Game machine
Patent Information
- Application Number
- JP2024087360
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-29
- Publication Date
- 2025-12-11
AI Technical Summary
Conventional gaming machines face challenges in improving playability, particularly when the special symbol lottery results in a losing outcome, leading to extended time-shortening control.
A gaming machine with gaming information acquisition, judgment, and control mechanisms that facilitate easy states and advantageous states, allowing for a transition to a more favorable game state before the current state ends, enhancing gameplay experience.
Improves the enjoyment of the game by providing a more engaging and dynamic gameplay experience through strategic transitions and enhanced player interaction.
Smart Images

Figure 2025180198000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of executing time-saving control. [Background technology]
[0002] BACKGROUND ART Conventionally, gaming machines capable of executing time-saving control are known (see Patent Document 1). In this gaming machine, when the result of the special symbol lottery is a specific losing symbol during execution of the time-shortening control, the time-shortening control is extended. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-140503 Summary of the Invention [Problem to be solved by the invention]
[0004] However, it is difficult to improve the playability of conventional gaming machines. An object of the present invention is to improve the playability. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine according to a first aspect of the present invention comprises: a gaming information acquisition means for acquiring first gaming information when a first condition is met and acquiring second gaming information when a second condition is met; a gaming judgment means for making a gaming judgment based on the first gaming information or the second gaming information; a specific gaming control means for making a specific game when a specific result is judged by the gaming judgment; and an easy state control means capable of making an easy state in which the second condition is easily met, wherein the easy state is a first easy state that is made when the specific game ends; and a second easy state that occurs when a predetermined result is determined by the game judgment, and advantageous states that accompany the first easy state include a first advantageous state and a second advantageous state, and after the second advantageous state ends, the second easy state does not occur when the predetermined result is determined by the game judgment based on the first game information, and it is possible to start a predetermined presentation that suggests a transition to the second advantageous state before the game judgment that triggers a transition from the first advantageous state to the second advantageous state is executed. In the gaming machine according to the first invention, it is possible to start a predetermined effect suggesting a transition to the second advantageous state before a game judgment that triggers a transition from the first advantageous state to the second advantageous state is executed. This makes it possible to grasp that a transition to the second advantageous state will occur before the first advantageous state ends, thereby improving gameplay. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing the overall configuration of a pachinko machine. [Figure 2] FIG. 2 is a diagram showing the front of the game board, and is a schematic diagram showing parts particularly necessary for explanation. [Figure 3] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 4]FIG. 10 is a diagram showing the winning probabilities of various lotteries. [Figure 5] A diagram showing the types of winnings in the regular pattern lottery. [Figure 6] A diagram showing the types of winnings in the special pattern lottery. [Figure 7] FIG. 10 is a diagram showing the transition of game states. [Figure 8] 10 is a flowchart showing a CPU initialization process. [Figure 9] 10 is a flowchart showing a main loop process. [Figure 10] 10 is a flowchart showing a save process when power is cut off. [Figure 11] 10 is a flowchart showing a timer interrupt process. [Figure 12] 10 is a flowchart illustrating a dynamic port output process. [Figure 13] 10 is a flowchart showing a performance display device output process. [Figure 14] 10 is a flowchart showing a setting-related process. [Figure 15] 10 is a flowchart illustrating a switch management process. [Figure 16] 10 is a flowchart showing the normal starting ball detection process. [Figure 17] Special Figure 1 is a flowchart showing the starting ball detection process. [Figure 18] This is a flowchart showing the starting ball detection process for Special Figure 2. [Figure 19] 10 is a flowchart showing a special pattern random number acquisition process. [Figure 20] 10 is a flowchart showing a special game management process. [Figure 21] 10 is a flowchart showing a special chart change waiting process. [Figure 22] 10 is a flowchart showing processing during special chart change. [Figure 23] 10 is a flowchart showing a number of cutoff management process; [Figure 24] 10 is a flowchart showing the probability change management process. [Figure 25]This is a flowchart showing processing while a special chart is stopped. [Figure 26] This is a flowchart showing the processing before the large prize opening. [Figure 27] 10 is a flowchart showing the process for controlling the opening of the large prize opening. [Figure 28] 10 is a flowchart showing the process of validating the closing of the large prize opening. [Figure 29] A flowchart showing the waiting process for the end of the large prize opening. [Figure 30] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 31] 10 is a flowchart showing a normal game management process. [Figure 32] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 33] This is a flowchart showing the processing during normal map changes. [Figure 34] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 35] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 36] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 37] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 38] This is a flowchart showing the normal electric device closure validity process. [Figure 39] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 40] 10 is a flowchart showing a performance display device control process. [Figure 41] FIG. 10 is a diagram showing the timing of switching the game state. [Figure 42] A diagram showing the contents of a variation pattern table mode transition table. [Figure 43] A diagram showing the transition of presentations during a consecutive win period. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a gaming machine according to the present invention is applied to a pachinko machine 1.
[0009] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10.
[0010] The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to one another via a hinge mechanism, which allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. Furthermore, the front frame unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The front frame unit 4 is formed in the shape of a rectangular door. The door unit 4 has a transparent plate 4a disposed in the approximate center, a decorative portion 4b disposed around the transparent plate 4a, a tray unit 5 disposed below the transparent plate 4a, and a launch handle 6 disposed to the side of the tray unit 5. The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. The decorative portion 4b is formed from a transparent or translucent resin material and has a shape that bulges out toward the front. At each corner on the upper side of the decorative portion 4b, a sound vent 4c is provided, inside which a speaker 22 (see FIG. 3) is disposed. Each sound vent 4c is provided with a plurality of sound vent holes that allow the sound output from the speaker 22 to pass through. In addition, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0011] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The effect button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The effect button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see Figure 3) that detects the pressing of the effect button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the effect control board 300 (see Figure 3) every time the effect button 5b is pressed. The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is arranged so as to surround the effect button 5b. The rotary selector 5c can be rotated by the player (by rotating it around the cylindrical axis). A second operation detection switch 25 (see Figure 3) that detects the rotation of the rotary selector 5c is arranged inside the tray unit 5. The second operation detection switch 25 outputs a second operation signal to the effect control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60°).
[0012] A loan operation unit 7 is disposed on the top surface of the tray unit 5. The loan operation unit 7 has a ball loan button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit is displayed on the point display device 7c. When the ball loan button 7a is operated while the prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining number of points of the valuable medium recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining credits of the valuable medium is inserted into the CR unit, the prepaid card is returned from the CR unit. Here, examples of prepaid cards include magnetic storage media, media with built-in storage ICs, and the like. The firing handle 6 can be rotated by the player. Inside the firing handle 6, there is a firing volume 410 (see Figure 3) that detects the angle at which the firing handle 6 is rotated. The firing volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).
[0013] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 2 shows the front of the game board, and is a diagram that shows in schematic form parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be positioned on the back side of the front frame unit 4. A player can then view the game board 11 (play area 30), which will be described later, through the transparent plate 4a. In this embodiment, the play area 30, which will be described later, is configured between the back side of the transparent plate 4a and the front side of the game board 11. As shown in Figure 2, the game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various presentation devices (main image display device 31, sub-image display device 32, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate. The gaming board 11 is attached to the front side of the set board. The gaming board 11 is made of resin and is formed into a flat plate. An opening (not shown) consisting of a through-hole is provided in the approximate center of the gaming board 11. The player can view the display screen 31a of the main image display device 31 through the opening provided in the gaming board 11 and the opening provided in the set board. A game area 30 is formed around the opening on the front of the game board 11, through which game balls launched in response to the rotation of the launch handle 6 flow down. The game area 30 is configured with a left-side path (left-hitting area) formed on the left side of the main image display device 31 and a right-side path (right-hitting area) formed on the right side of the main image display device 31 as paths through which game balls flow down. Furthermore, a board lamp 21 (see FIG. 3) is disposed in the play area 30 of the game board 11. The board lamp 21 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0014] The main image display device 31 is attached to the rear side of the set board and is configured by a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 includes a display screen 31a capable of displaying various types of effect images (moving images and still images). The display screen 31a can be configured to have a mini pattern display area A (not shown), a main pattern display area B (not shown), and a fourth pattern display area C as display areas for identification information (performance patterns) for performance. The mini symbol display area A is configured to include three mini symbol display sections. Each mini symbol display section is capable of displaying a mini symbol a in a variable and stationary manner. Each mini symbol a is a symbol for performance purposes, and is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In this embodiment, nine types of mini symbols a (mini symbols a that display each identification information "1" to "9") are defined. Here, each mini symbol a is smaller than each main symbol b described later. The main symbol display area B is configured to include three main symbol display sections. Each main symbol display section is capable of displaying a variable or stationary main symbol b. Each main symbol b is a symbol for performance purposes, and is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In this embodiment, nine types of main symbols b (main symbols b that display each of the identification information "1" to "9") are defined. In the fourth symbol display area C, it is possible to perform a variable display and a stationary display of the fourth symbol c. The fourth symbol c is composed of color bars. In this embodiment, a display for notifying the result of the special symbol lottery is executed by one of the mini symbol display area A and the main symbol display device B, and the fourth symbol display area C. Then, the result of the special symbol lottery is notified by a combination of the three mini symbols a stopped and displayed in the mini symbol display area A and the fourth symbol c stopped and displayed in the fourth symbol display area C, or by a combination of the three main symbols b stopped and displayed in the main symbol display area B and the fourth symbol c stopped and displayed in the fourth symbol display area C. That is, the variable display of mini symbol a executed in mini symbol display area A and the variable display of fourth symbol c executed in fourth symbol display area C correspond to the variable display of special symbols executed in the special symbol display device (special symbol 1 display device or special symbol 2 display device) described below. Also, the stationary display of mini symbol a executed in mini symbol display area A and the stationary display of fourth symbol c executed in fourth symbol display area C correspond to the stationary display of special symbols executed in the special symbol display device. Similarly, the variable display of main symbol b executed in main symbol display area B and the stationary display of fourth symbol c executed in fourth symbol display area C correspond to the stationary display of special symbols executed in the special symbol display device (special symbol 1 display device or special symbol 2 display device). Also, the stationary display of main symbol b executed in main symbol display area B and the stationary display of fourth symbol c executed in fourth symbol display area C correspond to the stationary display of special symbols executed in the special symbol display device. Specifically, during the variable display of the special symbols (first special symbol and second special symbol) on the special symbol display devices (special symbol 1 display device and special symbol 2 display device), a variable display of mini symbol a is executed in the mini symbol display area A (each mini symbol display unit) as a display corresponding to the variable display of the special symbol, and a variable display of fourth symbol c is executed in the fourth symbol display area C. At this time, the display of the special symbols (first special symbol and second special symbol) on the special symbol display devices (special symbol 1 display device and special symbol 2 display device) and the display of symbols a and c in the symbol display areas A and C correspond to each other in terms of the time when the variable display starts and the time when the variable display ends. Alternatively, during the variable display of the special symbols (first special symbol and second special symbol) on the special symbol display device (special symbol 1 display device and special symbol 2 display device), a variable display of the main symbol b is executed in the main symbol display area B (each main symbol display unit) as a display corresponding to the variable display of the special symbol, and a variable display of the fourth symbol c is executed in the fourth symbol display area C. At this time, the display of the special symbols (first special symbol and second special symbol) on the special symbol display device (special symbol 1 display device and special symbol 2 display device) and the display of the symbols b and c in the symbol display areas B and C correspond to each other in terms of the time when the variable display starts and the time when the variable display ends. Furthermore, during the stopped display of the special symbols (first special symbol and second special symbol) on the special symbol display devices (special symbol 1 display device and special symbol 2 display device), a stopped display of mini symbol a is executed in the mini symbol display area A (each mini symbol display unit) as a display corresponding to the stopped display of the special symbol, and a stopped display of fourth symbol c is executed in the fourth symbol display area C. At this time, the display of the special symbols (first special symbol and second special symbol) on the special symbol display devices (special symbol 1 display device and special symbol 2 display device) and the displays of symbols a and c in the symbol display areas A and C correspond to the time when the stopped display starts and the lottery result indicated by the symbols that are stopped and displayed. Alternatively, during the stopped display of the special symbols (first special symbol and second special symbol) on the special symbol display device (special symbol 1 display device and special symbol 2 display device), a stopped display of the main symbol b is executed in the main symbol display area B (each main symbol display section) as a display corresponding to the stopped display of the special symbol, and a stopped display of the fourth symbol c is executed in the fourth symbol display area C. At this time, the display of the special symbols (first special symbol and second special symbol) on the special symbol display device (special symbol 1 display device and special symbol 2 display device) and the display of the symbols b and c in the symbol display areas B and C correspond to the time when the stopped display starts and the lottery result indicated by the symbols that are stopped and displayed. In this embodiment, the result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is announced by a combination of the mini pattern a displayed in a stopped state in the mini pattern display area A and the fourth pattern c displayed in a stopped state in the fourth pattern display area C, or by a combination of the main pattern b displayed in a stopped state in the main pattern display area B and the fourth pattern c displayed in a stopped state in the fourth pattern display area C. Here, the variable display of mini symbol a refers to a display in which the type of mini symbol a displayed in the mini symbol display section of mini symbol display area A is changed sequentially. Also, the stopped display of mini symbol a refers to a display in which one type of mini symbol a is stopped in each mini symbol display section of mini symbol display area A. Also, the variable display of main symbol b refers to a display in which the type of main symbol b displayed in the main symbol display section of main symbol display area B is changed sequentially. Also, the stopped display of main symbol b refers to a display in which one type of main symbol b is stopped in each main symbol display section of main symbol display area B. Also, the variable display of fourth symbol c refers to a display in which the type of fourth symbol c displayed in fourth symbol display area C is changed sequentially (the color represented by the color bar is changed sequentially). Further, the stop display of the fourth symbol c refers to a display in which one type of fourth symbol c is stopped in the fourth symbol display area C (the color bar shows a predetermined color).
[0015] Moreover, on the display screen 31a, it is possible to configure reserved symbol display areas b1 to b3 (not shown) in which reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays a reserved symbol h corresponding to the game information during the notification display (special symbol variable display and stop display). The reserved symbol display area b2 displays a reserved symbol h corresponding to the special symbol 1 start information for which the start determination (notification display) described below is pending. The reserved symbol display area b3 displays a reserved symbol h corresponding to the special symbol 2 start information for which the start determination (notification display) is pending.
[0016] The sub image display device 32 is disposed at a position on the front side of the main image display device 31 . The sub-image display device 32 is configured by a variable display device such as a liquid crystal display, a CRT display, etc. The sub-image display device 32 has a display screen 32a that can display a performance image. The sub-image display device 32 can be displaced (moved) in the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including an origin position (see FIG. 2) and a performance position (not shown) below the origin position. The sub-image display device 32 disposed (displaced) at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed (displaced) at the performance position is disposed in front of the display screen 31a of the main image display device 31 and covers part of the display screen 31a.
