating the variation pattern includes information indicating the type of variation pattern (P1-P22) shown in Figure 9, game status information specifying the current game status, the result of the first or second special symbol hit / miss determination, and symbol information specifying the type of jackpot (see Figure 8). Furthermore, since there are variation pattern designation commands corresponding to the first and second special symbols, analyzing the variation pattern designation command makes it possible to determine (identify) whether the currently starting effect pattern game effect (the variation display of the effect pattern) is related to special symbol 1 or special symbol 2. The variation pattern information, game status information, symbol information, etc. can also be used in processes other than the variation effect start process that will be executed subsequently.
[0286] Next, in S4503, the current mode status is referenced (S4503). The mode status is used to determine the presentation mode to be executed. The mode status is a value between "1" and "5", and each value is assigned to presentation modes A to E. Specifically, mode status "1" corresponds to presentation mode A, mode status "2" corresponds to presentation mode B, mode status "3" corresponds to presentation mode C, mode status "4" corresponds to presentation mode D, and mode status "5" corresponds to presentation mode E. By referencing the current mode status, it is possible to identify the current presentation mode.
[0287] Here, the presentation mode refers to the presentation format (presentation environment) when variable play is executed (variable play state), and when the presentation mode is different, some or all of the presentation aspects of various presentations such as the background of the display screen 7a, variable presentation, reach presentation, and notice presentation will be different. Specifically, some or all of the presentation images displayed on the image display device 7 will be different depending on the presentation mode, such as different display aspects of the presentation symbols 8 (for example, symbol design, number design, etc.), different characters, items, and background images that appear. In addition, the presentation symbol game presentation and jackpot game presentation can also be executed in a manner corresponding to the presentation mode, and when multiple game presentations (pre-announcement presentation, reach presentation, round presentation, etc.) are provided, different game presentations can be executed depending on the presentation mode.
[0288] In this embodiment, presentation modes A and B are presentation modes that can be executed when the gaming state is a low-probability, low-base state; presentation mode C is a presentation mode that can be executed when the gaming state is a low-probability, high-base state; presentation mode D is a presentation mode that can be executed when the gaming state is a high-probability, high-base state; and presentation mode E is a presentation mode that can be executed in both a low-probability, high-base state, and a high-probability, high-base state. Therefore, when the presentation mode is any of "A" to "D," a player can determine whether the current gaming state is a low-probability, low-base state, a low-probability, high-base state (time-saving state), or a high-probability, high-base state (high probability game state) by checking the presentation mode. On the other hand, when the presentation mode is "E," it is difficult (impossible) for a player to determine (distinguish) whether the current gaming state is a low-probability, high-base state (time-saving state) or a high-probability, high-base state (high probability game state) by checking the presentation mode. In this sense, presentation mode E can be called a "game state non-announcement mode."
[0289] Next, in S4504, a variable performance pattern determination table (not shown) is set to determine the execution pattern of the variable performance (also called the "variable performance pattern") that is performed using performance symbols, etc. based on the result of the special symbol hit / miss judgment (S4504). Specifically, the variable performance pattern determination table to be used is set based on the mode status (current performance mode) referenced in S4503 and the variable pattern designation command received from the main control unit 80.
[0290] For example, if the variation pattern information specified by the received variation pattern specification command is "P1 (variation pattern P1)" (see FIG. 9), the jackpot variation pattern determination table corresponding to the current presentation mode is set as the variation presentation pattern determination table. In this embodiment, since a plurality of variation presentation pattern determination tables corresponding to the presentation mode (mode status) are pre-stored in the ROM of the sub-control board 90, in S4504, a table corresponding to the mode status (current presentation mode) referenced in S4503 is selected from these variation presentation pattern determination tables and set.
[0291] The variable presentation pattern determination table is mainly used to determine the execution mode of the presentation symbol game presentation (such as the variation mode of the presentation symbol), and a plurality of variable presentation pattern determination tables corresponding to the presentation mode (mode status) are stored in advance in the ROM of the sub-control board 90. In S4504, from among these variable presentation pattern determination tables, a table corresponding to the mode status (current presentation mode) referenced in S4503 is selected and set.
[0292] Next, in S4505, a variation effect pattern that matches the specified variation pattern (special symbol variation pattern) is determined (selected) and set (S4505) based on the variation effect determination random number obtained in S4501 and the variation effect pattern determination table set in S4504. Since the special symbol variation pattern specifies the variation time of the special symbol, that is, the execution time of the variation game (see Figure 9), the execution time (execution period) of the variation effect based on the variation effect pattern set in S4505 will conform to the special symbol variation pattern.
[0293] As the variable presentation pattern, the variable mode of the presentation symbol 8 displayed in the presentation symbol display area 7b (the execution mode of the presentation symbol game presentation) is mainly set. This determines the detailed execution mode of the presentation, such as whether or not to execute a reach presentation, in the presentation symbol game presentation (variable presentation). A variable presentation that executes (including) a reach presentation is also called a "reach variable presentation," and a variable presentation that does not execute (not including) a reach presentation is also called a "no reach variable presentation" or "normal variable presentation."
[0294] Here, the reach effect refers to, for example, when the display mode of the effect symbols 8 when the result of the special symbol hit / miss judgment indicates a jackpot, a mode (jackpot mode, specific mode) is set in which all three effect symbols 8L, 8C, 8R are the same (double numbers), and two of the three effect symbols 8L, 8C, 8R (for example, the first and second stop symbols) are displayed (temporarily stopped) as symbols that constitute the jackpot mode (also called "reach symbols" or "reach mode"), and the remaining one (for example, the third stop symbol) continues to display in a variable manner (also called "reach state"), indicating whether or not the remaining one effect symbol will be displayed in a pattern that completes the jackpot mode. In other words, the reach effect is an effect that suggests the possibility of a jackpot (the possibility of being controlled to a special game state, the possibility that the display result of the variable display will become a specific display result). This reach effect can effectively increase the player's sense of anticipation for a big win. The reach effect is also called a "specific effect."
[0295] The variable performance pattern includes not only the variable mode of the performance symbol 8 but also the execution mode (performance pattern) of the display performance, sound performance, light-emitting performance, moving performance, etc. that are executed in conjunction with the variable display of the performance symbol 8, and it is also determined whether or not these performances are executed (S4505). For this reason, the display performance, sound performance, light-emitting performance, moving performance, etc. that are executed in conjunction with the variable performance can be called variable performance. In other words, in S4505, various performance modes related to the variable performance, including the variable mode of the performance symbol 8, are determined based on the result of the special symbol hit / miss judgment (performance mode determination means).