[0017] The left path is provided with a first starting opening 51. The first starting opening 51 is an entry opening (a so-called "navel") that opens upward, and game balls can always enter through it. The first starting opening 51 allows game balls flowing down the left path to enter (game balls flowing down the right path cannot enter through it). A special symbol 1 start port switch 101a (see FIG. 3) is disposed within the first start port 51. The special symbol 1 start port switch 101a outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (entry of a game ball into the first start port 51). The main control board 200 executes a first special symbol lottery in response to the input of the detection signal from the special symbol 1 start port switch 101a.
[0018] To the left of the first starting opening 51 on the left side path, there are provided an upper left other winning opening 57a, a middle left other winning opening 57b, and a lower left other winning opening 57c. Each of the other winning openings 57a-57c is an opening that opens upward and allows game balls to enter at all times. Each of the other winning openings 57a-57c allows game balls that flow down the left side path to enter (game balls that flow down the right side path cannot enter). A left prize opening switch 106 (see FIG. 3) is disposed on the gaming board 11. The left prize opening switch 106 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering one of the other prize openings 57a to 57c (entry of a gaming ball into one of the other prize openings 57a to 57c). In response to the input of the detection signal from the left prize opening switch 106, the main control board 200 causes the gaming ball payout device 440 to perform a payout operation of the prize balls.
[0019] At the most upstream of the right-hand path, a third starting opening 59 is provided. The third starting opening 59 is an entry opening (a so-called "pocket") that opens upward, and game balls can enter at any time. The third starting opening 59 allows game balls flowing down the right-hand path to enter (game balls flowing down the left-hand path cannot enter). A special symbol 1 start port switch 101b (see FIG. 3) is disposed within the third start port 59. The special symbol 1 start port switch 101b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the third start port 59 (entry of a game ball into the third start port 59). The main control board 200 executes a first special symbol lottery in response to the input of the detection signal from the special symbol 1 start port switch 101b. With this configuration, it becomes possible to obtain an opportunity to draw the first special symbol (special symbol 1 game information) based on the launch of the game ball onto the right path. In this embodiment, the probability that a gaming ball launched onto the left path will land in the first starting hole 51 is higher than the probability that a gaming ball launched onto the right path will land in the third starting hole 59. This is because the probability of the ball landing in the third starting hole 59 is reduced by the placement of obstacles (nails, resin structures, etc.) not shown in the figure near the third starting hole 59 located on the right path, and as a result, it is easier to obtain an opportunity to draw the first special symbol (special symbol 1 gaming information) when a gaming ball is launched onto the left path than when a gaming ball is launched onto the right path.
[0020] On the right path, downstream of the third starting opening 59, there is provided a large prize opening 55. The large prize opening 55 is provided with a special electric device (special electric device) 55a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the large prize opening 55 and an open state that makes it possible (easy) for a game ball to enter the large prize opening 55. The special electric device 55a is opened and closed by a special electric device solenoid 65 (see FIG. 3). Normally, the special electric device 55a is closed, making it impossible (difficult) for game balls to enter the large prize opening 55, but when a large win game state occurs, the special electric device 55a is opened, making it possible (easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A count switch 103 (see FIG. 3) is disposed inside the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 55 (entry of a game ball into the large prize opening 55). In response to the input of the detection signal from the count switch 103, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls. In addition, within the large prize opening 55, there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 55 to either the V area or the discharge area. A V-area switch 110 (see FIG. 3) is disposed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). In response to the input of the detection signal from the V-area switch 110, the main control board 200 sets "1" in the V winning flag area of the RAM 230, which will be described later. The distribution means can be switched between a V-passing state in which the game balls entering the big winning opening 55 are distributed to the V area, and a non-V-passing state in which the game balls entering the big winning opening 55 are distributed to the discharge area. That is, when the distribution means is displaced to the V-passing state, the game ball that has entered the big winning opening 55 is distributed to the V-area. This makes it impossible for the game ball that has entered the big winning opening 55 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-V-passing state, the game ball that has entered the big prize opening 55 is distributed to the discharge area. This makes it impossible for the game ball that has entered the big prize opening 55 to pass through the V area. The distribution means is displaced by a V-zone solenoid 66 (see FIG. 3). A gaming ball that enters the big winning opening 55 is first detected by the count switch 103, then sorted by the sorting means into either the V area or the discharge area, and after passing through that area, is discharged into the discharge path. At this time, the gaming ball sorted into the V area is detected by the V area switch 110.
[0021] A second starting opening 52 is provided downstream of the big winning opening 55 on the right path. The second starting opening 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the second starting opening 52 and an open state that makes it possible (easy) for a game ball to enter the second starting opening 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). Normally, the second starting opening 52 has the normal electric device 52a in a closed state, making it impossible (difficult) for game balls to enter, but when a normal winning game state occurs, the normal electric device 52a is opened, making it possible for game balls to enter. The second starting opening 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A special symbol 2 start port switch 102 (see FIG. 3) is disposed within the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special symbol 2 start port switch 102.
[0022] A start gate 41 is provided downstream of the second start port 52 on the right path. The start gate 41 is formed so that game balls can always pass through. The start gate 41 allows game balls flowing down the right path to pass through (but does not allow game balls flowing down the left path to pass through). A gate switch 104 (see FIG. 3) is provided on the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the start gate 41 (passage of the gaming ball through the start gate 41). In response to the input of the detection signal from the gate switch 104, the main control board 200 executes a normal symbol lottery.
[0023] A right other winning opening 56 is provided downstream of the start gate 41 on the right path. The right other winning opening 56 is an opening that opens upward and allows game balls to enter at all times. The right other winning opening 56 allows game balls that flow down the right path to enter (game balls that flow down the left path cannot enter). A right prize opening switch 105 (see FIG. 3) is disposed inside the right prize opening 56. The right prize opening switch 105 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the right prize opening 56 (entry of a game ball into the right prize opening 56). In response to the input of the detection signal from the right prize opening switch 105, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls.
[0024] At the most downstream of the gaming area 30, an outlet 58 is provided for discharging gaming balls that do not enter any of the winning holes 51, 52, 55, 56, 57a to 57c, 59 (win). Here, the inner frame unit 3 includes a discharge path (not shown) through which game balls discharged from the play area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. The pachinko machine 1 is configured so that all game balls shot into the play area 30 (all game balls discharged from the play area 30) pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51, 52, 55, 56, 57a to 57c, 59 or by passing through the outlet 58, and then flow into the discharge path. Specifically, the game balls that enter the winning holes 51, 52, 55, 56, 57a to 57c, and 59 are detected by the switches 101a, 101b, 102, 103, 105, 106, and 110 disposed in the winning holes, and then guided to the discharge path. In addition, the game balls that are discharged from the outlet 58 are also guided to the discharge path. An out switch 109 (see FIG. 3) is disposed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the discharge path (a gaming ball discharged from the gaming area 30). As a result, all gaming balls discharged from the gaming area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51, 52, 55, 56, 57a to 57c, 59 and the starting gate 41.
[0025] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is configured to include a special chart 1 display device, a special chart 2 display device, a regular chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a regular chart reserve display device, a round display device, a right-hand hit display device, a probability change display device, and a time-saving display device. Specifically, the main display device 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17 and 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25 and 26 constitute the special chart 1 reserve display device, LED27 and 28 constitute the special chart 2 reserve display device, LED29 and 30 constitute the normal chart reserve display device, LED31 constitutes the probability change display device, and LED32 constitutes the time-saving display device.
[0026] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern, which consists of numbers, patterns, etc. Then, the special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol, which consists of numbers, symbols, etc. The special symbol 2 display device then displays the result of the second special symbol lottery based on the stopped second special symbol. Here, the display of the first special pattern on the special pattern 1 display device and the display of patterns a, b, and c in pattern display areas A, B, and C correspond to the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped-displayed pattern. In addition, the display of the second special pattern on the special pattern 2 display device and the display of the performance patterns a, b, and c in the pattern display areas A, B, and C are associated with the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created. The regular symbol display device is capable of displaying the fluctuations and stopping of regular symbols consisting of numbers, symbols, etc. The regular symbol display device then displays the results of the regular symbol lottery based on the regular symbol that is displayed in a stopped state. When the normal symbol displayed on the normal symbol display device becomes a specific symbol (normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is generated.
[0027] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery has been pending (special pattern 1 pending number). The special pattern 2 reserved display device displays the number of times the display of the lottery results of the second special pattern lottery has been reserved (special pattern 2 reserved number). The regular symbol reserved display device displays the number of times the display of the lottery result of the regular symbol lottery has been reserved (regular symbol reserved number). The round display device displays the number of rounds of play executed during the jackpot game state (type of jackpot game state). The right-hand shot display device displays the path (left-hand path or right-hand path) along which the game ball should be shot. The time-saving display device displays the current game status (time-saving control is running or stopped). The probability variation display device displays the current game state (special chart high probability state or special chart low probability state).
[0028] In addition, one or more movable body units (not shown) are arranged in the pachinko machine 1. In this embodiment, one or more movable body units are arranged in the front frame unit 4, and one or more movable body units are arranged in the game board unit 10. Each movable body unit of the front frame unit 4 is disposed in front of the decorative part 4b, on the top surface of the tray unit 5, etc., and is capable of performing predetermined performance operations. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space (hereinafter referred to as "performance space") between the game board 11 and the main image display device 31 (display screen 31a). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit includes a performance member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In this embodiment, a motor 23 (see FIG. 3) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may also be used as the drive source. The effect member can be displaced in a predetermined direction by a drive mechanism. Specifically, the effect member can be displaced to a plurality of positions including an initial position and an effect position. The effect member is driven (displaced) by a motor 23.
[0029] The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the position of a performance component. Specifically, the position detection sensor 26 includes a light-projecting unit and a light-receiving unit that receives light projected from the light-projecting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 26 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Furthermore, a shielding plate is provided at a predetermined position of the performance member. When the performance member is placed in its initial position, the shielding plate is placed between the light-emitting portion and the light-receiving portion of the position detection sensor 26, blocking light from entering the light-receiving portion. As a result, when the performance member is placed in its initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed in its initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance component is placed in the initial position depending on the input status of the detection signal from the position detection sensor 26.
[0030] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, the detection sensors provided include a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), and a magnetic detection sensor 115 (see Figure 3). The glass frame opening sensor 107 detects the opening of the front frame unit 4 relative to the inner frame unit 3. Then, in response to the opening of the front frame unit 4 relative to the inner frame unit 3, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, in response to the opening of the inner frame unit 3 relative to the outer frame unit 2, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detecting vibrations of the game board 11. The radio wave detection sensors 114 detect radio waves generated around the gaming board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the gaming board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the gaming board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided in the gaming board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. Each magnetic detection sensor 115 provided on the gaming board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0031] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 3 is a block diagram showing the configuration of the control system of the pachinko machine. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 3, the pachinko machine 1 is equipped with multiple control boards, such as a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power (electricity) to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and are housed in individual board cases (such as the main board case 250, which will be described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are attached to the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame that the inner frame unit 3 has.
[0032] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is configured to include a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer is configured to include a CPU 210, a ROM 220, a RAM 230, etc.
[0033] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated to the RAM 230. The ROM 220 (memory area of the ROM 220) is configured to include a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 is configured to include a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. Note that the used area m1 may be configured without including an unused area.
[0034] The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined in the Gaming Machine Regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined in the Gaming Machine Regulations, and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and unused area m2, the ROM 220 is also provided with an unused area, a ROM comment area, a program management area, and the like. The ROM comment area stores arbitrary data such as the program title, version, etc. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.
[0035] The RAM 230 (memory area of the RAM 230) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The used area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. Note that the used area M1 does not have to be configured to include an unused area. Specifically, the work area is composed of a setting value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores a set value. The gaming machine status flag area stores a gaming machine status flag. The checksum area stores a checksum. The backup flag area stores a backup flag. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and gaming status, etc. In particular, the normal game-related area 2 includes an area (a game information storage area described later) for storing game information acquired in response to the input of detection signals from the special chart 1 start gate switches 101a, 101b, the special chart 2 start gate switch 102, and the gate switch 104, a special chart 1 display pattern counter, a special chart 2 display pattern counter, a normal chart display pattern counter, etc.
[0036] The unused area M2 is configured to include a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Additionally, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.
[0037] In this embodiment, processing based on a program (a program for controlling the progress of the game) stored in the use area m1 is permitted to refer to data stored in the non-use area M2. On the other hand, data stored in the unused area M2 is prohibited from being rewritten (changed) by processing based on the program (program for controlling the progress of the game) stored in the used area m1. In addition, in processing based on a program stored in the unused area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, it is prohibited for data stored in the use area M1 to be rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). The game in the pachinko machine 1 can be progressed (completed) by a program (a program for controlling the progress of the game) stored in the use area m1.
[0038] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter that generates a winning random number for the normal symbol lottery, a second loop counter that generates a jackpot random number for the first special symbol lottery, a third loop counter that generates a jackpot random number for the second special symbol lottery, and a fourth loop counter that generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).
[0039] The second loop counter generates a jackpot random number for the first special symbol lottery by updating the loop counter value by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]).
[0040] The third loop counter generates a jackpot random number for the second special symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]). The fourth loop counter generates a reach group random number by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once for each 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 μs (32 s / 12 MHz = 2.666 μs).
[0041] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from the RAM clear switch 207, a detection signal from the setting key switch 208, etc. are input. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, and the other radio wave detection sensor 114. Input port 3 receives detection signals from special diagram 1 start port switches 101a and 101b, detection signals from special diagram 2 start port switch 102, detection signals from gate switch 104, detection signals from V region switch 110, etc. Each input port (input port 0 to input port 3) has a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, one bit of data is set that indicates the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal is input from the switch / sensor (high level), and is set to "0" when a detection signal is not input from the switch / sensor (low level).
[0042] The output port 205 is configured to include a plurality of output ports (output port 0 to output port 4 in this embodiment). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are input to the source driver 250a. The output port 1 outputs common signals (“COM0” to “COM3”) for controlling the lighting of the main display device 60 and the performance display device 206. The common signals output from the output port 1 are input to the sink driver 240. The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. The output port 3 outputs a control signal for controlling the operation of the normal electric role solenoid 64, a control signal for controlling the operation of the special electric role solenoid 65, a control signal for controlling the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are input to the source driver 250b.
[0043] Furthermore, the main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispensing command) from the command output port 2 to the dispensing control board 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the performance control board 300 or the payout control board 400.
[0044] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the back side of the game board 11, so that it cannot be seen by the player. As will be described later, the following gaming machine states (hereinafter referred to as "gaming machine states") are defined for the pachinko machine 1: a playable state, a setting change state, a setting check state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state. The information displayed on the performance display device 206 changes depending on the gaming machine state that has occurred.
[0045] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is made up of eight lighting elements. That is, each display unit is made up of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are the display unit for the first digit, LED41 to LED48 are the display unit for the second digit, LED49 to LED56 are the display unit for the third digit, and LED57 to LED64 are the display unit for the fourth digit.
[0046] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, while a playable state is occurring, the performance display device 206 alternately displays the first base ratio and the second base ratio every predetermined time (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous section (the final base ratio calculated for the previous section). Specifically, in the performance display device 206, the top two digits of the four-digit display section display information to identify the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).
[0047] When the setting change state is occurring, the setting value can be changed. When the setting change state is occurring, the setting value stored (set) in the setting value area of RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a setting change state is occurring (specifically, the top one digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the bottom digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to check the setting values. During the setting confirmation state, the performance display device 206 displays the setting values stored (set) in the setting value area of the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that the setting confirmation state is occurring (specifically, the top one digit displays "r", the second digit displays "n.", and the top three digit displays no display), and the bottom digit displays a number indicating the setting value stored in the setting value area.
[0048] During a game stop state (setting abnormal state, RAM abnormal state, or backup abnormal state), game progress becomes impossible. During a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top digit displays no display), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0049] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and can be rotated (switched) from the OFF state to the ON state. When the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.
[0050] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in accordance with the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in accordance with the data signals (“SEGDATA0” to “SEGDATA7”) output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in accordance with the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LED33 to LED64) included in the performance display device 206.
[0051] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In a test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol lottery, etc.) and stores the generated test signal in a port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a predetermined output port. Then, the test signal output from the predetermined output port is input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, in the main control board 200, detection signals from the special diagram 1 start port switches 101a and 101b, the detection signal from the special diagram 2 start port switch 102, the detection signal from the gate switch 104, the detection signal from the count switch 103, the detection signal from the right prize port switch 105, the detection signal from the left prize port switch 106, the detection signal from the out switch 109, etc. are input to the input port 204 and input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric feature solenoid 64, special electric feature solenoid 65, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, 66, and also input to the interface board of the test computer via the test signal output circuit.
[0052] (Configuration of dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on the control command received from the main control board 200 and the ball lending instruction signal received from the CR unit. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 so that the game ball is launched into the game area 30 with a strength according to the detection signal input from the launch volume 410.
[0053] (Configuration of performance control board 300) Next, the configuration of the performance control board 300 will be described. The performance control board 300 controls the performance. The performance control board 300 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. Based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound from various speakers 22, and the driving of motors 23 that drive various movable body units.
[0054] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, etc. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the performance content to be executed based on the control command received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated display control data to the various image display devices 31 and 32. The sound processor generates sound control data (sound control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to the various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The illumination controller generates lamp control data (lamp control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated lamp control data to the driver board 310 and the sub-connection board 320, respectively. The motor controller generates motor control data (motor control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated motor control data to the driver board 310 and the sub-connection board 320, respectively.
[0055] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that constitute the movable body units) arranged in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that make up the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that make up the movable body units) arranged in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that make up the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0056] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. A gaming machine state flag area is provided in the RAM 230 of the main control board 200. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated. The "playable state" is a gaming machine state in which game progress is possible. While the game-playable state is occurring, execution of the processes of steps S4-9 to S4-18, which will be described later, is permitted, thereby allowing the game (normal game and special game) to proceed. Furthermore, while the game is in a playable state, the base ratio is displayed on the performance display device 206. Furthermore, information related to the game is displayed on the main display device 60.
[0057] The "setting change state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be changed. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, the setting change state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on. While the setting change state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting values stored in the setting value area by pressing the RAM clear switch 207. Then, when the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting values stored in the setting value area are confirmed.
[0058] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be confirmed. The setting confirmation state is established when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are established when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207. In other words, at power-on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state is established. While the setting confirmation state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 206. This makes it possible to check the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key switch 208 is turned to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0059] The "setting abnormality state" is the state of the gaming machine in which a setting abnormality has occurred. The abnormal setting state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a setting abnormality state occurs, an error code specifying the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to turn the power off and on again to cause a setting change state.
[0060] "RAM abnormal state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 at power-on. During the occurrence of the RAM abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a RAM abnormality state is occurring, an error code specifying the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the RAM abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0061] The "backup abnormality state" is the state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, when a backup abnormality occurs, an error code specifying the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the backup abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0062] (About the setting value) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "setting value" is information that specifies the winning probability of the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is defined as a value of "0" to "5". A set value area is provided in the RAM 230 of the main control board 200. In the set value area, one of values "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is determined to be the probability according to the value set in the set value area. In this embodiment, the probability of winning a "jackpot" through the special symbol lotteries (first special symbol lotteries and second special symbol lotteries) varies depending on the value set in the set value area. The winning probability of the special pattern lottery corresponding to each setting value (probability of winning the "jackpot") is, in order from highest to lowest, as follows: winning probability corresponding to setting value = "5", winning probability corresponding to setting value = "4", winning probability corresponding to setting value = "3", winning probability corresponding to setting value = "2", winning probability corresponding to setting value = "1", winning probability corresponding to setting value = "0" (winning probability "high" → winning probability "low").
[0063] In particular, in the pachinko machine 1, it is possible to change (select) the setting values stored in the setting value area while the setting change state is occurring. Here, the change of the setting value is executed by the manager of the pachinko machine 1 (such as an employee of the gaming parlor where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. While the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is turned to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting value stored in the setting value area is confirmed.
[0064] (Base ratio) In the pachinko machine 1, while a playable state is occurring, a base ratio (base value) is calculated by the CPU 210. In this embodiment, the base ratio is calculated only while a predetermined play state is occurring (specifically, while a special low probability state is occurring and while time-saving control is stopped). Then, while the game is in a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry ports (in this embodiment, the start ports 51, 52, 59 and other prize ports 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of payouts (number of prize balls paid out) to the number of out balls (number of game balls shot out). In this embodiment, a base ratio for each predetermined interval (period) is calculated. The predetermined interval is defined as an interval during which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval begins when the previous interval ends, and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio as needed (in real time) during each interval. Note that a predetermined time may be defined as the predetermined section, and the CPU 210 may calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been discharged from the game area 30. Specifically, out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). It is also possible to use the gaming ball discharged from outlet 58 as the out ball. Specifically, out switch 109 may be configured to detect only gaming balls discharged from outlet 58, and the gaming ball detected by out switch 109 may be used as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to game balls entering the start holes 51, 52, 59 and the other prize holes 56, 57a to 57c.
[0065] (Regarding game status) Next, the game states defined in the pachinko machine 1 will be explained. In the pachinko machine 1, it is possible to execute time-saving control as an auxiliary control. In particular, there are provided two types of time-saving control: time-saving control 1 and time-saving control 2, which is more advantageous to the player than time-saving control 1. When the time-saving control 2 is being executed, the probability that the "long opening pattern" described later will be selected as the opening pattern of the normal electric device 52a when a "normal symbol hit" is won by the normal symbol lottery is higher than when the time-saving control is stopped and when the time-saving control 1 is being executed. On the other hand, in this embodiment, when the time-saving control is stopped and when the time-saving control 1 is being executed, the probability that the "long opening pattern" will be selected as the opening pattern of the normal electric device 52a when a "normal symbol hit" is won by the normal symbol lottery is the same. In this embodiment, the "C time state" and "latent state" described later are states in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped. Also, the "micro time-saving state" described later is a state in which time-saving control 1 is being executed. Also, the "C time-saving state," "time-saving state," and "probable variable state" described later are states in which time-saving control 2 is being executed. Here, in this embodiment, as the states during execution of the time-saving control 2, there are an "A time-saving state" which occurs when the big win gaming state ends, and a "C time-saving state" which occurs when "time-saving" ("time-saving symbol 1" to "time-saving symbol 3") is determined by the start determination. In other words, the "time-saving state A", "one remaining consecutive game confirmed state", "two remaining consecutive game confirmed state", "probable variable state B", and "time-saving state D" which will be described later are "A time-saving states". In addition, in this embodiment, when time-saving control 1 is being executed (when the ``slight time-saving state'' is occurring), the base ratio (ball output rate) is lower than when time-saving control is stopped (when the ``C time'' state is occurring).
[0066] In addition, in the pachinko machine 1, a special symbol low probability state and a special symbol high probability state are defined as game states related to the winning probability of the special symbol lottery (first special symbol lottery and second special symbol lottery). The probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes when the special symbol low probability state is occurring and when the special symbol high probability state is occurring. That is, when a special symbol low probability state is occurring (when the probability variable control is stopped), the probability of winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery) is set to a first probability. On the other hand, when a special symbol high probability state is occurring (when the probability variable control is being executed), the probability of winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery) is set to a second probability, which is higher than the first probability.
[0067] As a result of the above, six game states (specifically, "C time state," "slight time-saving state," "time-saving state," "C time-saving state," "probable change state," and "latent state") are defined in the pachinko machine 1. The "C-time state (normal state)" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special symbol low probability state is occurring (when the probability variable control is stopped). During the "C-time state" (excluding the occurrence of the jackpot game state described below), the right-hand hit display device displays information specifying the left-hand path as the path from which the game ball should be shot. However, as described below, during the "C-time state" the game ball continues to be shot along the right-hand path. During the "C-time state," the game progresses mainly through the first special symbol lottery (the consumption of reserved special symbol 1 game information). The "micro time-saving state" is a game state in which time-saving control 1 is being executed and a special symbol low probability state is occurring (when the probability variable control is stopped). When the "micro time-saving state" is occurring (excluding when the jackpot game state described below is occurring), the right-hand hit display device displays information specifying the left path as the path from which the game ball should be shot. Then, when the "micro time-saving state" is occurring, the game progresses by launching the game ball onto the left path. As a result, when the "micro time-saving state" is occurring, the game progresses mainly with the first special symbol lottery. The "time-saving state" is a game state in which time-saving control 2 (time-saving control 2 initiated upon the end of the jackpot game state) is being executed and the special symbol low probability state is occurring (probability variable control is stopped). During the "time-saving state," the right-hand hit display device displays information specifying the right-hand path as the path along which the game ball should be shot. During the "time-saving state," the game progresses by launching the game ball along the right-hand path. As a result, during the "time-saving state," the game progresses mainly through the lottery for the second special symbol. The "C time-saving state" is a game state in which time-saving control 2 (time-saving control 2 initiated upon winning the "time-saving symbol" described below) is being executed and the special symbol low probability state is occurring (probability change control is stopped). When the "time-saving state" is occurring, the right-hand hit display device displays information specifying the right-hand path as the path along which the game ball should be shot. Then, when the "time-saving state" is occurring, the game progresses by launching the game ball onto the right-hand path. As a result, when the "time-saving state" is occurring, the game progresses mainly through the lottery for the second special symbol. The "probability variable state" is a game state during which time-saving control 2 is being executed and a special symbol high probability state is occurring (probability variable control is being executed). During the "probability variable state", information specifying the right-hand path as the path along which the game ball should be shot is displayed on the right-hand hit display device. Then, during the "probability variable state", the game progresses by shooting the game ball along the right-hand path. As a result, during the "probability variable state", the game progresses mainly through the lottery for the second special symbol. The "latent state" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special chart high probability state is occurring (probability change control is being executed). When the "latent state" is occurring, the right-hand hit display device displays information specifying the right-hand path as the path from which the game ball should be shot out. When the "latent state" is occurring, the remaining reserves for special chart 2, which will be described later, are primarily consumed. Note that when the "latent state" is occurring, the right-hand hit display device may also be configured to display information specifying the left-hand path as the path from which the game ball should be shot out.
[0068] (About various lotteries) Next, various lotteries executed in the pachinko machine 1 will be described. Fig. 4 is a diagram showing the winning probabilities of various lotteries, Fig. 5 is a diagram showing the winning types of the normal symbol lottery, and Fig. 6 is a diagram showing the winning types of the special symbol lottery. 4(a) shows the winning probability of the normal symbol lottery, FIG. 4(b) shows the winning probability of the first special symbol lottery, and FIG. 4(c) shows the winning probability of the second special symbol lottery. Also, FIG. 5 shows the winning type (type of "normal symbol winning") that will be selected when a "normal symbol winning" is won in the normal symbol lottery. Furthermore, Figure 6(a) shows the winning type (type of "jackpot pattern") that will be selected if a "jackpot" is won in the first special pattern lottery, Figure 6(b) shows the winning type (type of "time-saving pattern") that will be selected if a "time-saving" is won in the first special pattern lottery, Figure 6(c) shows the winning type (type of "jackpot pattern") that will be selected if a "jackpot" is won in the second special pattern lottery, and Figure 6(d) shows the winning type (type of "time-saving pattern") that will be selected if a "time-saving" is won in the second special pattern lottery.
[0069] (Regular design lottery) In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, only "normal winning" is defined as the result of the normal symbol lottery. However, it is also acceptable to have a configuration in which "normal winning" and "losing" are defined as the result of the normal symbol lottery. As shown in FIG. 4(a), in the normal symbol lottery (normal symbol win / lose determination), the probability of winning a "normal symbol win" is 1 / 1. In this embodiment, the probability of winning a "normal symbol win" through the normal symbol lottery does not change depending on the gaming state. Note that the configuration may be such that the probability of winning a "normal symbol win" through the normal symbol lottery executed while the time-saving control (time-saving control 1 and time-saving control 2) is being executed is higher than the probability of winning a "normal symbol win" through the normal symbol lottery executed while the time-saving control is stopped.
[0070] As shown in Figure 5, in pachinko machine 1, "normal winning pattern 1" and "normal winning pattern 2" are specified as the winning types (types of "normal winning pattern") to be selected when a "normal winning pattern" is won in the normal pattern lottery. In the regular pattern lottery (regular pattern stop determination), if you win a "regular pattern hit," the probability of winning "regular pattern hit 1" is 65,000 / 65,536, and the probability of winning "regular pattern hit 2" is 536 / 65,536. If you win "Normal winning pattern 1", the normal pattern will be displayed as a stopped pattern corresponding to "Normal winning pattern 1" on the normal pattern display device. On the other hand, if you win "Normal winning pattern 2", the normal pattern will be displayed as a stopped pattern corresponding to "Normal winning pattern 2" on the normal pattern display device.
[0071] When a "normal winning" ("normal winning symbol 1" or "normal winning symbol 2") is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the second starting hole 52. In this embodiment, a "short opening pattern" and a "long opening pattern" are defined as the types of opening patterns (opening mode, opening / closing mode) of the normal electric device 52a during the normal winning game state. The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for a game ball to enter the second starting hole 52 during a normal winning game state. In the "short opening pattern," the time that the normal electric device 52a is in an open state during a normal winning game state is shorter than in the "long opening pattern." Specifically, in the "short opening pattern," the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 0.1 [s]. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it easier for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In the "long opening pattern," the time that the normal electric device 52a is in the open state during the occurrence of a normal winning game state is longer than in the "short opening pattern." Specifically, in the "long opening pattern," the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 5.0 [s].