[0296] Furthermore, in S4505, the effect pattern 8 (also called "stop effect pattern") to be displayed as stopped is determined and set based on the random number for determining the effect pattern obtained in S4501 and a stop pattern determination table (not shown). The stop effect pattern constitutes the reach pattern, winning pattern arrangement (winning mode), and losing pattern arrangement (losing mode) of the effect pattern 8. There are two types of stop displays: a definite stop display (also called simply "definite stop") that definitely displays the effect pattern 8 as stopped, and a provisional stop display (also called simply "provisional stop") that definitely displays the effect pattern 8 as stopped.
[0297] A temporary stop means that the display of the effect symbol 8 (e.g., scrolling display) is temporarily stopped (paused), and the effect symbol 8 is temporarily displayed at a predetermined stop position on the display screen 7a. The temporarily stopped effect symbol can be displayed in a slightly moving state or in a stationary state. The stopped display of each of the three effect symbols 8L, 8C, and 8R, when they are displayed in the order of the first stop symbol, the second stop symbol, and the third stop symbol before the end of the changing display, also falls under the category of a temporary stop. On the other hand, a fixed stop means that the display of the effect symbol 8 ends, and the effect symbol 8 is displayed in a completely stationary state at a predetermined stop position on the display screen 7a (e.g., the effect symbol display area 7b). When the effect symbol 8 is fixedly stopped after the changing display, the display result of the changing display (the result of the changing display) is fixedly displayed (fixed display) (derived display). In other words, the effect symbol 8 is fixedly stopped upon the end of the changing display of the special symbol (i.e., the fixed display of the special symbol). Therefore, the temporary stopping of the performance pattern 8 can be performed once or multiple times until it is finally stopped.
[0298] The stop effect symbols determined (selected) in S4505 are symbols that temporarily stop (also called "temporary stop symbols") and symbols that definitely stop (also called "definite stop symbols"). For example, the effect symbol 8 that is displayed as a stop (definite stop) as a result of the variable effect, that is, the definite stop symbol, is a variance symbol such as "787" (also called "reach variance symbol" or "reach symbol arrangement") if the result of the special symbol hit / miss is a miss with a reach, and if it is a miss without a reach, it is a variance symbol such as "635" or "655" (also called "complete variance symbol" or "non-reach symbol arrangement").
[0299] Also, if the result of the special symbol hit / miss judgment in a low-probability, low-base state is a jackpot, the confirmed stopping symbol of performance symbol 8 will generally be a number symbol other than "777", and if the jackpot is the first jackpot of 10R, it may be a number symbol other than "777". Also, if the result of the special symbol hit / miss judgment in a low-probability, high-base state or a high-probability, high-base state is a jackpot, the confirmed stopping symbol of performance symbol 8 will generally be a number symbol other than "777", and if the jackpot is the fourth jackpot of 10R, it may be a number symbol other than "777". In this way, the number symbol "777" is the confirmed result of a 10R probability jackpot, which is the most advantageous jackpot for the player.
[0300] The stop display mode of the effect symbol 8 described above is just one example, and the stop display mode of the effect symbol when a jackpot is hit can be changed as needed. The provisional stop symbol and the final stop symbol determined in S4505 may either form the same stop display mode or different stop display modes. If the provisional stop symbol is different from the final stop symbol, the effect symbol can be configured to change again after the provisional stop (re-change display, re-change effect), etc., so that the final stop symbol is finally stopped and displayed. In one special symbol change display (from the start of change to the final stop), the three effect symbols 8L, 8C, and 8R are displayed temporarily, then temporarily stopped, and then the change display is resumed. This effect, which makes it appear as if the change display (change effect) of the effect symbol is occurring multiple times, is also called a "pseudo consecutive effect," or simply "pseudo consecutive effect."
[0301] In the pachinko gaming machine 1 of this embodiment, a plurality of modes (variation presentation patterns) such as normal reach presentation, super reach presentation, character presentation, etc. are provided as variation modes (variation presentation patterns) of the presentation symbols 8. In S4505, it is determined which of these presentations will be performed, or whether these presentations will not be performed (this is also referred to as "normal variation"), based on a variation presentation pattern determination table. Hereinafter, normal reach may be referred to as "NM reach", and super reach may be referred to as "SP reach".
[0302] For example, when a reach-type variable effect is executed, one of the reach-type effects is set based on the variable pattern designation command and the variable effect pattern determination table. Here, when the SP reach-type effect is executed, it is set so that the possibility of a jackpot is higher than when the NM reach-type effect is executed. In other words, it can be said that the SP reach-type effect is a game effect that has a higher possibility of a jackpot (expected jackpot) than the NM reach-type effect. Note that the SP reach-type effect is executed via the NM reach-type effect.
[0303] In this embodiment, when the sub-control board 90 receives a fluctuation pattern designation command from the main control board 80 that designates a fluctuation pattern with a fluctuation time of 30,000 ms or more (see FIG. 9), a reach effect (reach fluctuation effect) can be set (executed) based on that command. When the fluctuation time is 30,000 ms, an NM reach effect is set (executed) as the reach effect (NM reach fluctuation effect), and when the fluctuation time is 45,000 ms or more, an SP reach effect is set (executed) as the reach effect (SP reach fluctuation effect). In this embodiment, multiple effect patterns (reach effect patterns) are provided for each of the NM reach effect and the SP reach effect, and one of the effect patterns is set (executed) depending on the fluctuation time (30,000 ms or more) at which the reach effect can be executed. In addition, the SP reach effect when the fluctuation time is 45,000 ms and the SP reach effect when the fluctuation time is 75,000 ms have different jackpot expectations, with the latter being set to have a higher jackpot expectation than the former. For this reason, for example, the former SP reach effect is also called a weak SP reach effect, and the latter SP reach effect is also called a strong SP reach effect. Furthermore, since the SP reach effect when the fluctuation time is 45,000 ms and the SP reach effect when the fluctuation time is 75,000 ms have a longer fluctuation time than the former (the former has a shorter fluctuation time than the latter), the former SP reach effect is also called a short SP reach effect, and the latter SP reach effect is also called a long SP reach effect. Note that the types (number) of reach effects (reach effect patterns) can be determined arbitrarily.
[0304] Here, the display of the variation of the effect symbols 8 is basically performed as follows. That is, after the three effect symbols 8L, 8C, and 8R start to display variations, the variation speed of all symbols becomes high and approximately constant, and then, after a predetermined time (for example, 9 seconds) has elapsed, the variation speed of the first stop symbol (left effect symbol 8L in this embodiment) slows down and the first stop symbol stops (temporarily stops). Next, the variation speed of the second stop symbol (right effect symbol 8R in this embodiment) slows down and the second stop symbol stops (temporarily stops), and finally the variation speed of the third stop symbol (center effect symbol 8C in this embodiment) slows down and the third stop symbol stops (temporarily stops). After this, the three effect symbols 8L, 8C, and 8R are fixed and stopped, and the display result of the variation display is derived and displayed, and this marks the end of one variation display. Based on this flow from the start to the end of the variation display, normal variations, reach effects, etc. are performed.