[0072] As shown in Figure 5, if "normal winning symbol 1" is won based on the normal symbol lottery executed while the time-saving control (time-saving control 1 and time-saving control 2) is stopped, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed while the time-saving control (time-saving control 1 and time-saving control 2) is stopped, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. As a result, if a "normal winning symbol" is won based on the normal symbol lottery executed while the time-saving control is stopped (while the "C-time state" and the "latent state" are occurring), the "short opening pattern" is selected and set with a 1 / 1 probability. On the other hand, if "normal winning symbol 1" is won based on the normal symbol lottery executed while time-saving control 1 is being executed, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning gaming state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed while time-saving control 1 is being executed, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning gaming state. As a result, if a "normal winning symbol" is won based on the normal symbol lottery executed while time-saving control 1 is being executed (while the "slight time-saving state" is being executed), a "short opening pattern" is selected and set with a 1 / 1 probability. On the other hand, if "normal winning symbol 1" is won based on the normal symbol lottery executed during the execution of time-saving control 2, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed during the execution of time-saving control 2, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, if a "normal winning symbol" is won based on the normal symbol lottery executed during the execution of time-saving control 2 (during the occurrence of the "time-saving state", during the occurrence of the "C time-saving state", and during the occurrence of the "probable variable state"), a "long opening pattern" is selected and set with a 1 / 1 probability.
[0073] (Special design lottery) In addition, in the pachinko machine 1, when a game ball enters the first start hole 51, a first special pattern lottery (start determination based on special pattern 1 game information) is executed, and when a game ball enters the second start hole 52, a second special pattern lottery (start determination based on special pattern 2 game information) is executed. In this embodiment, the results of the first special symbol lottery are defined as "jackpot" and "time reduction." On the other hand, the results of the second special symbol lottery are defined as "jackpot" and "time reduction." As shown in Figures 4(b) and (c), in the special symbol lottery (first special symbol lottery or second special symbol lottery) executed during the occurrence of the special symbol low probability state (when the probability variable control is stopped), the probability of winning the "jackpot" is 1 / 239.7. On the other hand, in the special symbol lottery (first special symbol lottery or second special symbol lottery) executed during the occurrence of the special symbol high probability state (when the probability variable control is being executed), the probability of winning the "jackpot" is 1 / 43.4 (varies depending on the setting value). Furthermore, regardless of the game status, in the first special pattern lottery and the second special pattern lottery, if you do not win the "jackpot," you will win the "time-saving" lottery. In addition, the probability of winning the "jackpot" through the special pattern lottery may be configured not to change depending on the set value.
[0074] As shown in Figure 6(a), in pachinko machine 1, "jackpot pattern 1" and "jackpot pattern 2" are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won in the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win the "jackpot," the probability of winning "jackpot pattern 1" is 1 / 100, and the probability of winning "jackpot pattern 2" is 99 / 100. When the "jackpot symbol 1" is selected, the symbol corresponding to the "jackpot symbol 1" is displayed on the special symbol 1 display device. Also, the symbol corresponding to the "variable symbol" (the display mode of symbols b and c) is displayed on the symbol display areas B and C. The "probable chance pattern" is, for example, a display mode in which the main pattern b stopped and displayed in the main pattern display area B is a "number pattern" showing the same odd numbers such as "7, 7, 7", and the fourth pattern c stopped and displayed in the fourth pattern display area C shows a predetermined color. When the "jackpot symbol 2" is selected, the stop symbol corresponding to the "jackpot symbol 2" is displayed on the special symbol 1 display device. Also, in the symbol display areas B and C, the stop symbol corresponding to the "time-saving symbol" (the display mode of symbols b and c) is displayed. The "time-saving pattern" is, for example, a display mode in which the main pattern b stopped and displayed in the main pattern display area B is a "number pattern" showing the same even numbers, such as "6, 6, 6," and the fourth pattern c stopped and displayed in the fourth pattern display area C shows a predetermined color.
[0075] As shown in Figure 6(b), in the pachinko machine 1, the winning types (types of "time-saving pattern") to be selected when "time-saving" is won in the first special pattern lottery are specified as "time-saving pattern 1," "time-saving pattern 2," and "time-saving pattern 3." In the first special pattern lottery (special pattern determination), if you win "Time-saving", the probability of winning "Time-saving pattern 1" is 50 / 100, the probability of winning "Time-saving pattern 2" is 45 / 100, and the probability of winning "Time-saving pattern 3" is 5 / 100. If the "time-saving symbol 1" is selected, the stop symbol corresponding to the "time-saving symbol 1" is displayed in a stopped state on the special symbol 1 display device. Also, if the "time-saving symbol 1" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "normal state (C time state)," the stop symbol corresponding to the "C time-saving symbol" (display mode of symbols a and c) is displayed in a stopped state on the symbol display areas A and C. On the other hand, if the "time-saving symbol 1" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "slight time-saving state," "time-saving state," "C time-saving state," "probable variable state," or "latent state," the stop symbol corresponding to the "losing symbol" (display mode of symbols b and c) is displayed in a stopped state on the symbol display areas B and C. The "C time-saving pattern" is, for example, a display mode in which the mini pattern a stopped and displayed in the mini pattern display area A becomes a "number pattern" of a predetermined combination such as "1, 2, 3," and the fourth pattern c stopped and displayed in the fourth pattern display area C shows a predetermined color. A "losing pattern" is, for example, a combination in which at least one of the main patterns a stopped and displayed in the main pattern display area B displays identification information different from that of the other main patterns a, and the fourth pattern c stopped and displayed in the fourth pattern display area C shows a predetermined color.
[0076] If the "time-saving symbol 2" is selected, the stop symbol corresponding to the "time-saving symbol 2" is displayed in a stopped state on the special symbol 1 display device. Also, if the "time-saving symbol 2" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "normal state (C time state)," the stop symbol corresponding to the "C time-saving symbol" (display mode of symbols a and c) is displayed in a stopped state on the symbol display areas A and C. On the other hand, if the "time-saving symbol 2" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "slight time-saving state," "time-saving state," "C time-saving state," "probable variable state," or "latent state," the stop symbol corresponding to the "losing symbol" (display mode of symbols b and c) is displayed in a stopped state on the symbol display areas B and C. If the "time-saving symbol 3" is selected, the stop symbol corresponding to the "time-saving symbol 3" is displayed in a stopped state on the special symbol 1 display device. Also, if the "time-saving symbol 3" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "normal state (C time state)," the stop symbol corresponding to the "C time-saving symbol" (display mode of symbols a and c) is displayed in a stopped state on the symbol display areas A and C. On the other hand, if the "time-saving symbol 3" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "slight time-saving state," "time-saving state," "C time-saving state," "probable variable state," or "latent state," the stop symbol corresponding to the "losing symbol" (display mode of symbols b and c) is displayed in a stopped state on the symbol display areas B and C.
[0077] As shown in Figure 6(c), in the pachinko machine 1, the winning types (types of "jackpot patterns") that are selected when a "jackpot" is won in the second special pattern lottery are specified as "jackpot pattern 3," "jackpot pattern 4," and "jackpot pattern 5." In the second special symbol lottery (special symbol determination), if you win the "jackpot," the probability of winning "jackpot symbol 3" is 25 / 100, the probability of winning "jackpot symbol 4" is 50 / 100, and the probability of winning "jackpot symbol 5" is 25 / 100. When the "jackpot symbol 3" is selected, the stop symbol corresponding to the "jackpot symbol 3" is displayed on the special symbol 2 display device. Also, in the symbol display areas B and C, the stop symbol corresponding to the "variable symbol" (the display mode of symbols b and c) is displayed. When the "jackpot symbol 4" is selected, the stop symbol corresponding to the "jackpot symbol 4" is displayed on the special symbol 2 display device. Also, in the symbol display areas B and C, the stop symbol corresponding to the "variable symbol" (the display mode of symbols b and c) is displayed. When the "jackpot symbol 5" is won, the stop symbol corresponding to the "jackpot symbol 5" is displayed on the special symbol 2 display device. Also, in the symbol display areas B and C, the stop symbol corresponding to the "variable symbol" (the display mode of symbols b and c) is displayed.
[0078] As shown in Figure 6(d), in pachinko machine 1, "time-saving pattern 4" is specified as the winning type (type of "time-saving pattern") to be selected when "time-saving" is won in the second special pattern lottery. In the second special pattern lottery (special pattern determination), if you win "Time Reduction", the probability of winning "Time Reduction Pattern 4" is 100 / 100. If the "time-saving symbol 4" is selected, the stop symbol corresponding to the "time-saving symbol 4" is displayed in a stopped state on the special symbol 2 display device. Also, if the "time-saving symbol 4" is selected based on the second special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "normal state (C time state)," the stop symbol corresponding to the "falling symbol" (display mode of symbols b and c) is displayed in the symbol display areas B and C. On the other hand, if the "time-saving symbol 2" is selected based on the second special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "slight time-saving state," "time-saving state," "C time-saving state," "probable variable state," or "latent state," the stop symbol corresponding to the "losing symbol" (display mode of symbols b and c) is displayed in the symbol display areas B and C. The "falling pattern" is, for example, a display mode in which the main pattern b stopped and displayed in the main pattern display area B becomes a "number pattern" of a predetermined combination such as "3, 2, 1," and the fourth pattern c stopped and displayed in the fourth pattern display area C shows a predetermined color.
[0079] When "jackpot symbol 1" to "jackpot symbol 5" are selected, a jackpot game state is generated. In the jackpot game state, the special electric device 55a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the big prize hole 55. During the jackpot game state, a predetermined number of rounds of play are executed. If "jackpot symbol 1" or "jackpot symbol 2" is won, the number of rounds of play is set to 3 [times]. On the other hand, if "jackpot symbol 3" is won, the number of rounds of play is set to 10 [times]. On the other hand, if "jackpot symbol 4" is won, the number of rounds of play is set to 6 [times]. On the other hand, if "jackpot symbol 5" is won, the number of rounds of play is set to 2 [times]. In addition, if the player wins "jackpot pattern 1" to "jackpot pattern 5," the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest open time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the round of play reaches a predetermined upper limit (10 balls in this embodiment).
[0080] When "jackpot symbol 1" to "jackpot symbol 5" are won, the first round game among the predetermined number of round games executed during the jackpot game state becomes a "V round game." In the "V round game," the distribution means is shifted from a non-V passing state to a V passing state. At this time, if "jackpot symbol 2" is won, the distribution means is shifted from the non-V passing state to the V passing state in such a manner that it becomes difficult (effectively impossible) for the gaming ball that entered the large prize opening 55 to pass through the V area during the execution of the V-round game. As a result, if "jackpot symbol 2" is won, it becomes difficult (impossible) for the gaming ball to pass through the V area during the occurrence of the jackpot game state. On the other hand, when "jackpot symbol 1", "jackpot symbol 3" to "jackpot symbol 5" are won, the distribution means is shifted from the non-V passing state to the V passing state in such a manner that the game ball that enters the large prize opening 55 during the execution of the V round game can easily (effectively, can) pass through the V area. As a result, when "jackpot symbol 1", "jackpot symbol 3" to "jackpot symbol 5" are won, the game ball can easily (can) pass through the V area during the occurrence of the jackpot game state. Here, among the predetermined number of round games executed during the occurrence of the jackpot game state, in round games other than the V round game, the distribution means is not shifted from the non-V passing state to the V passing state. As a result, it becomes impossible for a game ball that enters the first big prize opening 54 during the execution of other round games other than the V round game to pass through the V area. If the passage of the game ball through the V region is not detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is set to a special game low probability state. On the other hand, if the passage of the game ball through the V region is detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is set to a special game high probability state. In other words, if the passage of the game ball through the V region is detected during the occurrence of a jackpot game state, a predetermined number of probability changes (84 [times] in this embodiment) is set at the end of the jackpot game state, and a special game high probability state is initiated according to the set number of probability changes upon the end of the jackpot game state.
[0081] As described above, when the "jackpot symbol 2" is won, it becomes difficult (effectively impossible) for the game ball that enters the large prize opening 55 to pass through the V area during the V-round game. As a result, when the "jackpot symbol 2" is won, the game state after the jackpot game state ends becomes a special symbol low probability state. Therefore, the "jackpot symbol 2" is a winning type in which a special symbol high probability state does not occur after the jackpot game state ends. On the other hand, if "jackpot symbol 1," "jackpot symbol 3," or "jackpot symbol 5" is won, it becomes easy (effectively possible) for the game ball that enters the large prize slot 55 to pass through the V area during the V-round game. As a result, if "jackpot symbol 1," "jackpot symbol 3," or "jackpot symbol 5" is won, the game state after the jackpot game state ends becomes a special symbol high probability state. Therefore, "jackpot symbol 1," "jackpot symbol 3," or "jackpot symbol 5" are essentially winning types that cause a special symbol high probability state after the jackpot game state ends. The special symbol high probability state is initiated in response to the end of the jackpot game state, and is terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the occurrence of the special symbol high probability state (the number of times the notification display of the special symbol (first special symbol or second special symbol) is executed during the occurrence of the special symbol high probability state) has reached a predetermined number of times of probability change (84 times in this embodiment) (the number of times the variable display of the special symbol (first special symbol or second special symbol) executed during the occurrence of the special symbol high probability state has reached a predetermined number of times of probability change), and (2) the next jackpot game state has started (the stopped display of the ``jackpot symbol'' has ended). In this embodiment, if the condition (1) is met, the special symbol high probability state ends when the variable display of the special symbol for the probability change number ends (when the variable time has elapsed). On the other hand, if the condition (2) is met, the special symbol high probability state ends when the stopped display of the "jackpot symbol" ends (when the stop time has elapsed). In the following explanation, among the notification displays (variation display / stop display) of the special symbols (first special symbol or second special symbol) executed during the occurrence of the special symbol high probability state, the notification display of the special symbol for the number of times of probability change is referred to as the "final probability change." In other words, with the execution of the final probability change, the special symbol high probability state ends.
[0082] In addition, at the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving times, second time-saving times, third time-saving times) is set. Then, depending on the end of the jackpot gaming state, time-saving control (time-saving control 1 or time-saving control 2) is started according to the set number of time-saving times. In this embodiment, time-saving control 1 and time-saving control 2 are defined as types of time-saving control. In time-saving control 1 and time-saving control 2, the probability that a "long opening pattern" will be selected when a "normal winning" is won by the normal symbol lottery is different. In this case, time-saving control 2 has a higher probability of selecting a "long opening pattern" when a "normal winning" is won by the normal symbol lottery than time-saving control 1, which is advantageous to the player. In this embodiment, the termination conditions (hereinafter referred to as "time-saving termination conditions") for the time-saving control (time-saving control 1 and time-saving control 2) are specified as "time-saving termination condition 1," "time-saving termination condition 2," and "time-saving termination condition 3."
[0083] "Time-saving end condition 1" is a condition based on the second special symbol lottery (special symbol hit determination based on special symbol 2 game information). In other words, time-saving end condition 1 is a condition based on the number of times the second special symbol changes. In this embodiment, time-saving end condition 1 is established when the number of times the special symbol 2 changes during time-saving reaches the first time-saving number (specified number) set at the end of the jackpot game state. "Number of times special symbol 2 changes during time-saving" is the number of times the second special symbol change display (second special symbol lottery) is executed (started) during time-saving control. When the time-saving termination condition 1 is met, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the second special pattern that triggered the time-saving termination condition 1 to be met. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. At the end of the jackpot gaming mode, the CPU 210 sets the value of the first time-saving counter to the first number of times corresponding to the combination of the gaming mode after the execution of the number-cut management process (step S12-5) described later (when the gaming mode preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Also, if the "time-saving mode" is won, at the end of the stopped display of the special symbol, the value of the first time-saving counter is set to the first number of times corresponding to the winning type (type of winning symbol). Furthermore, every time a start determination (special symbol win / loss determination) based on the special symbol 2 gaming information is executed (every time the variable display of the second special symbol is ended), "1" is subtracted from the value of the first time-saving counter. Then, in response to the value of the first time-saving counter being subtracted from "1" to "0," time-saving end condition 1 is established, and time-saving control is stopped. As a result, when the number of start judgments (special chart win / loss judgments) based on the special chart 2 game information executed during the time-saving control (first time-saving control or second time-saving control) reaches the first time-saving count (specified count) set at the start of the time-saving control, time-saving end condition 1 is established. In the following explanation, among the notification displays (variation display / stop display) of the second special symbol executed during the execution of the time-saving control (time-saving control 1 or time-saving control 2), the notification display of the second special symbol for the first time-saving number of times is referred to as the "final time-saving change." In other words, in response to the execution of the final time-saving change, the time-saving end condition 1 is established and the time-saving control (time-saving control 1 or time-saving control 2) is ended. Also, when the time-saving control (time-saving control 1 or time-saving control 2) is ended in response to the consumption of the first time-saving number of times, the special symbol 2 game information (special symbol 2 game information for which the start judgment is pending) stored in the special symbol 2 game information storage area at the time of the end of the time-saving control is referred to as the "special symbol 2 remaining reserve." Also, the notification display (variation display / stop display) of the second special symbol based on the special symbol 2 remaining reserve is referred to as the "special symbol 2 remaining reserve change."
[0084] The "time-saving end condition 2" is a condition based on the special symbol lottery (special symbol winning / losing determination). In other words, the time-saving end condition 2 is a condition based on the number of times the special symbol changes. In this embodiment, the time-saving end condition 2 is established when the number of times the special symbol changes during the time-saving period reaches the second time-saving number set at the end of the jackpot game state. The "number of times special symbols change during time-saving control" is the total number of times the first special symbol change display (first special symbol lottery) was executed during time-saving control (time-saving control 1 or time-saving control 2) and the number of times the second special symbol change display (second special symbol lottery) was executed during the time-saving control (time-saving control 1 or time-saving control 2). When the time-saving termination condition 2 is met, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the special pattern that triggered the time-saving termination condition 2 to be met. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol changes during the time-saving mode. At the end of the jackpot gaming mode, the CPU 210 sets the value of the second time-saving counter to the second number of times corresponding to the combination of the gaming mode after the execution of the number-cut management process (step S12-5) described later (when the gaming mode preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Also, if the "time-saving mode" is won, at the end of the stopped display of the special symbol, the value of the second time-saving counter is set to the second number of times corresponding to the winning type (type of winning symbol). Furthermore, every time a start determination (special symbol win / loss determination) based on the special symbol gaming information (special symbol 1 gaming information or special symbol 2 gaming information) is executed (every time the variable display of the first special symbol or the second special symbol is ended), "1" is subtracted from the value of the second time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0," time-saving end condition 2 is established, and time-saving control is stopped. As a result, when the number of start judgments (special chart win / loss judgments) based on the special chart game information (special chart 1 game information or special chart 2 game information) executed during the time-saving control (first time-saving control or second time-saving control) reaches the second time-saving count (specified count) set at the start of the time-saving control, time-saving end condition 2 is established.
[0085] "Time-saving termination condition 3" is a condition based on winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery). In other words, time-saving termination condition 3 is a condition based on the number of times a "jackpot" has been won through a special symbol lottery (first special symbol lottery or second special symbol lottery). In this embodiment, time-saving termination condition 3 is established when the number of times a "jackpot" has been won during the time-saving period reaches the third time-saving number (prescribed number) set at the start of time-saving control. The "number of wins during time-saving control" is the number of times a "jackpot" has been won through the special pattern lottery (first special pattern lottery or second special pattern lottery) that is executed (started) during time-saving control (the number of times a "jackpot" has been determined through the special pattern win / loss judgment based on the special pattern 1 game information or special pattern 2 game information that is executed during time-saving control). When the time-saving termination condition 3 is established, the time-saving control is terminated at the end of the variable display of the special pattern (first special pattern or second special pattern) that triggered the establishment of the time-saving termination condition 3. Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of wins during the time-saving mode. At the start of a jackpot game state, the CPU 210 sets the value of the third time-saving counter to a third number of times corresponding to the combination of the game state after the execution of the count-off management process (step S12-5) (when the game state preliminary setting process (step S12-6) is executed) and the type of win (the type of winning symbol). Furthermore, if a "time-saving mode" is won, at the end of the display of the special symbol, the value of the third time-saving counter is set to a third number of times corresponding to the type of win (the type of winning symbol). Furthermore, each time a "jackpot" is determined by the start determination (special symbol win / loss determination) based on the special symbol 1 game information or the special symbol 2 game information, "1" is subtracted from the value of the third time-saving counter. Then, when the value of the third time-saving counter is subtracted from "1" to "0," the time-saving end condition 3 is established, and the time-saving control is stopped. As a result, when the number of times a "jackpot" is determined by the start judgment (special chart hit / miss judgment) based on the special chart 1 game information or special chart 2 game information executed during the time-saving control (first time-saving control or second time-saving control) reaches the third time-saving number (specified number) set at the start of the time-saving control, the time-saving end condition 3 will be met.
[0086] Here, in this embodiment, apart from the above-mentioned time-saving termination conditions 1 to 3, if a "jackpot" is won (if a jackpot gaming state occurs), the time-saving control (first time-saving control or second time-saving control) is terminated at the start of the jackpot gaming state.
[0087] Here, in the pachinko machine 1, first, a start judgment (special chart win / lose judgment, special chart stop chart pattern judgment, special chart change pattern judgment, etc.) is performed, then the number cut management process (step S12-5) judges whether or not to end the time-saving state, then the game state preliminary setting process (step S12-6) preliminarily sets the game state after the end of the jackpot game state (presence or absence of time-saving control, first number of time-saving times, second number of time-saving times, third number of time-saving times), then the C time-saving activation judgment process (step S12-7) judges whether or not to activate the C time-saving, then the special chart high probability state is judged by the special chance management process (step S12-8). Then, when a jackpot game state occurs, at the end of the jackpot game state, the game state (whether or not time-saving control is applied, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) that was preliminarily set in the game state preliminary setting process (step S12-6) is definitively set as the game state (whether or not time-saving control is applied, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) after the end of the jackpot game state.
[0088] As a result, in the pachinko machine 1, the game state after the end of the jackpot game state (whether or not time-saving control is applied, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) is set according to the game state at the time the game state preliminary setting process (step S12-6) is executed, regardless of the game state at the time the start judgment (special chart hit / miss judgment) is executed. For example, in the special chart change waiting process based on the special chart 2 game information, even if the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed during the "probability variable state" (during execution of time-saving control 2), if time-saving control 2 is terminated by the number-cut management process (step S12-5), the game state preliminary setting process (step S12-6) will be executed during the "latent state". As a result, if a "jackpot" is won based on the start judgment and the jackpot game state is generated, even if the start judgment was executed during the "probability variable state", the game state after the end of the jackpot game state (presence or absence of time-saving control, first time-saving number of times, second time-saving number of times, third time-saving number of times) is set based on the fact that the "latent state" is generated. On the other hand, in the special chart change waiting process based on the special chart 2 game information, the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "probability variable state" is occurring (while time-saving control 2 is being executed), and if time-saving control 2 is not terminated by the number-cut management process (step S12-5), the game state preliminary setting process (step S12-6) will also be executed while the "probability variable state" is occurring. As a result, if a "jackpot" is won based on the start judgment and a jackpot game state is generated, the start judgment is executed while the "probability variable state" is occurring, and based on the fact that the "probability variable state" is occurring, the game state after the end of the jackpot game state (whether or not time-saving control is active, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) will be set. In the following description, the time when the game state preliminary setting process (step S12-6) is executed is referred to as the "post-jackpot game state determination reference time." That is, in this embodiment, the post-jackpot game state determination reference time is the timing immediately after the number cut management process (step S12-5) executed at the end of the variable display of the special symbol. Then, in the pachinko machine 1, at the end of the jackpot game state, the game state after the end of the jackpot game state (whether or not time-saving control is performed, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times) is set based on the game state at the time of the post-jackpot game state determination reference time.
[0089] In addition, in the pachinko machine 1, whether or not to activate the C time-saving function is determined according to the game state at the time of executing the C time-saving activation determination process (step S12-7), regardless of the game state at the time of executing the start determination (special symbol winning / losing determination). Here, "C time-saving" refers to the time-saving control (time-saving control 1 or time-saving control 2) that is started when "time-saving" ("time-saving symbol 1" to "time-saving symbol 4") is won by the special symbol lottery. For example, in the special chart change waiting process based on the special chart 2 game information, even if the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "time-saving state" is occurring (while time-saving control 2 is being executed), if time-saving control 2 is terminated by the number-cut management process (step S12-5), the C time-saving activation judgment process (step S12-7) will be executed while the "normal state" is occurring. As a result, if the "time-saving" ("time-saving pattern 4") is won based on the start judgment, even though the start judgment was executed while the "time-saving state" was occurring, it is determined whether or not to activate the C time-saving ("slight time-saving state") based on the fact that the "normal state" is occurring (as a result, it is determined that the C time-saving ("slight time-saving state") should be activated). On the other hand, in the special chart change waiting process based on the special chart 2 game information, the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "time-shortened state" is occurring (while time-shortened control 2 is being executed), and if time-shortened control 2 is not terminated by the number-cut management process (step S12-5), the C time-shortened activation judgment process (step S12-7) is also executed while the "time-shortened state" is occurring. As a result, if the "time-shortened state" ("time-shortened pattern 4") is won based on the start judgment, the start judgment is executed while the "time-shortened state" is occurring, and whether or not to activate the C time-shortened state is determined based on the fact that the "time-shortened state" is occurring (as a result, it is determined that the C time-shortened state ("slight time-shortened state") will not be activated). In the following explanation, the time when the C time-saving operation determination process (step S12-7) is executed is referred to as the "C time-saving determination reference time." That is, in this embodiment, the C time-saving determination reference time is the timing after the number-cut management process (step S12-5) executed at the end of the variable display of the special symbol and before the probability variable management process (step S12-8). Then, in the pachinko machine 1, it is determined whether or not to activate the C time-saving based on the game state at the C time-saving determination reference time.
[0090] Furthermore, in the pachinko machine 1, while the special chart high probability state is occurring, it is determined whether or not to activate the C time reduction before determining whether or not to end the special chart high probability state. Therefore, it is possible not to activate the C time reduction for the final probability variation during the occurrence of the "latent state." That is, for the final probability variation that starts during the occurrence of the "latent state", if the "time reduction" ("time reduction symbol 4") is selected, the C time reduction activation determination process (step S12-7) is executed during the occurrence of the special symbol high probability state, and then the end of the special symbol high probability state is determined by the probability variation management process (step S12-8). This makes it possible to not activate the C time reduction for the final probability variation.
[0091] As shown in FIG. 6(a), if "jackpot symbol 1" is won and the game state at the time of post-jackpot game state determination standard is "normal state," "time-saving state," "latent state," "probability variable state," "C time-saving state," or "slight time-saving state," the first time-saving count is set to 10,000 [times], the second time-saving count is set to 10,000 [times], and the third time-saving count is set to 1 [time]. After the jackpot game state ends, time-saving control 2 is executed. As a result, the game state after the jackpot game state ends becomes the "probability variable state." At this time, the third time-saving count is set to 1 [time]. Therefore, if the next "jackpot" is won before the number of probability variable counts is consumed, the game state at the time of post-jackpot game state determination standard for that "jackpot" becomes the "latent state." On the other hand, if the next "jackpot" is won after the number of chance bonuses has been consumed, the game state at the time of the post-jackpot game state determination standard for that "jackpot" will become the "normal state." On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state determination standard is "normal state," the first time-saving count is set to 10,000 [times], the second time-saving count is set to 10,000 [times], the third time-saving count is set to 1 [time], and after the jackpot game state ends, time-saving control 2 is executed. As a result, the game state after the jackpot game state ends becomes "time-saving state." At this time, 1 [time] is set as the third time-saving count. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state determination standard for that "jackpot" becomes "normal state." On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state determination standard is the "time-shortened state," "C time-shortened state," or "slight time-shortened state," the first time-shortened number of times is set to 133 [times], the second time-shortened number of times is set to 10,000 [times], and the third time-shortened number of times is set to 2 [times], and after the end of the jackpot game state, time-shortened control 2 is executed. As a result, the game state after the end of the jackpot game state becomes the "time-shortened state." At this time, the third time-shortened number of times is set to 2 [times]. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state determination standard for that "jackpot" becomes the "time-shortened state." On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state determination standard is the "latent state" or the "probable variable state," the first time-saving number of times is set to 560 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 1 [time], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, the game state after the end of the jackpot game state becomes the "time-saving state." At this time, the third time-saving number of times is set to 1 [time]. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state determination standard for that "jackpot" will become the "normal state."
[0092] On the other hand, as shown in FIG. 6(c), if "jackpot symbol 3" to "jackpot symbol 5" are won and the game state at the time of the post-jackpot game state determination standard is "normal state" or "latent state," the first time-saving number of times is set to 80 [times], the second time-saving number of times is set to 80 [times], and the third time-saving number of times is set to 1 [time], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, the game state after the end of the jackpot game state becomes "probability variable state." At this time, the third time-saving number of times is set to 1 [time]. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state determination standard for that "jackpot" will become "latent state." On the other hand, if "jackpot symbol 3" to "jackpot symbol 5" are won and the game state at the time of the post-jackpot game state determination standard is the "time-saving state," the first time-saving number of times is set to 10,000 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 1 [time], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, the game state after the end of the jackpot game state becomes the "probability variable state." At this time, the third time-saving number of times is set to 1 [time]. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state determination standard for that "jackpot" will become the "latent state." On the other hand, if "jackpot symbol 3" to "jackpot symbol 5" are won and the game state at the time of post-jackpot game state determination standard is "probability variable state," the first time-saving count is set to 10,000 [times], the second time-saving count is set to 10,000 [times], the third time-saving count is set to 1 [time], and time-saving control 2 is executed after the end of the jackpot game state. As a result, the game state after the end of the jackpot game state becomes "probability variable state." At this time, the third time-saving count is set to 1 [time]. Therefore, if the next "jackpot" is won before the number of probability variable counts is consumed, the game state at the time of post-jackpot game state determination standard for that "jackpot" will be "latent state." On the other hand, if the next "jackpot" is won after the number of probability variable counts is consumed, the game state at the time of post-jackpot game state determination standard for that "jackpot" will be "normal state." On the other hand, if "jackpot pattern 3" to "jackpot pattern 5" are won and the game state at the time of post-jackpot game state determination standard is "C time-saving state" or "slight time-saving state", the first time-saving number of times is set to 10,000 [times], the second time-saving number of times is set to 10,000 [times], the third time-saving number of times is set to 2 [times], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, the game state after the end of the jackpot game state becomes a "probability variable state". At this time, the third time-saving number of times is set to 2 [times]. Therefore, if the next "jackpot" is won before the number of probability variable times is consumed, the game state at the time of post-jackpot game state determination standard for that "jackpot" becomes a "probability variable state". On the other hand, if the next "jackpot" is won after the number of chance bonuses has been exhausted, the game state at the time of determining the game state after the "jackpot" for that "jackpot" will become the "time-shortened state."