[0305] Specifically, for example, when the function for shortening the time for special symbol fluctuations according to the number of reserved balls or game status is not activated (when the function for shortening the time for fluctuations is not activated), if the three effect symbols 8L, 8C, and 8R start to fluctuate, the left effect symbol 8L (first stop symbol) stops (temporarily stops) after a predetermined time (e.g., 9 seconds) has elapsed since the start of the fluctuations, followed by the right effect symbol 8R (second stop symbol). At this time, if the left and right effect symbols 8L and 8R stop (temporarily stops) with the same number (reach mode), a reach is established, and then the reach effect develops (the reach effect starts from NM reach). On the other hand, if a reach is not established (i.e., if it is a normal fluctuation), the right effect symbol 8R (second stop symbol) stops (temporarily stops), followed by the center effect symbol 8C (third stop symbol). In this embodiment, the time it takes from the start of the change of the performance pattern 8 due to normal change until the third stop pattern (in this embodiment, the middle performance pattern 8C) stops (temporarily stops) is approximately 11 seconds. However, in normal change when the special pattern change time shortening function is activated, the time it takes from the start of the change display until the left performance pattern 8L (first stop pattern) stops (temporarily stops) is shorter than usual (when the change time shortening function is not activated), and accordingly the time it takes for the right performance pattern 8R (second stop pattern) and the middle performance pattern 8C (third stop pattern) to stop (temporarily stops) is also shorter.
[0306] Depending on the change presentation pattern set in S4505 and the preview presentation pattern set in S4506 described below, the order and timing of the stop display of the presentation patterns may differ from the above-mentioned manner, for example, after the change display of presentation pattern 8 begins, the three presentation patterns 8L, 8C, and 8R may stop (temporarily stop) all at the same time, or all patterns may continue to change even after the specified time (for example, 9 seconds) until the first stop pattern stops has passed.
[0307] Next, in S4506, processing related to setting the preview effect (preview effect setting processing) is performed (S4506). Preview effects are effects that suggest the variable display currently being executed or the currently stored pending (variable display to be executed later), and are effects that suggest, for example, the possibility (expectation level) that the display result of the variable display currently being executed will be a specific display result, the possibility (expectation level) that the display result of the variable display to be executed later will be a specific display result, or the effect content (variable effect pattern) of the variable effect currently being executed or the variable effect to be executed later. Preview effects are also called "suggestive effects".
[0308] In the pachinko gaming machine 1 of this embodiment, various preview effects can be executed, such as preview effects (also referred to as "predictive preview") based on the effect pending information (preliminary determination result) stored in S4395, and preview effects (also referred to as "pertinent change preview") related to the current (present) change display (also referred to as "pertinent change"), and corresponding to this, multiple preview effect patterns are provided. Preview effects are executed, for example, by displaying an image suggesting the expectation level (also referred to as "preview image," "preview information," "suggestive image," or "suggestive information") on the display screen 7a (also referred to as "preview display" or "suggestive display"). In addition to display effects (preview displays), preview effects can also be executed using sound effects, light effects, and moving effects, and these effects can also be combined. In other words, preview effect patterns (suggestive effect patterns) include execution modes such as display effects, sound effects, light effects, and moving effects. When a preview performance is executed, one of multiple preview performances (one type of preview performance) may be executed for one special chart hold or one variable display, or two or more preview performances (multiple types of preview performances) may be executed. When two or more preview performances are executed, for example, two or more preview performances may be executed at the same time during the variable display, or preview performances may be executed one by one at multiple times (execution times) during the variable display.
[0309] In S4506, it is determined whether or not each preview performance is to be executed (presence or absence of execution), and the performance mode (presence or absence of preview performance pattern) of the preview performance to be executed is set. Specifically, based on the preview performance determination random number acquired in S4501 and the preview performance determination table stored in the ROM of the sub-control board 90, it is determined whether or not to execute the preview performance and the preview performance pattern, and the preview performance pattern is set based on this determination result.
[0310] A plurality of notice performance determination tables are provided, and the table to be used (referenced) in S4506 is configured to be determined according to the contents of the performance hold information stored in S4395 (preliminary judgment result), the result of the special symbol hit / miss judgment specified by the analysis result of the variation start command in S4502 (hit / miss judgment result related to the current special symbol fluctuation display (the relevant fluctuation)), and the special symbol fluctuation pattern information specified by the analysis result of the variation start command (the fluctuation pattern related to the current special symbol fluctuation display (the relevant fluctuation), the stop symbol, etc.) In other words, in S4506, the notice performance pattern (performance mode) is determined by random number lottery based on the preliminary judgment result (hold advance reading result), the hit / miss judgment result related to the relevant fluctuation, the fluctuation pattern, etc. (performance mode determination means).
[0311] The notice performance setting process (S4506) performs processing related to notice performance (pre-read notice, change notice) that can be executed at a predetermined time, including during the change display (change performance) of the performance pattern 8, triggered by the start of the change display (change performance), and the notice performance related to the processing here does not include the hold icon notice that accompanies the occurrence of a starting ball. In other words, the processing related to setting the hold icon notice that accompanies the occurrence of a starting ball is performed not in the notice performance setting process (S4506) but in the hold icon notice process (S4400) described below.
[0312] Here, a preview performance (pre-reading preview) executed based on performance pending information (pre-reading information) is also called a "pre-performance" or "pre-reading performance," a preview performance executed based on special chart 1 performance pending information (first pre-reading information) is also called a "first pre-performance" or "first pre-reading performance," and a preview performance executed based on special chart 2 performance pending information (second pre-reading information) is also called a "first pre-performance" or "second pre-reading performance."
[0313] Next, the process of S4507 is performed, and the variable effect start process (S4402) is completed. In S4507, a variable effect start command for starting the variable effect, etc. based on the variable effect pattern set in S4505 and the preview effect pattern set in S4506 is set in the sub-output buffer (S4507).
[0314] When the variable effect start command set in S4507 is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads out from the ROM of the image control board 100 predetermined variable effect image data (image data showing the start, the middle, and the stop of the change of the effect symbol 8) corresponding to the variable effect pattern specified based on the variable effect start command, i.e., the variable effect pattern set in S4505, and predetermined preview effect image data corresponding to the preview effect pattern specified based on the variable effect start command, i.e., the preview effect pattern set in S4506, and executes the variable effect, preview effect, etc. based on the read image data on the display screen 7a of the image display device 7. Also, variable display (blinking display) is executed by two LEDs on the effect display device 102. Furthermore, in conjunction with the execution of the variable effect, various effects such as sound effects, light effects, and moving effects are executed via the voice control board 106 and the lamp control board 107.
[0315] [Pending icon notice processing] Next, we will explain the pending icon notification process (S4400) that is executed based on the reception of a start ball entry command from the main control board 80 (YES in S4390).