[0093] The time-saving ("time-saving symbol 1" to "time-saving symbol 4") are winning symbols that do not grant a game state (specifically, a jackpot game state) in which it is easy for a game ball to enter the variable ball entrance (specifically, the big prize entrance 55). In other words, even if "time-saving symbol 1" to "time-saving symbol 4" are won, the opening and closing operation of the variable ball entrance (specifically, the special electric device 55a) is not executed (granted) in response to the winning. If a "time-saving" symbol ("time-saving symbol 1" to "time-saving symbol 4") is won and the game state at the time of the C time-saving judgment standard is "normal state" (when the special symbol low probability state and time-saving control is stopped), the winning triggers the start of new time-saving control (C time-saving). In this case, if a "time-saving symbol 1" to "time-saving symbol 3" is won, the winning triggers the start of time-saving control 2. On the other hand, if a "time-saving symbol 4" is won, the winning triggers the start of time-saving control 1. On the other hand, if a "time-saving" ("time-saving symbol 1" to "time-saving symbol 4") is won and the game state at the time of the C time-saving judgment criterion is "time-saving state," "latent state," "probable change state," "C time-saving state," or "slight time-saving state" (when at least one of the special symbol high probability state and the state in which time-saving control is being executed is occurring), the game state at the time of the C time-saving judgment criterion will continue, and the winning will not trigger the start of new time-saving control (C time-saving). In other words, if a "time-saving" ("time-saving symbol 1" to "time-saving symbol 4") is won and the game state at the time of the C time-saving judgment reference is the "time-saving state," "latent state," "probable variable state," "C time-saving state," or "slight time-saving state," the game state at the time of the C time-saving judgment reference (if time-saving control is being executed, the number of time-saving times (first number of time-saving times, second number of time-saving times, third number of time-saving times)) will continue, and the winning will not trigger a new number of time-saving times (first number of time-saving times, second number of time-saving times, third number of time-saving times). In this embodiment, if a "time-saving" ("time-saving symbol 1" to "time-saving symbol 4") is won and the game state at the time of the C time-saving judgment reference is the "time-saving state," "latent state," "probable variable state," "C time-saving state," or "slight time-saving state," the winning of the "time-saving" will be invalid (it will be treated the same as a "loss"). As a result of the above, if the game state at the time of the C time-saving judgment standard is the "normal state," then the "time-saving" symbols ("time-saving symbol 1" to "time-saving symbol 4") will be a type of winning symbol. On the other hand, if the game state at the time of the C time-saving judgment standard is the "time-saving state," "latent state," "probable change state," "C time-saving state," or "slight time-saving state," then the "time-saving" symbols ("time-saving symbol 1" to "time-saving symbol 4") will be a type of losing symbol.
[0094] As shown in Figure 6(b), if "Time-saving symbol 1" or "Time-saving symbol 2" is selected and the game state at the time of the C time-saving judgment standard is "normal state," when the special symbol stops, the first time-saving number of times is set to 40 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 2 [times] (a new time-saving number is reset), and time-saving control 2 is newly initiated upon the end of the special symbol's stopped display. As a result, the game state after the special symbol stops becomes the "C time-saving state." At this time, the third time-saving number of times is set to 2 [times]. Therefore, if the next "jackpot" is selected, the game state at the time of the post-jackpot game state judgment standard for that "jackpot" becomes the "C time-saving state." On the other hand, if the "Time-saving Pattern 3" is won and the game state at the time of the C time-saving judgment standard is "normal state," when the special pattern stops, the first time-saving count is set to 10,000 [times], the second time-saving count is set to 10,000 [times], and the third time-saving count is set to 2 [times] (a new time-saving count is reset), and time-saving control 2 is newly initiated in response to the end of the special pattern's stopped display. As a result, the game state after the special pattern stops becomes the "C time-saving state." At this time, the third time-saving count is set to 2 [times]. Therefore, if the next "jackpot" is won, the game state at the time of the post-jackpot game state judgment standard for that "jackpot" will become the "C time-saving state." Here, for the "C time-saving state" that occurs based on winning "time-saving pattern 1" or "time-saving pattern 2," the first number of time-saving times is set to 40 [times], so considering that the probability of winning a "jackpot" is 1 / 239.7, the possibility (probability) of a "jackpot" being determined by the start judgment performed while the "C time-saving state" is occurring is higher than the possibility (probability) of a "jackpot" being determined by the start judgment performed while the "C time-saving state" is occurring. On the other hand, for the "C time-saving state" that occurs based on winning "time-saving pattern 3," the first number of time-saving times is set to 10,000 [times], so considering that the probability of winning a "jackpot" is 1 / 239.7, the possibility (probability) of a "jackpot" being determined by the start judgment performed while the "C time-saving state" is occurring is higher than the possibility (probability) of a "jackpot" not being determined by the start judgment performed while the "C time-saving state" is occurring. On the other hand, as shown in FIG. 6(d), if the "time-saving symbol 4" is selected and the game state at the time of the C time-saving determination standard is "normal state," when the special symbol stops, the first time-saving count is set to 10,000 [times], the second time-saving count is set to 10,000 [times], and the third time-saving count is set to 2 [times] (a new time-saving count is reset), and time-saving control 1 is newly initiated in response to the end of the special symbol's stopped display. As a result, the game state after the special symbol stops becomes the "slight time-saving state." At this time, the third time-saving count is set to 2 [times]. Therefore, if the next "jackpot" is selected, the game state at the time of the post-jackpot game state determination standard for that "jackpot" becomes the "slight time-saving state."
[0095] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be explained. Fig. 7 is a diagram showing the transition of the gaming state, and Fig. 41 is a diagram showing the timing of switching the gaming state. Here, Figure 41(a) shows the change in game state when the result of the second special pattern lottery for the 80th change display of the second special pattern (final change in the time-saving mode) in the "special probability state B" described below is "time-saving pattern 4", Figure 41(b) shows the change in game state when the result of the second special pattern lottery for the 84th change display of the second special pattern (final change in the special probability state B) is "time-saving pattern 4", Figure 41(c) shows the change in game state when the result of the first special pattern lottery executed during the "C time state" is "time-saving pattern 1" to "time-saving pattern 3", and Figure 41(d) shows the change in game state when the result of the second special pattern lottery for the final change in the time-saving mode in the "C time-saving state" is "time-saving pattern 4". In the pachinko machine 1, when a "jackpot" is won through the special symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which it is possible (easy) for a game ball to enter the big prize opening 55. Then, by having a game ball enter the big prize opening 55, the player can win many prize balls. In particular, in the pachinko machine 1, a special symbol low probability state and a special symbol high probability state are defined as game states related to the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery). During the special symbol low probability state, the probability of winning a "jackpot" through the special symbol lottery is 1 / 239.7. On the other hand, during the special symbol high probability state, the probability of winning a "jackpot" through the special symbol lottery increases to 1 / 43.4. This gives the player an advantage when the special symbol high probability state is occurring rather than when the special symbol low probability state is occurring. Therefore, the "probability change state" and "latent state" are game states that are more advantageous to the player than the "C time state," "time-saving state," "C time-saving state," and "slight time-saving state."
[0096] Furthermore, in the pachinko machine 1, the number of rounds executed during the jackpot gaming state that is generated based on the second special symbol lottery is greater than the number of rounds executed during the jackpot gaming state that is generated based on the first special symbol lottery. As a result, in the pachinko machine 1, winning an opportunity to draw the second special symbol is more likely to result in winning more prize balls than winning an opportunity to draw the first special symbol, which is advantageous to the player. In order to get a chance to draw the second special symbol, it is necessary to win the "normal symbol win" in the normal symbol lottery and, while the normal symbol game state is occurring, to insert the game ball into the second starting hole 52 when the normal electric device 52a is in the open state. Here, in the pachinko machine 1, a "short release pattern" and a "long release pattern" are defined as the release patterns of the normal electric device 52a during the occurrence of a normal winning game state. When the "short release pattern" is selected, it becomes difficult for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. On the other hand, when the "long release pattern" is selected, it becomes easy for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. In particular, when the "C-time state" is occurring (time-saving control is stopped), when the "latent state" is occurring (time-saving control is stopped), or when the "slight time-saving state" is occurring (time-saving control 1 is being executed), if a "normal symbol hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, when the "C-time state", "latent state", or "slight time-saving state" is occurring, if a "normal symbol hit" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 with a probability of 1 / 1 (it becomes difficult to get an opportunity to win the second special symbol lottery). On the other hand, when the "probability variable state" is occurring (while time-saving control 2 is being executed), when the "C time-saving state" is occurring (while time-saving control 2 is being executed), or when the "time-saving state" is occurring (while time-saving control 2 is being executed), if a "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, when the "probability variable state", "C time-saving state", or "time-saving state" is occurring, if a "normal symbol hit" is won by the normal symbol lottery, it becomes easy to get a game ball into the second starting hole 52 (it becomes easy to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. Thus, during the "C-time state" or "slight time-saving state," if a "normal symbol win" is won in the normal symbol lottery, the "short release pattern" is selected with a 1 / 1 probability. This effectively makes it impossible to win the opportunity to win the second special symbol lottery, even if the player wins the "normal symbol win" in the normal symbol lottery. Therefore, the player must play with the aim of winning the first special symbol lottery in order to execute Time-Saving Control 2. That is, the player must play by shooting the game ball down the left path, aiming to get the game ball into the first starting hole 51. As will be described later, in the "latent state," the game progresses by consuming the reserved special symbol 2 game information. On the other hand, when the "probable change state," "C time-saving state," or "time-saving state" is occurring, if a "normal symbol win" is won in the normal symbol lottery, the "long opening pattern" is selected with a 1 / 1 probability. This makes it easier to win the opportunity to win the second special symbol lottery if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player will play with the aim of winning the opportunity to win the second special symbol lottery. In other words, the player will play by shooting the gaming ball down the right path, aiming for the gaming ball to pass through the start gate 41 and enter the second start gate 52. As a result, the player is more advantageous when time-saving control 2 is being executed than when time-saving control is stopped or when time-saving control 1 is being executed. Therefore, the "probable variable state," "time-saving state," and "C time-saving state" are more advantageous game states for the player than the "C time state" and "slight time-saving state."
[0097] Furthermore, in the pachinko machine 1, if "time-saving symbol 1" to "time-saving symbol 3" are selected in the first special symbol lottery executed while the "C-time state" is occurring, time-saving control 2 is initiated in response to the completion of the stopped display of the first special symbol. On the other hand, if "time-saving symbol 1" to "time-saving symbol 3" are selected in the first special symbol lottery executed while the "slight time-saving state" is occurring (when the game state at the time of the C-time-saving judgment standard is the "slight time-saving state"), time-saving control 2 is not initiated in response to the completion of the stopped display of the first special symbol. As a result, the "C time state" is a game state that is more advantageous to the player than the "slight time-saving state" because time-saving control 2 is initiated when "time-saving pattern 1" to "time-saving pattern 3" are won.
[0098] In the pachinko machine 1, the game is played in the "slight time-saving state" as normal. At the start of the "slight time-saving state," the number of times of special mode = 0 [times], the first number of times of time-saving = 10,000 [times], the second number of times of time-saving = 10,000 [times], and the third number of times of time-saving = 2 [times] are set, and time-saving control 1 is executed. In the first special symbol lottery (excluding the final time-saving fluctuation) executed while the "slight time-saving state" is occurring, the game state at the time of the C time-saving judgment standard = "slight time-saving state", so even if you win "time-saving" ("time-saving symbol 1" to "time-saving symbol 3"), it will be treated the same as a "miss". Therefore, as shown in Figure 7, while the "slight time-saving state" is occurring, if you win "jackpot symbol 1" or "jackpot symbol 2" based on the first special symbol lottery, or if the second time-saving count is consumed, the game state will change. Specifically, if the "jackpot pattern 1" is won in the first special pattern lottery executed while the "slight time-saving state" is occurring (the game state at the time of determining the game state after the jackpot = "slight time-saving state"), the number of times for special mode = 84 [times], the first number of times for special mode = 10,000 [times], the second number of times for special mode = 10,000 [times], and the third number of times for special mode = 1 [time] are set, and upon the end of the jackpot game state, the game will transition to the "special mode state" (hereinafter referred to as "special mode state A"). On the other hand, if the "jackpot pattern 2" is won in the first special pattern lottery executed while the "slight time-saving state" is occurring (the game state at the time of determining the game state after the jackpot = "slight time-saving state"), the number of times of special mode = 0 [times], the number of first time-saving mode = 133 [times], the number of second time-saving mode = 10,000 [times], and the number of third time-saving mode = 2 [times] are set, and the game will transition to the "time-saving state" (hereinafter referred to as "time-saving state A") upon the end of the jackpot game state. On the other hand, if the number of times the first special pattern changes and is displayed reaches the second number of times of time reduction without winning a jackpot during the "slight time reduction state," the state will transition to the "C time state."
[0099] At the start of "time-saving state A," the number of times of special mode = 0 [times], the first number of times of time-saving mode = 133 [times], the second number of times of time-saving mode = 10,000 [times], and the third number of times of time-saving mode = 2 [times] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while "Time-saving State A" is occurring (excluding the final time-saving fluctuation), the game state at the time of C time-saving judgment standard = "Time-saving state", so even if "Time-saving" ("Time-saving symbol 4") is won, it is treated the same as a "miss". Therefore, while "Time-saving State A" is occurring, if "Jackpot symbol 3" to "Jackpot symbol 5" are won based on the second special symbol lottery, or if the first time-saving count is consumed, the game state will change. Specifically, during the occurrence of "time-shortened state A," the third time-shortened count is set to 2 [times]. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stationary display of the special symbol), a process for determining whether or not to terminate the time-shortened state is executed, and then a process for setting the gaming state after the end of the jackpot gaming state is executed. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "time-shortened state A," the time-shortened state termination condition 3 is not satisfied in the process for determining whether or not to terminate the time-shortened state, and time-shortened control 2 continues. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "time-shortened state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while "Time-saving State A" is occurring, the number of times of special mode = 84 [times], the first number of times of special mode = 10,000 [times], the second number of times of special mode = 10,000 [times], the third number of times of special mode = 1 [time], and upon the end of the jackpot game state, the game will transition to "Special mode A". On the other hand, if the number of times the second special symbol changes display reaches the first time-saving number of times without winning a "jackpot" during the occurrence of "time-saving state A," the state transitions to a "slight time-saving state." That is, as described above, in this embodiment, at the end of the change display of the special symbol (at the start of the stop display of the special symbol), (1) a process for determining whether to end the time-saving state, (2) a process for setting the game state after the end of the jackpot game state, (3) a process for determining whether to activate the C time-saving, and (4) a process for determining whether to end the special symbol high probability state. As a result, as shown in FIG. 41(d), if "Time-saving Pattern 4" is selected in the second special pattern lottery for the final time-saving variation in "Time-saving State A," at the end of the display of the second special pattern for the final time-saving variation, a process is first executed to determine whether or not to end the time-saving state, the value of the first time-saving counter is subtracted from "1" to "0" (time-saving termination condition 1 is met), and time-saving control 2 is stopped. As a result, the game state at the time of C time-saving determination standard becomes "normal state." Therefore, in the process of determining whether or not to activate C time-saving, it is determined that C time-saving (time-saving control 1) should be activated, and time-saving control 1 is started. Therefore, a "slight time-saving state" is created in response to the end of the display of the second special pattern for the final time-saving variation. As a result, after the end of "time-saving state A", a "slight time-saving state" will occur, and since "time-saving" ("time-saving pattern 1" to "time-saving pattern 3") is determined by the start judgment based on the special chart 1 game information, the "C time-saving state" will not occur.
[0100] At the start of "Probable Change State A," the number of possible changes is set to 84 [times], the first number of time-saving times is set to 10,000 [times], the second number of time-saving times is set to 10,000 [times], and the third number of time-saving times is set to 1 [time], and time-saving control 2 is executed. In the second special symbol lottery executed while "Probability Variable State A" is occurring, the game state at the time of C time-saving judgment standard = "Probability Variable State", so even if "Time-saving" ("Time-saving Symbol 4") is won, it is treated the same as a "miss". Therefore, while "Probability Variable State A" is occurring, if "Jackpot Symbol 3" to "Jackpot Symbol 5" are won based on the second special symbol lottery, or if the number of probability variable times is consumed, the game state will change. Specifically, during the occurrence of "probability variable state A," the third time-saving count is set to 1 [time]. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stopped display of the special symbol), a process for determining whether or not to terminate the time-saving state is executed, followed by a process for setting the gaming state after the end of the jackpot gaming state. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "probability variable state A," a process for determining whether or not to terminate the time-saving state is first executed, the value of the third time-saving counter is subtracted from "1" to "0" (time-saving termination condition 3 is met), and time-saving control 2 is stopped. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "latent state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while "Jackpot State A" is occurring, the number of times for the special pattern will be set to 84 [times], the first number of times for the time reduction will be set to 80 [times], the second number of times for the time reduction will be set to 80 [times], and the third number of times for the time reduction will be set to 1 [time], and upon the end of the jackpot game state, the game will transition to the "Special Pattern" (hereinafter referred to as "Special Pattern B"). On the other hand, if the number of times the second special pattern changes and is displayed reaches the number of times of the special pattern during the "special pattern state A" without winning the "jackpot", the special pattern high probability state ends and the game transitions to the "time-saving state" (hereinafter referred to as "time-saving state B").
[0101] At the start of "Time-saving state B", the number of times of special mode = 0 [times], the first number of times of time-saving mode = 9916 [times], the second number of times of time-saving mode = 9916 [times], the third number of times of time-saving mode = 1 [time] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while "Time-saving State B" is occurring (excluding the final time-saving fluctuation), the game state at the time of C time-saving judgment standard = "Time-saving state", so even if "Time-saving" ("Time-saving symbol 4") is won, it is treated the same as a "miss". Therefore, while "Time-saving State B" is occurring, if "Jackpot symbol 3" to "Jackpot symbol 5" are won based on the second special symbol lottery, or if the first time-saving count is consumed, the game state will change. Specifically, during the occurrence of "time-shortened state B," the third time-shortened count is set to 1. As described above, in this embodiment, at the end of the variable display of the special symbol (the start of the stationary display of the special symbol), a process for determining whether or not to terminate the time-shortened state is executed, followed by a process for setting the gaming state after the end of the jackpot gaming state. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "time-shortened state B," a process for determining whether or not to terminate the time-shortened state is first executed, the value of the third time-shortened counter is subtracted from "1" to "0" (time-shortened end condition 3 is met), and time-shortened control 2 is stopped. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "normal state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while "Time-saving State B" is occurring, the number of times for special mode = 84 [times], the first number of times for special mode = 80 [times], the second number of times for special mode = 80 [times], the third number of times for special mode = 1 [time], and the game will transition to "Special mode B" upon the end of the jackpot game state. On the other hand, if the number of times the second special symbol changes and displays reaches the first time-saving count without a "jackpot" being won during "time-saving state B," the game transitions to a "slight time-saving state." That is, as described above, in this embodiment, at the end of the special symbol change (the start of the special symbol stop display), a process for determining whether to terminate the time-saving state is executed, followed by a process for determining whether to activate time-saving C. As a result, as shown in FIG. 41(d), if "time-saving symbol 4" is selected in the second special symbol lottery for the final time-saving change in "time-saving state B," at the end of the second special symbol change and display, a process for determining whether to terminate the time-saving state is executed. The value of the first time-saving counter is subtracted from "1" to "0" (time-saving end condition 1 is met), and time-saving control 2 is stopped. As a result, the game state at the time of the time-saving determination standard becomes the "normal state." Therefore, in the process of determining whether or not to activate the C time reduction, it is determined that the C time reduction (time reduction control 1) should be activated, and time reduction control 1 is started. Therefore, in response to the end of the display of the change in the second special symbol related to the final change in the time reduction, a "slight time reduction state" is generated. As a result, after the end of the "time reduction state B", the "slight time reduction state" is generated, and therefore, as the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is determined by the start determination based on the special symbol 1 game information, the "C time reduction state" is not generated.
[0102] At the start of "Probable Change State B", the number of times of the possible change = 84 [times], the first number of time-saving times = 80 [times], the second number of time-saving times = 80 [times], and the third number of time-saving times = 1 [time] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while "Probability Variable State B" is occurring, the game state at the time of C time-saving judgment standard = "Probability Variable State", so even if "Time-saving" ("Time-saving Symbol 4") is won, it is treated the same as a "miss". Therefore, while "Probability Variable State B" is occurring, if "Jackpot Symbol 3" to "Jackpot Symbol 5" are won based on the second special symbol lottery, or if the first time-saving number of times is consumed, the game state will change. Specifically, during the occurrence of "probability variable state B," the third time-saving count is set to 1 [time]. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stopped display of the special symbol), a process for determining whether or not to terminate the time-saving state is executed, followed by a process for setting the gaming state after the end of the jackpot gaming state. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "probability variable state B," a process for determining whether or not to terminate the time-saving state is executed first, the value of the third time-saving counter is subtracted from "1" to "0" (time-saving termination condition 3 is met), and time-saving control 2 is stopped. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "latent state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while "Jackpot State B" is occurring, the number of times of Jackpot = 84 [times], the first number of times of time reduction = 80 [times], the second number of times of time reduction = 80 [times], the third number of times of time reduction = 1 [time] will be set, and upon the end of the jackpot game state, the game will transition to "Jackpot State B". On the other hand, if the number of times the second special symbol changes during "probability variable state B" reaches the first time-saving number without winning a "jackpot," time-saving control 2 is terminated and the game transitions to a "latent state." That is, as described above, in this embodiment, at the end of the special symbol change display (the start of the special symbol stop display), a process for determining whether to terminate the time-saving state is executed, followed by a process for determining whether to activate time-saving C. As a result, as shown in FIG. 41(a), if "time-saving symbol 4" is selected in the second special symbol lottery for the final time-saving change in "probability variable state B," at the end of the second special symbol change display for the final time-saving change, a process for determining whether to terminate the time-saving state is executed, the value of the first time-saving counter is subtracted from "1" to "0" (time-saving termination condition 1 is met), and time-saving control 2 is stopped. However, the special symbol high probability state continues. As a result, the game state at the time of the C time reduction judgment standard becomes "latent state". Therefore, in the process of determining whether or not to activate the C time reduction, it is not determined that the C time reduction (time reduction control 1) should be activated. Therefore, the "latent state" occurs in response to the end of the variable display of the second special symbol related to the final variation of the time reduction.
[0103] At the start of the "latent state," the number of chance bonuses is set to 4, the number of first time-saving bonuses is set to 0, the number of second time-saving bonuses is set to 0, and the number of third time-saving bonuses is set to 0, and time-saving control is stopped. As described above, while time-saving control is stopped, if a "normal symbol win" is achieved based on the normal symbol lottery, a "short release pattern" is selected and set with a 1 / 1 probability. Therefore, while the "latent state" is occurring, it becomes difficult for a game ball to enter the second starting hole 52. Therefore, while the "latent state" is occurring, the remaining reserved number of special symbols 2 (four in this embodiment) is consumed. In the second special symbol lottery (start determination based on the remaining reserve of special symbol 2) executed during the occurrence of the "latent state," the game state at the time of the C time-saving determination standard is "latent state," so even if "time-saving" ("time-saving symbol 4") is won, it is treated the same as a "miss." In other words, it is possible to consume the second special symbol lottery based on the remaining reserve of special symbol 2 four times without activating the C time-saving. Therefore, during the occurrence of the "latent state," the game state will transition if "jackpot symbol 3" to "jackpot symbol 5" are won based on the second special symbol lottery, or if the number of chance variations is consumed. Specifically, if "jackpot symbol 3" to "jackpot symbol 5" are selected by the second special symbol lottery executed during the "latent state", the game state at the time of the post-jackpot game state determination standard will be "latent state". Therefore, if "jackpot symbol 3" to "jackpot symbol 5" are selected by the second special symbol lottery executed during the "latent state", the number of chance variations = 84 [times], the first time reduction number = 80 [times], the second time reduction number = 80 [times], and the third time reduction number = 1 [time] are set, and upon the end of the jackpot game state, the game will transition to "probability variation state B". On the other hand, if the number of times the second special symbol changes during the "latent state" reaches the number of chances without winning a "jackpot," the special symbol high probability state ends and the game transitions to the "C time state." That is, as described above, in this embodiment, at the end of the special symbol change display (the start of the special symbol stop display), a process is executed to determine whether to activate the C time reduction, and then a process is executed to determine whether to terminate the special symbol high probability state. As a result, as shown in FIG. 41(b), if "Time Reduction Symbol 4" is selected in the second special symbol lottery for the final chance change during the "latent state," the game state at the time of the C time reduction determination standard becomes "latent state" at the end of the display of the second special symbol for the final chance change. Therefore, in the process of determining whether to activate the C time reduction, it is not determined that the C time reduction (Time Reduction Control 1) should be activated. Then, a process is executed to determine whether or not to end the special symbol high probability state, and the value of the probability variation counter is subtracted from "1" to "0," stopping the special symbol high probability state. As a result, a "C time state" is generated in response to the end of the display of the second special symbol variation related to the probability variation final variation. That is, as will be described later, after the end of the "latent state" (the "normal ST state" described later) (during the occurrence of the "C time state"), the "C time reduction state" is generated in response to the determination of "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") by the start determination based on the special symbol 1 game information.
[0104] At the start of the "C-time state," the number of chance bonuses is set to 0, the number of first time-saving bonuses is set to 0, the number of second time-saving bonuses is set to 0, and the number of third time-saving bonuses is set to 0, and time-saving control is suspended. While time-saving control is suspended, if a "normal win" is achieved based on the normal symbol lottery, a "short release pattern" is selected and set with a 1 / 1 probability. Therefore, during the "C-time state," it is difficult for a game ball to enter the second starting hole 52. Meanwhile, in this embodiment, the third starting hole 53 is provided on the right-side path, allowing reserved special game information for the first game to be accumulated based on the launch of game balls into the right-side path during the right-hand hit period. Therefore, during the "C-time state," the reserved special game information for the first game is consumed. In the first special symbol lottery executed while the "C time state" is occurring, the game state at the time of the C time reduction judgment standard is "normal state", so if the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is won, the C time reduction (time reduction control 2) will start. Therefore, while the "C time state" is occurring, if the "jackpot symbol 1", "jackpot symbol 2", or "time reduction symbol 1" to "time reduction symbol 3" is won based on the first special symbol lottery, the game state will transition. Specifically, if "jackpot pattern 1" is won in the first special pattern lottery executed while "C time state" is occurring (game state at the time of determining game state after jackpot = "normal state"), the number of times for special mode = 84 [times], the number of times for first time reduction = 10,000 [times], the number of times for second time reduction = 10,000 [times], the number of times for third time reduction = 1 [time] are set, and upon the end of the jackpot game state, the game will transition to "special mode A". On the other hand, if the "jackpot pattern 2" is won in the first special pattern lottery executed while the "C time state" is occurring (the game state at the time of determining the game state after the jackpot = "normal state"), the number of times of special mode = 0 [times], the first number of time-saving modes = 10,000 [times], the second number of time-saving modes = 10,000 [times], and the third number of time-saving modes = 1 [time] are set, and the game will transition to the "time-saving state" (hereinafter referred to as "time-saving state D") upon the end of the jackpot game state. On the other hand, if the first special pattern lottery executed while the "C time state" is occurring results in the winning of "Time-saving pattern 1" or "Time-saving pattern 2," the number of times of special change = 0 [times], the number of first time-saving times = 40 [times], the number of second time-saving times = 10,000 [times], and the number of third time-saving times = 2 [times] will be set, and the game will transition to the "C time-saving state" upon the end of the special pattern changing display. On the other hand, if the "time-saving pattern 3" is won in the first special pattern lottery executed while the "C time state" is occurring, the number of times of special mode = 0 [times], the number of times of first time-saving mode = 10,000 [times], the number of times of second time-saving mode = 10,000 [times], and the number of times of third time-saving mode = 2 [times] will be set, and the game will transition to the "C time-saving state" upon completion of the display of the changing special patterns. That is, as shown in FIG. 41(c), when the first special symbol lottery executed in the "C time state" results in the winning of "time-saving symbol 1" to "time-saving symbol 3," the game state at the time of the C time-saving judgment standard becomes "normal state." Therefore, in the process of determining whether or not to activate the C time-saving, it is determined that the C time-saving (time-saving control 2) should be activated. Therefore, the "C time-saving state" occurs in response to the end of the variable display of the first special symbol related to the first special symbol lottery.