[0316] As shown in FIG. 43, in the reserved icon notification process (S4400), first, it is determined whether the reserved icon notification flag is OFF (S4601). The reserved icon notification flag indicates whether the reserved icon notification is being executed. When the reserved icon notification is executed, it is turned ON in S4605 (described later) and turned OFF upon the end of the variable display corresponding to the special symbol hold (also referred to as the "pre-notification target hold") that triggered the execution of the reserved icon notification. Therefore, when a pending effect displayed in the notification display mode in the effect hold display area (first effect hold display area 9c or second effect hold display area 9d) moves to the variable hold display area 9e, even if a new pending effect is displayed (additionally displayed) in the effect hold display area (first effect hold display area 9c, second effect hold display area 9d) until the variable display corresponding to the pending effect (pre-notification target hold) ends, the new pending effect will not be displayed in the notification display mode. This allows the player to feel a sense of anticipation for a jackpot regarding the currently executing variable display.
[0317] In addition, the hold icon notice may be turned off with the start of the variable display corresponding to the notice target hold (consumption of the special symbol hold). In this case, when the effect hold is displayed in the variable hold display area 9e in the notice display mode, the effect hold that is newly displayed (additionally displayed) in the effect hold display area (first effect hold display area 9c, second effect hold display area 9d) can be displayed in the notice display mode, so that in addition to the currently executed variable game, the player can also have a sense of anticipation about the variable display corresponding to the subsequent special symbol hold (predetermined hold).
[0318] If it is determined in S4601 that the reserved icon notice flag is not OFF (ON) (NO in S4601), the reserved icon notice is currently being executed, and therefore this processing is terminated without performing processing from S4602 onwards. For this reason, in this embodiment, while the reserved icon notice is being executed, a reserved icon notice targeting a newly stored (additionally stored) special chart reserve (later special chart reserve) is not executed. In other words, two or more effect reserves in the notice display mode are not displayed in the effect reserve display area. Note that the reserved icon notice flag may not be provided, and a reserved icon notice targeting a later special chart reserve may be executed while the reserved icon notice is being executed. In other words, a configuration may be adopted in which two or more effect reserves in the notice display mode can be displayed in the effect reserve display area.
[0319] On the other hand, if it is determined in S4601 that the reserved icon notice flag is OFF (YES in S4601), a determination (lottery) is made as to whether or not to execute the reserved icon notice (S4602). In this embodiment, when the gaming state is a low-probability low-base state, that is, when it is a low-base state in which the variable display of the first special symbol (also referred to as "first variable gaming") is mainly executed, the reserved icon notice (also referred to as "first reserved icon notice") by the first effect hold 9a is configured to be executable. Also, when the gaming state is a low-probability high-base state or a high-probability high-base state, that is, when it is a high-base state in which the variable display of the second special symbol (also referred to as "second variable gaming") is mainly executed, the reserved icon notice (also referred to as "second reserved icon notice") by the second effect hold 9b is configured to be executable. In response to this, in S4602, if the current game state is a low base state, a determination is made as to whether or not to execute the first hold icon notification, and if the current game state is a high base state, a determination is made as to whether or not to execute the second hold icon notification.
[0320] The determination of whether or not to execute a pending icon advance notice (also referred to as a "pending icon advance notice execution determination") can be made, for example, based on a pending icon advance notice execution determination table (not shown). Specifically, for example, a pending icon advance notice execution determination random number (for example, "0 to 99") is set as a random number for determining the effect, and a value obtained from the random number (random number value for pending icon advance notice execution determination) is determined based on the pending icon advance notice execution determination table. The random number value for pending icon advance notice execution determination can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when a pending icon advance notice execution determination is made (S4602).
[0321] If the result of the judgment in S4602 is that the hold icon notification is not to be executed (NO in S4603), this processing is terminated without performing processing from S4604 onwards, and if the hold icon notification is to be executed (YES in S4603), the execution pattern of the hold icon notification (also called the "hold icon notification pattern") is set (S4604).
[0322] The hold icon notice pattern defines various conditions for executing a hold icon notice, such as the display timing when the hold icon is displayed in a notice display mode, the type of notice display mode, the number of changes (number of hold changes), etc. The display timing of the notice display mode can be, for example, when a starting ball is scored (when a new hold icon is displayed in association with a starting ball), when the display position of the hold icon corresponding to the hold to be noticed on the effect hold display area moves (shifts) in the direction of decreasing the number of holds as the special chart hold (also called "advance hold") stored before the hold to be noticed is consumed, when the hold icon corresponding to the hold to be noticed moves from the effect hold display area to the variable hold display area (when it changes to an active icon), etc.
[0323] In S4604, if it is decided in the hold icon announcement execution determination (S4602) to execute the first hold icon announcement, an execution pattern for the first hold icon announcement (also referred to as the "first hold icon announcement pattern") is set, and if it is decided to execute the second hold icon announcement, an execution pattern for the second hold icon announcement (also referred to as the "second hold icon announcement pattern") is set. The first hold icon announcement pattern and the second hold icon announcement pattern are collectively referred to as the "hold icon announcement patterns".
[0324] The reserved icon preview pattern set in S4604 can be determined (selected) based on, for example, a reserved icon preview pattern determination table (not shown). Specifically, for example, a reserved icon preview pattern determination random number (e.g., "0 to 99") is set as the random number for determining the effect, and a value (random number value for determining the reserved icon preview pattern) obtained from the random number is determined based on the reserved icon preview pattern determination table, thereby determining (selecting) a pattern to be executed from a plurality of predetermined reserved icon preview patterns. The random number value for determining the reserved icon preview pattern can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when the reserved icon preview pattern is determined (S4604).
[0325] Once the hold icon notification pattern is set in S4064, the hold icon notification flag is turned ON (S4605). Then, a hold icon notification command that instructs execution of a hold icon notification based on the hold icon notification pattern set in S4604 is set in the sub-output buffer (S4606), and this process ends.
[0326] When the hold icon notification command set in S4606 is sent to the image control board 100 by the command sending process (S4006), the image control microcontroller 101 reads image data for the hold icon notification (effect hold image data, etc.) corresponding to the hold icon notification pattern identified based on the received hold icon notification command, i.e., the hold icon notification pattern set in S4604, from the ROM of the image control board 100, and executes the hold icon notification based on the read image data on the display screen 7a of the image display device 7 (effect hold display area, variable hold display area).
[0327] The operation (control processing) of the performance control microcomputer 91 has been explained above, but below we will explain examples of game performances (performance examples) that are executed under the various control processes described above by the sub-control board 90 (performance control microcomputer 91). Note that the game performances exemplified below will be explained as being able to be executed when the game state in which variable play is executable is a low-probability, low-base state, but they may also be executed in a low-probability, high-base state or a high-probability, high-base state.
[0328] [Example 1] Presentation example 1 is an example of a game presentation that can be executed in conjunction with the variable display of a special symbol when the variable display of a special symbol is executed based on a special symbol variable pattern (see FIG. 9) with a variable time of 12,000 ms or more.
[0329] The game presentation of presentation example 1 is a variable presentation (symbol variable presentation) that includes a presentation period (also called "pre-reach presentation period") that suggests (informs) that there is a possibility of a single reach or double reach presentation being executed before the reach is established. This variable presentation (symbol variable presentation) is also called "reach chance variable presentation," and the presentation executed during the pre-reach presentation period is also called "pre-reach special presentation."
[0330] The reach chance variation effect (pattern variation effect) includes a normal variation display mode in which three (three columns) performance patterns 8L, 8C, and 8R are scrolled vertically (vertical scrolling variation), as well as another variation display mode in which a group of patterns consisting of multiple patterns lined up horizontally (left and right) is scrolled horizontally (horizontal scrolling variation), and the horizontal scrolling variation of the group of patterns (special pre-reach effect using other variation display modes) is executed during the performance period before the reach is established.
[0331] Specifically, as shown in FIG. 44(A), a pattern group 8g consisting of the number symbols 8n (multiple pattern symbols 8) of "1" to "9" that make up the pattern symbol 8 and multiple R symbols 8r (also called "special symbols") that represent the letter "R" arranged in a predetermined order is displayed in a variable manner, and then a stop display (special pre-reach effect) is executed during the pre-reach effect period. In this effect example, a pattern group 8g consisting of nine number symbols 8n (effect symbol 8) and nine R symbols 8r arranged alternately, one by one, is used. The pre-reach effect period corresponds to the period from the start of the change to the stop of the first stop symbol (left effect symbol 8L) when a normal change effect in which three effect symbols 8L, 8C, and 8R are displayed from the start of the change is executed (for example, approximately 9 seconds from the start of the change). Also, the letter "R" in the R design 8r is the initial letter of the alphabetic spelling of reach, "REACH."
[0332] Here, the R symbol 8r is not displayed as a symbol (announcement symbol) for determining whether a special symbol is hit or miss, like the numeric symbols 8n (performance symbols 8) of "1" to "9." It is a symbol exclusive to the performance period that is displayed only during the performance period before the reach chance variable performance (pre-reach special performance) of the reach chance variable performance. In other words, the R symbol 8r is not displayed as a fixed stop symbol when the variable performance (variable display) ends. For this reason, the R symbol 8r (special symbol) is a symbol that is not related to the final notification of the result of the special symbol hit or miss determination, that is, a symbol that does not constitute a notification symbol (also called a "non-notification symbol"). Note that the form of the non-notification symbol (special symbol) does not have to be an "R symbol" as in this performance example, and the form is not particularly important as long as it is clear to the player that it is a symbol that is not related to the final notification of the result of the special symbol hit or miss determination (i.e., it is not a notification symbol).
[0333] In the reach chance variable effect, from the start of the variable effect (variable display), instead of the three (three columns) left, center, and right performance symbols 8L, 8C, and 8R, a variable display of the symbol group 8g (special effect before the reach chance) shown in Fig. 44(A) is performed on the display screen 7a. The variable display of the symbol group 8g (special effect before the reach chance) is performed by horizontal scrolling as shown in Fig. 44(B).
[0334] The arrangement of the plurality of number symbols 8n (announcement symbols) and the plurality of R symbols 8r (non-announcement symbols) constituting the symbol group 8g does not have to be horizontal, and the variable display of the symbol group 8g does not have to be horizontal scrolling. For example, the symbol group 8g configured by arranging the plurality of number symbols 8n and the plurality of R symbols 8r alternately one by one in the vertical direction may be vertically scrolled, or the symbol group 8g configured by arranging the plurality of number symbols 8n and the plurality of R symbols 8r alternately one by one in a diagonal direction downward to the right or upward to the right may be diagonally scrolled.
[0335] In the pre-reach special effect (also called "pre-reach variable effect"), when the symbol group 8g is displayed in a variable manner and then stopped, a predetermined number of symbols that are part of the symbols (announcement symbols and non-announcement symbols) that make up the symbol group 8g are displayed as stopped symbols. The display mode of the stopped symbols (stop display mode) is shown in Figure 45.
[0336] As shown in FIG. 45, in this performance example, three of the symbols (announcement symbols and non-announcement symbols) constituting the symbol group 8g are displayed (stopped display) on the display screen 7a as stopping symbols. The three symbols always include a number symbol 8n (performance symbol 8, announcement symbol) and an R symbol 8r (non-announcement symbol). Specifically, the display modes (stop display modes) of the stopping symbols displayed in the pre-reach special performance include a mode in which one number symbol 8n is arranged between two R symbols 8r (mode with one announcement symbol), as shown in FIG. 45(A), and a mode in which one R symbol 8r is arranged between two number symbols 8n (mode with two announcement symbols), as shown in FIG. 45(B). That is, the display mode of the stopped symbols in the pre-reach special effect includes a mode (also called "first mode") in which the number of number symbols 8n (announcement symbols) is less than the number of R symbols 8r (non-announcement symbols), as shown in Fig. 45(A), and a mode (also called "second mode") in which the number of number symbols 8n (announcement symbols) is greater than the number of R symbols 8r (non-announcement symbols), as shown in Fig. 45(B). In this effect example, as shown in Figs. 45(A) and (B), nine patterns (1) to (9) are provided for each of the first and second modes.
[0337] The reason why the first mode shown in FIG. 45(A) or the second mode shown in FIG. 45(B) is displayed as the stopped symbol for the pre-reach special effect is related to the arrangement of the symbols constituting the group of symbols displayed in a variable manner during the pre-reach special effect (the performance period before the reach is established). That is, the symbol group 8g in this effect example is arranged with nine number symbols 8n and nine R symbols 8r arranged alternately, one each, as shown in FIG. 44(A). Therefore, when the symbol group 8g stops varying (stops), when three of the symbols constituting the symbol group 8g are displayed (stopped) on the display screen 7a, if the R symbol 8r is displayed on the left end, the number symbol 8n is always displayed in the middle and the R symbol 8r is always displayed on the right end (first mode, see FIG. 45(A)). If the number symbol 8n is displayed on the left end, the R symbol 8r is always displayed in the middle and the number symbol 8n is always displayed on the right end (second mode, see FIG. 45(B)). That is, regardless of the timing at which the symbol group 8g stops varying, that is, regardless of the stop position of the symbol group 8g, the stopped symbols include the number symbol 8n (announcement symbol) and the R symbol 8r (non-announcement symbol).
[0338] In this example, the execution pattern of the reach chance variation effect (pattern variation effect) is determined based on the display mode of the stopped symbols of such a reach pre-special effect. Then, the execution pattern of the reach chance variation effect, including whether or not to execute the reach chance variation effect, is selected (determined) in the above-mentioned S4505, and if the reach chance variation effect is executed, the execution pattern is set (S4505).
[0339] Whether or not to execute a reach chance variation effect and the execution pattern when a reach chance variation effect is executed can be determined, for example, based on the reach chance variation effect determination table shown in Fig. 46. Specifically, a reach chance variation effect determination random number is provided as a random number for determining the variation effect, and one value obtained from the random number (random number value for determining reach chance variation effect) is judged based on the reach chance variation effect determination table, thereby determining (selecting) whether or not to execute a reach chance variation effect and the execution pattern when a reach chance variation effect is executed.
[0340] As shown in Figure 46, the reach chance variation effect determination table is configured to assign a value of a reach chance variation effect determination random number (for example, "0 to 199") according to the type of special chart variation pattern for each of "non-execution" where the reach chance variation effect is not executed, "first execution pattern" where the reach chance variation effect is executed, and "second execution pattern" where the reach chance variation effect is executed, and to determine (select) whether the reach chance variation effect will be executed (first execution pattern or second execution pattern) according to the random number value for determining the reach chance variation effect obtained in the above-mentioned S4501. Also, the value assigned by the reach chance variation effect determination random number (random number range) is different when the special chart variation pattern is one of P1 to P3 (jackpot variation patterns), one of P4 to P6 and P8 to P10 (miss variation patterns with a variation time of 30,000 ms or more), and P7 (miss variation pattern with a variation time of 12,000 ms).
[0341] According to this reach chance variation effect determination table, the selection rate of non-execution is lowest (40%) when the special chart variation pattern is P1 to P3, followed by P4 to P6 and P8 to P10 (50%), and then P7 (70%). In other words, the execution possibility (execution rate) of reach chance variation effect is highest in the case of a jackpot variation (60%), followed by reach miss variation (50%) and reach miss variation (30%).
[0342] In addition, the selection rate of the first execution pattern is lowest (15%) when the special chart variation pattern is P1 to P3, and becomes higher in the order of P7 (20%), P4 to P6, and P8 to P10 (30%). In other words, when a reach chance variation effect is executed, the execution possibility (execution rate) of the reach chance variation effect by the first execution pattern is highest (30%) in the reach miss variation, and becomes lower in the following order: no reach miss variation (20%), and jackpot variation (15%).
[0343] The selection rate of the second execution pattern is highest (45%) when the special chart variation pattern is P1 to P3, and then decreases in the order of P4 to P6, P8 to P10 (20%), and P7 (10%). In other words, when a reach chance variation effect is executed, the execution possibility (execution rate) of the reach chance variation effect by the second execution pattern is highest in the case of a jackpot variation (45%), and then decreases in the order of reach miss variation (20%) and no reach miss variation (10%).
[0344] For this reason, when a reach chance variation effect is executed (as a variation effect) in conjunction with the variable display of the special symbol, the jackpot expectation rate (expectation rate of being controlled in the special game state) is higher than when the reach chance variation effect is not executed. And when the reach chance variation effect is executed, the jackpot expectation rate (expectation rate of being controlled in the special game state) is higher when the reach chance variation effect is executed in the second execution pattern than when the reach chance variation effect is executed in the first execution pattern.
[0345] Here, among the execution patterns of the reach chance variation presentation, the first execution pattern is a pattern in which the display mode of the stopped symbols when the group of symbols stops varying in the reach pre-special presentation is the first mode (see Figure 45(A)), and the second execution pattern is a pattern in which the display mode of the stopped symbols when the group of symbols stops varying in the reach pre-special presentation is the second mode (see Figure 45(B)). Then, in the reach chance variation presentation, after the reach pre-special presentation, there are cases where it progresses (develops) to an NM reach presentation and cases where it does not, and when it progresses to an NM reach presentation, there are cases where it further progresses (develops) to an SP reach presentation and cases where it does not.
[0346] Whether or not the effect progresses to an NM reach effect or an SP reach effect is determined by the special chart change pattern that triggers the execution of the reach chance change effect, i.e., the change pattern specified based on the change start command (change pattern specification command) received in S4401. For example, if the special chart change pattern is P1, P4, or P8 (change time 75,000 ms, see Figure 9), and the reach chance change effect is executed based on that change pattern, the pre-reach special effect will be followed by an NM reach effect, which will then develop into an SP reach effect (long SP reach effect, strong SP reach effect). Also, if the special chart change pattern is P2, P5, or P9 (change time 45,000 ms), and the reach chance change effect is executed based on that change pattern, the pre-reach special effect will be followed by an NM reach effect, which will then develop into an SP reach effect (short SP reach effect, weak SP reach effect). In addition, if the special chart fluctuation pattern is P3, P6 or P10 (fluctuation time 30000ms) and a reach chance fluctuation effect is executed based on that fluctuation pattern, the pre-reach special effect will be followed by an NM reach effect, and then it will not develop into an SP reach effect. In addition, if the special chart fluctuation pattern is P7 (fluctuation time 12000ms) and a reach chance fluctuation effect is executed based on that fluctuation pattern, the pre-reach special effect will not be followed by a reach effect (NM reach effect, SP reach effect).
[0347] Furthermore, when a reach chance variation effect is executed (the first execution pattern or the second execution pattern is set in S4505), the stopping pattern for the pre-reach special effect is also set in S4505. This stopping pattern will be one of the 18 possible patterns (pattern arrangement, pattern combination) shown in Figures 45(A) and (B), and is set according to the confirmed stopping pattern of effect pattern 8, which is also set (determined) in S4505, and the execution pattern of the reach chance variation effect this time (the first execution pattern or the second execution pattern). In other words, as mentioned above, if the result of the special pattern hit / miss judgment in a low probability low base state is a jackpot, the confirmed stopping pattern for effect pattern 8 will, in principle, be a double-digit number pattern other than "777", and if the jackpot is a 10R first jackpot, it may be a double-digit number "777". For this reason, for example, when the current special symbol variation display is a jackpot variation related to a 10R first jackpot, among the modes shown in Figures 45(A) and (B), the stopping symbols of a mode including "7" (see (7) in Figure 45(A) and (6), (7) in Figure 45(B)) can be set according to the execution pattern of the current reach chance variation effect. On the other hand, when the current special symbol variation display (variation effect) is a jackpot variation related to a jackpot other than a 10R first jackpot (a 5R second jackpot or a 5R third jackpot), the stopping symbols of a mode including "7" are not set, and the stopping symbols of a mode not including "7" (see (1) to (6), (8), (9) in Figure 45(A) and (1) to (5), (8), (9) in Figure 45(B)) are set according to the execution pattern of the current reach chance variation effect. In addition, if the variation display of the special symbol this time is a miss variation, the stopping symbol of one of the modes shown in Figure 45 (A) and (B) is set according to the execution pattern of the current reach chance variation effect. Note that the execution pattern of the reach chance variation effect can also include the stopping symbol of the pre-reach special effect.
[0348] Next, an execution pattern for reach chance variation effects is set in S4505, and in response to this, the flow (outline) of the variation effects (pattern variation effects) when the reach chance variation effects are executed on the display screen 7a of the image display device 7 will be described with reference to Figure 44(B) and Figures 47 to 49. Figure 47 shows the flow of reach chance variation effects based on the first execution pattern, and Figure 48 shows the flow of reach chance variation effects based on the second execution pattern.
[0349] When the reach chance variable effect starts, on the display screen 7a, as shown in Fig. 44(B), the variable display of the symbol group 8g, that is, the reach pre-special effect, starts in association with the start of the variable effect. Then, in accordance with the end of the reach pre-special effect (the passage of the reach pre-establishment effect period), the variable display of the symbol group 8g ends (the symbol group 8g stops varying), and the stopped symbols of the reach pre-special effect are displayed on the display screen 7a. At this time, if the execution pattern of the reach chance variable effect is the first execution pattern, as shown in Fig. 47(A), a stopped symbol (first mode) in which one number symbol 8n is arranged between two R symbols 8r is displayed. The stopping symbol "R2R" shown in Fig. 47(A) has the number symbol "2" 8n (one number symbol 8n) arranged (displayed) between two R symbols 8r, and therefore suggests that the stopping symbol may execute a reach effect (single reach effect) in which the symbol "2" becomes a reach symbol (a single reach of "2" is established). This is also true for the stopping symbols of the first mode other than "R2R" (see Fig. 45(A)).
[0350] The development of the presentation after the first pattern of the stopped symbols is displayed in the pre-reach special presentation differs depending on the special symbol change pattern that triggered the execution of this reach chance variation presentation. That is, if the current reach chance variation presentation is the first execution pattern and the special symbol change pattern is P7 (a miss variation with a variation time of 12,000 ms), the display of the pre-reach special presentation stop symbol (first pattern) does not progress to the NM reach presentation (a reach is not established), and the presentation symbol 8 is displayed as a complete spread (miss pattern) on the display screen 7a, as shown in FIG. 47(B). The relevant variation presentation ends with the display of this presentation symbol 8 (confirmed stop). Note that the R symbol 8r is not displayed in the presentation of the reach chance variation presentation that takes place after the pre-reach special presentation ends (after the symbol group 8g stops changing) (the presentation period after the reach-establishment presentation period has elapsed within the presentation period of the reach chance variation presentation). This is because the R symbol 8r is a non-alarm symbol. This also applies to the case where the execution pattern of the reach chance variation presentation is the second execution pattern.
[0351] On the other hand, if the current reach chance variation effect is the first execution pattern and the special chart variation pattern is any of P1 to P6 or P8 to P10 (a big hit or miss variation with a variation time of 30,000 ms or more), the stopped symbol (first mode) of the pre-reach special effect is displayed, and then it develops into an NM reach effect, and as shown in Figure 47 (C), the effect symbol 8 is displayed in a reach state on the display screen 7a. Here, since the stopped symbol of the pre-reach special effect is "R2R", it shows a state in which a reach is established with the symbol "2", that is, the reach symbol has developed into a reach effect (single reach) of "2".
[0352] Then, if the current special chart fluctuation pattern is P6 or P10 (miss fluctuation with a fluctuation time of 30,000 ms), after the NM reach effect (without progressing to the SP reach effect), the effect pattern 8 is stopped and displayed on the display screen 7a as a reach variation (miss mode) as shown in Figure 47 (D). The fluctuation effect ends with the stop display (confirmed stop) of this effect pattern 8. On the other hand, although not shown, if the current special chart fluctuation pattern is P3 (jackpot fluctuation with a fluctuation time of 30,000 ms), after the NM reach effect (without progressing to the SP reach effect), the effect pattern 8 is stopped and displayed on the display screen 7a as a double number (for example, "222"). In this case, for example, the effect pattern 8 is stopped and displayed in a mode in which the middle pattern "3" of "232" shown in Figure 47 (D) is replaced with "2" (jackpot mode). The fluctuation effect ends with the stop display (confirmed stop) of this effect pattern 8.
[0353] Also, if the current special chart fluctuation pattern is P1, P2, P4, P5, P8 or P9 (a jackpot or miss fluctuation with a fluctuation time of 45,000 ms or more), the NM reach effect is followed by an SP reach effect, and as shown in Figure 47(E), the effect pattern 8 is displayed in a smaller display size than usual at the edge of the display screen 7a (for example, the upper left of the screen) in a reach state, and the SP reach effect is displayed in the center (almost the entire screen) of the display screen 7a. After this, if the current special chart fluctuation pattern is P4, P5, P8 or P9 (a miss fluctuation with a fluctuation time of 45,000 ms or more), as shown in Figure 47(D), the effect pattern 8 is displayed (confirmed stop) in a reach variation pattern (miss mode) on the display screen 7a, and this ends the fluctuation effect. On the other hand, if the current special chart change pattern is P1 or P2 (jackpot change with a change time of 45,000 ms or more), the display pattern 8 on the display screen 7a will be displayed as a double number (jackpot pattern) (not shown), and the change display will end.
[0354] The above is the flow of reach chance variation effects based on the first execution pattern, but in contrast, the flow of reach chance variation effects based on the second execution pattern is as follows. That is, with the start of the reach chance variation effect (pattern variation effect), the variable display of the symbol group 8g (pre-reach special effect) begins (see Figure 44(B)), and when the variable display of the symbol group 8g ends (the symbol group 8g stops varying) in accordance with the end of the pre-reach special effect (the passage of the reach pre-establishment effect period), the stopped symbols of the pre-reach special effect are displayed on the display screen 7a. At this time, if the execution pattern of the reach chance variation effect is the second execution pattern, a stopped symbol (second mode) in which one R symbol 8r is arranged between two number symbols 8n is displayed, as shown in Figure 48(A). The stopping pattern "4R5" shown in Figure 48(A) has one R pattern 8r arranged (displayed) between two number patterns 8n of "4" and "5" (in other words, two number patterns 8n of "4" and "5" are arranged (displayed) on both the left and right sides of one R pattern 8r), so this stopping pattern suggests that there is a possibility that a reach effect (double reach effect) in which the two patterns of "4" and "5" become reach patterns will be executed (a double reach of "4" and "5" will be established). This is also true for the stopping patterns of the second mode other than "4R5" (see Figure 45(B)).
[0355] The development of the presentation after the stop symbol of the second mode is displayed in the pre-reach special presentation differs depending on the special symbol change pattern that triggered the execution of this reach chance change presentation. That is, if this reach chance change presentation is the second execution pattern and the special symbol change pattern is P7 (a miss change with a change time of 12000 ms), after the stop symbol (second mode) of the pre-reach special presentation is displayed, it does not develop into an NM reach presentation (a reach is not established), and as shown in Figure 48 (B), the presentation symbol 8 is displayed stopped on the display screen 7a in a completely scattered pattern (a miss mode). The change presentation ends with the stop display (confirmed stop) of this presentation symbol 8.
[0356] On the other hand, if the current reach chance variation effect is the second execution pattern and the special chart variation pattern is any of P1 to P6 or P8 to P10 (a big hit or miss variation with a variation time of 30,000 ms or more), the stopped symbol (second mode) of the pre-reach special effect is displayed, and then it develops into an NM reach effect, and as shown in Figure 48 (C), the effect symbol 8 is displayed in a reach state on the display screen 7a. Here, since the stopped symbol of the pre-reach special effect is "4R5", it shows a state in which a reach is established with the symbol "4" and the symbol "5", that is, the reach effect develops into two symbols of "4" and "5" (double reach). In the reach effect of double reach, two activated lines L1 and L2 are set on the display screen 7a as shown in Figures 48(C), (D), etc. In the figures, the activated lines L1 and L2 are shown by dotted lines, but the lines indicating the activated lines L1 and L2 may or may not be displayed on the display screen 7a.
[0357] And, if the special chart fluctuation pattern this time is P6 or P10 (miss fluctuation with a fluctuation time of 30,000 ms), after the NM reach performance (without developing into the SP reach performance), as shown in Figure 48 (D), a medium performance pattern 8C other than the reach pattern (here "4" or "5") is stopped and displayed on the effective line L1, L2, and the performance pattern 8 is stopped and displayed on the display screen 7a in a reach variation pattern (miss mode). The fluctuation performance ends with the stop display (confirmed stop) of this performance pattern 8. On the other hand, if the special chart fluctuation pattern this time is P3 (jackpot fluctuation with a fluctuation time of 30,000 ms), after the NM reach performance (without developing into the SP reach performance), as shown in Figure 49 (A) or (B), a medium performance pattern 8C with the same number as the reach pattern (here, "4" or "5") is displayed stopped on the valid line L1 or L2, and the performance pattern 8 is displayed stopped on the display screen 7a (on the valid line L1 or L2) with a double number (for example, "444" or "555").
[0358] Also, if the current special chart fluctuation pattern is P1, P2, P4, P5, P8, or P9 (a jackpot or miss fluctuation with a fluctuation time of 45,000 ms or more), the NM reach effect is followed by an SP reach effect, and as shown in Figure 48(E), the effect pattern 8 is displayed in a smaller display size than usual at the edge of the display screen 7a (for example, the upper left of the screen) in a reach state (double reach state), and the SP reach effect is displayed in the center (almost the entire) of the display screen 7a. After this, if the current special chart fluctuation pattern is P4, P5, P8, or P9 (a miss fluctuation with a fluctuation time of 45,000 ms or more), as shown in Figure 48(D), the effect pattern 8 is displayed (confirmed stop) in a reach barakeme (miss mode) on the display screen 7a (on the active lines L1, L2), and this ends the fluctuation effect. On the other hand, if the special chart fluctuation pattern this time is P1 or P2 (jackpot fluctuation with a fluctuation time of 45,000 ms or more), as shown in Figure 49 (A) or (B), the performance pattern 8 will be displayed (confirmed stop) as a double number (jackpot pattern) on the display screen 7a (on the valid line L1 or L2), and the fluctuation performance will end.
[0359] The flow of reach chance variation effects according to the two execution patterns has been explained above, but in the reach chance variation effect according to the first execution pattern, the stopping symbols when the symbol group 8g is stopped (the stopping symbols for the pre-reach special effect) include one number symbol 8n and two R symbols 8r, and there is a possibility that this will develop into a reach effect (single reach) with that one number symbol 8n (see Figure 47). On the other hand, in the reach chance variation effect according to the second execution pattern, the stopping symbols when the symbol group 8g is stopped (the stopping symbols for the pre-reach special effect) include two number symbols 8n and one R symbol 8r, and there is a possibility that this will develop into a reach effect (double reach) with those two number symbols 8n (see Figure 48). In other words, in both the reach chance variation effect (pattern variation effect) according to the first execution pattern and the reach chance variation effect (pattern variation effect) according to the second execution pattern, the reach chance variation effect (single reach or double reach) may develop according to the number of number symbols 8n (number of notification symbols) included in the stopped symbols when the symbol group 8g is stopped and displayed. Therefore, in the reach chance variation effect (pattern variation effect), it is possible to draw the player's attention to how many number symbols 8n (notification symbols) are included in the stopped symbols when the symbol group 8g is stopped and displayed (variably stopped) during the performance period before the reach is established, and to stimulate anticipation for the subsequent development to the reach effect (specific effect). This makes it possible to increase the enjoyment of the game.
[0360] In addition, in the presentation example 1, a first execution pattern and a second execution pattern are provided as execution patterns of the reach chance variation presentation. When the symbol group 8g is stopped (variably stopped) in the reach chance variation presentation (symbol variation presentation), the number of number symbols 8n (announcement symbols) included in the stopped symbols will be one or two, regardless of the stopping position of the symbol group 8g (see Figures 45(A), (B), 47(A), 48(A), etc.). In other words, when the symbol group 8g is stopped, the number of number symbols 8n (the number of announcement symbols) included in the stopped symbols will be less (first mode) or more (second mode) than the number of R symbols 8r (the number of non-announcement symbols). This makes ...
Claims
1. A gaming machine configured to perform a variable display of identification information, and when one of a plurality of predetermined specific display results is derived and displayed as a display result of the variable display, a bonus corresponding to the type of the derived and displayed specific display result is given to a player, A variable performance execution means capable of executing a variable performance in accordance with the variable display; A predetermined performance execution means capable of executing a predetermined performance during the execution of the variable performance, The predetermined effect execution means is capable of executing at least a first predetermined effect and a second predetermined effect as the predetermined effect, The first predetermined effect is an effect that can be executed at a first predetermined time during the execution period of the variable effect, and displays a suggestion image on a predetermined display unit that suggests a type of specific display result that can be derived and displayed as a display result of the variable display, The second predetermined effect is an effect that can be executed at a second predetermined time during the execution period of the variable effect, and a scene image showing a scene of the effect that can be executed during a specific period after the second predetermined time during the execution period of the variable effect is displayed on a predetermined display unit. A gaming machine characterized by:
2. The predetermined performance execution means may execute either one or both of the first predetermined performance and the second predetermined performance during execution of one of the variable performances.
2. The gaming machine according to claim 1 .
3. the specific period includes the first predetermined time period, The second predetermined effect may include displaying a scene image showing a scene of the first predetermined effect.
2. The gaming machine according to claim 1 .
Citation Information
Patent Citations
Game machine
JP2020000417A