[0105] At the start of the "C time-saving state", the number of times of special mode = 0 [times], the first number of times of time-saving mode = 40 or 10,000 [times], the second number of times of time-saving mode = 10,000 [times], the third number of times of time-saving mode = 2 [times] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while the "C time-saving state" is occurring (excluding the final time-saving fluctuation), the game state at the time of the C time-saving judgment standard is "C time-saving state", so even if "time-saving" ("time-saving symbol 4") is won, it is treated the same as a "miss". Therefore, while the "C time-saving state" is occurring, if "jackpot symbol 3" to "jackpot symbol 5" are won based on the second special symbol lottery, or if the first time-saving count is consumed, the game state will change. Specifically, during the "C time-saving state," the third time-saving count is set to 2 times. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stationary display of the special symbol), a process for determining whether or not to terminate the time-saving state is executed, followed by a process for setting the gaming state after the end of the jackpot gaming state. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the "C time-saving state," the time-saving termination condition 3 is not met in the process for determining whether or not to terminate the time-saving state, and time-saving control 2 continues. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "C time-saving state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while the "C time-saving state" is occurring, the number of times of special mode = 84 [times], the number of first time-saving mode = 10,000 [times], the number of second time-saving mode = 10,000 [times], the number of third time-saving mode = 2 [times] will be set, and upon the end of the jackpot game state, the game will transition to the "special mode" (hereinafter referred to as "special mode C"). On the other hand, if the number of times the second special symbol changes during the "C time-saving state" reaches the first time-saving count without winning a "jackpot," the state transitions to the "slight time-saving state." That is, as described above, in this embodiment, at the end of the special symbol change display (the start of the special symbol stop display), a process for determining whether to terminate the time-saving state is executed, followed by a process for determining whether to activate the C time-saving mode. As a result, as shown in FIG. 41(d), if the "time-saving symbol 4" is selected in the second special symbol lottery for the final time-saving change during the "C time-saving state," at the end of the second special symbol change display for the final time-saving change, a process for determining whether to terminate the time-saving state is executed. The value of the first time-saving counter is subtracted from "1" to "0" (time-saving end condition 1 is met), and time-saving control 2 is stopped. As a result, the game state at the time of the C time-saving determination standard becomes the "normal state." Therefore, in the process of determining whether to activate the C time reduction, it is determined that the C time reduction (time reduction control 1) should be activated, and time reduction control 1 is started. Therefore, in response to the end of the display of the change in the second special symbol related to the final change in the time reduction, a "slight time reduction state" is generated. As a result, after the end of the "C time reduction state", the "slight time reduction state" is generated, and therefore, since the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is determined by the start determination based on the special symbol 1 game information, the "C time reduction state" is not generated. During the occurrence of the "C time-saving state", if the number of times the first special pattern and the second special pattern are displayed reaches the second time-saving count, and if the final time-saving change of the "C time-saving state" is made by drawing the first special pattern, then the "C time-saving state" based on "time-saving pattern 1" to "time-saving pattern 3" will occur, but since the second time-saving count is set to 10,000 times, this is a situation that cannot occur in reality.
[0106] At the start of "Probable Change State C," the number of possible changes is set to 84 [times], the first number of time-saving times is set to 10,000 [times], the second number of time-saving times is set to 10,000 [times], and the third number of time-saving times is set to 2 [times], and time-saving control 2 is executed. In the second special symbol lottery executed during the occurrence of "probability variable state C," the game state at the time of C time-saving judgment standard = "probability variable state," so even if "time-saving" ("time-saving symbol 4") is won, it is treated the same as a "miss." Therefore, during the occurrence of "probability variable state C," if "jackpot symbol 3" to "jackpot symbol 5" are won based on the second special symbol lottery, or if the number of probability variable times is consumed, the game state will transition. Specifically, during the occurrence of "probability variable state C," the third time-saving count is set to 2 [times]. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stopped display of the special symbol), a process for determining whether or not to terminate the time-saving state is executed, and then a process for setting the gaming state after the end of the jackpot gaming state is executed. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "probability variable state C," the time-saving termination condition 3 is not established in the process for determining whether or not to terminate the time-saving state, and time-saving control 2 continues. As a result, the gaming state at the time of the gaming state determination standard after the jackpot becomes "probability variable state." Therefore, if the second special symbol lottery executed while "High probability state C" is occurring results in "Jackpot symbol 3" to "Jackpot symbol 5", the number of high probability states = 84 [times], the first number of time-saving periods = 10,000 [times], the second number of time-saving periods = 10,000 [times], and the third number of time-saving periods = 1 [time] will be set, and upon the end of the high probability state, the game will transition to "High probability state A". On the other hand, if the number of times the second special pattern changes and is displayed reaches the number of times of the special pattern during the "special pattern state C" without winning the "jackpot", the special pattern high probability state ends and the game transitions to the "time-saving state" (hereinafter referred to as "time-saving state C").
[0107] At the start of "time-saving state C," the number of times of special mode = 0 [times], the first number of times of time-saving mode = 9916 [times], the second number of times of time-saving mode = 9916 [times], the third number of times of time-saving mode = 2 [times] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while "time-saving state C" is occurring (excluding the final time-saving fluctuation), the game state at the time of the C time-saving judgment standard = "time-saving state", so even if "time-saving" ("time-saving symbol 4") is won, it is treated the same as a "miss". Therefore, while "time-saving state C" is occurring, if "jackpot symbol 3" to "jackpot symbol 5" are won based on the second special symbol lottery, or if the first time-saving count is consumed, the game state will change. Specifically, during the occurrence of "time-shortened state C," the third time-shortened count is set to 2 [times]. As described above, in this embodiment, at the end of the variable display of the special symbol (at the start of the stationary display of the special symbol), a process for determining whether or not to terminate the time-shortened state is executed, and then a process for setting the gaming state after the end of the jackpot gaming state is executed. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "time-shortened state C," the time-shortened state termination condition 3 is not satisfied in the process for determining whether or not to terminate the time-shortened state, and time-shortened control 2 continues. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "time-shortened state." Therefore, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won in the second special pattern lottery executed while "Time-saving State C" is occurring, the number of times of special mode = 84 [times], the first number of time-saving mode = 10,000 [times], the second number of time-saving mode = 10,000 [times], the third number of time-saving mode = 1 [time] will be set, and upon the end of the jackpot game state, the game will transition to "Special Mode A". On the other hand, if the number of times the second special symbol changes and displays reaches the first time-saving count without a "jackpot" being won during the "time-saving state C," the game transitions to the "slight time-saving state." That is, as described above, in this embodiment, at the end of the special symbol change (the start of the special symbol stop display), a process for determining whether to terminate the time-saving state is executed, followed by a process for determining whether to activate the C time-saving mode. As a result, as shown in FIG. 41(d), if the "time-saving symbol 4" is selected in the second special symbol lottery for the final time-saving change in the "time-saving state C," at the end of the second special symbol change and display, a process for determining whether to terminate the time-saving state is executed. The value of the first time-saving counter is subtracted from "1" to "0" (time-saving end condition 1 is met), and time-saving control 2 is stopped. As a result, the game state at the time of the C time-saving determination standard becomes the "normal state." Therefore, in the process of determining whether or not to activate the C time reduction, it is determined that the C time reduction (time reduction control 1) should be activated, and time reduction control 1 is started. Therefore, in response to the end of the display of the change in the second special symbol related to the final change in the time reduction, a "slight time reduction state" is generated. As a result, after the end of the "time reduction state C", the "slight time reduction state" is generated, and therefore, as the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is determined by the start determination based on the special symbol 1 game information, the "C time reduction state" is not generated.
[0108] At the start of "time-saving state D", the number of times of special mode = 0 [times], the first number of times of time-saving mode = 10,000 [times], the second number of times of time-saving mode = 10,000 [times], and the third number of times of time-saving mode = 1 [time] are set, and time-saving control 2 is executed. In the second special symbol lottery executed while "time-saving state D" is occurring (excluding the final time-saving fluctuation), the game state at the time of C time-saving judgment standard = "time-saving state", so even if "time-saving" ("time-saving symbol 4") is won, it is treated the same as a "miss". Therefore, while "time-saving state D" is occurring, if "jackpot symbol 3" to "jackpot symbol 5" are won based on the second special symbol lottery, or if the first time-saving count is consumed, the game state will change. Specifically, during the occurrence of "time-shortened state D," the third time-shortened count is set to 1. As described above, in this embodiment, at the end of the variable display of the special symbol (the start of the stationary display of the special symbol), a process for determining whether or not to terminate the time-shortened state is executed, followed by a process for setting the gaming state after the end of the jackpot gaming state. As a result, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the occurrence of "time-shortened state D," a process for determining whether or not to terminate the time-shortened state is first executed, the value of the third time-shortened counter is subtracted from "1" to "0" (time-shortened end condition 3 is met), and time-shortened control 2 is stopped. As a result, the gaming state at the time of the post-jackpot gaming state determination standard becomes "normal state." Therefore, if the second special symbol lottery executed while "Time-saving state D" occurs results in a winning combination of "Jackpot symbol 3" to "Jackpot symbol 5," the number of times for special mode = 84 [times], the first number of times for special mode = 80 [times], the second number of times for special mode = 80 [times], and the third number of times for special mode = 1 [time] will be set, and upon the end of the jackpot game state, the game will transition to "Special mode B." On the other hand, if the number of times the second special symbol changes and displays reaches the first time-saving count without a "jackpot" being won during "time-saving state D," the game transitions to a "slight time-saving state." That is, as described above, in this embodiment, at the end of the special symbol change (the start of the special symbol stop display), a process for determining whether to terminate the time-saving state is executed, followed by a process for determining whether to activate time-saving C. As a result, as shown in FIG. 41(d), if "time-saving symbol 4" is selected in the second special symbol lottery for the final time-saving change in "time-saving state B," at the end of the second special symbol change and display, a process for determining whether to terminate the time-saving state is executed. The value of the first time-saving counter is subtracted from "1" to "0" (time-saving end condition 1 is met), and time-saving control 2 is stopped. As a result, the game state at the time of the time-saving decision standard becomes "normal state." Therefore, in the process of determining whether or not to activate the C time reduction, it is determined that the C time reduction (time reduction control 1) should be activated, and time reduction control 1 is started. Therefore, in response to the end of the display of the variation of the second special symbol related to the final variation of the time reduction, a "slight time reduction state" is generated. As a result, after the end of the "time reduction state D", the "slight time reduction state" is generated, and therefore, as the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is determined by the start determination based on the special symbol 1 game information, the "C time reduction state" is not generated.
[0109] Next, a normal game flow in the pachinko machine 1 will be described. That is, in the pachinko machine 1, while the "slight time-saving state" is occurring, the game is played by inserting a game ball into the first starting hole 51, with the aim of winning the "jackpot pattern 2" in the first special pattern lottery. If "jackpot symbol 2" is won in the first special symbol lottery executed while the "slight time-saving state" is occurring, the first time-saving number of times = 133 [times] is set, and the game moves to "time-saving state A." Then, while the "time-saving state A" is occurring, the game is progressed by inserting a game ball into the second start hole 52, aiming to win "jackpot symbol 3" to "jackpot symbol 5" in the second special symbol lottery before the first time-saving number of times is consumed. While "Time-saving State A" is occurring, if the player does not win "Big Winning Pattern 3" to "Big Winning Pattern 5" in the second special pattern lottery before the first number of time-saving turns is consumed, the player will fall into the "Slight Time-saving State." On the other hand, if "jackpot symbol 3" to "jackpot symbol 5" are drawn by the second special symbol lottery during "time-saving state A" before the first number of time-saving times is consumed, the number of chance variations is set to 84 [times], the first number of time-saving times is set to 10,000 [times], and the game transitions to "time-saving state A." Also, if the number of chance variations is consumed during "time-saving state A," the game transitions to "time-saving state B." During "time-saving state A" or "time-saving state B," the game progresses by inserting a game ball into second start hole 52 and aiming to win "jackpot symbol 3" to "jackpot symbol 5" by the second special symbol lottery before the first number of time-saving times is consumed. Here, if "Jackpot Pattern 3" through "Jackpot Pattern 5" are selected through the second special symbol lottery executed during "Time-saving State A," the first time-saving count is set to 10,000. Considering that the probability of winning a "jackpot" through the second special symbol lottery is 1 / 239.7 (low-probability special symbol state) or 1 / 43.4 (high-probability special symbol state), the probability of winning a "jackpot" through the second special symbol lottery increases during "Probability Variable State A" or "Time-saving State B." In other words, during "Probability Variable State A" or "Time-saving State B," one "jackpot" win is confirmed. In the following explanation, "Probability Variable State A" and "Time-saving State B" are collectively referred to as the "one remaining consecutive win confirmed state." Therefore, if the second special pattern lottery executed while "Time-saving State A" is occurring results in "Jackpot Pattern 3" to "Jackpot Pattern 5" being won, it will be confirmed that the player will win two "Jackpots", including the "Jackpot" in question.
[0110] If "jackpot symbol 3" to "jackpot symbol 5" are selected by the second special symbol lottery executed during the "one remaining consecutive win confirmed state," the number of chance wins is set to 84 [times], the number of first time-saving times is set to 80 [times], and the game transitions to "probability win state B." Also, when the first time-saving times are consumed during "probability win state B," the game transitions to "latent state." During "probability win state B," the game ball is placed in the second start hole 52, and the game progresses with the aim of winning "jackpot symbol 3" to "jackpot symbol 5" by the second special symbol lottery before the number of chance wins is consumed. Meanwhile, during the "latent state," the remaining reserved special symbol 2 (four in this embodiment) is consumed. Here, if "jackpot symbol 3" to "jackpot symbol 5" are selected through the second special symbol lottery executed during the "one remaining consecutive win confirmed state," the number of chance wins is set to 84. Considering that the probability of winning a "jackpot" through the second special symbol lottery is 1 / 43.4 (special symbol high probability state), whether or not a "jackpot" will be won through the second special symbol lottery during the "probability win state B" or "latent state" is unclear. In the following explanation, "probability win state B" and the "latent state" are collectively referred to as the "normal ST state." Therefore, during the "normal ST state," the game proceeds with the aim of winning "jackpot symbol 3" to "jackpot symbol 5" through the second special symbol lottery before the number of chance wins is consumed. During the "normal ST state", if you are able to win "jackpot pattern 3" to "jackpot pattern 5" in the second special pattern lottery before the number of chance turns is consumed, the number of chance turns = 84 [turns], the number of first time-saving turns = 80 [turns], and the game will transition to the "normal ST state" again. On the other hand, if the player does not win any of the "jackpot patterns 3" to "jackpot patterns 5" in the second special pattern lottery before the number of chance turns is consumed during the "normal ST state," the state will transition to the "C time state."
[0111] During the "C-time state", the special symbol 1 game information (special symbol 1 game information for which the start judgment is pending) acquired during the "normal ST state" is consumed. If the "time-saving symbol 1" or "time-saving symbol 2" is selected in the first special symbol lottery executed during the "C-time state", the first time-saving number of times is set to 40 [times], and the game transitions to the "C-time state". On the other hand, if the "time-saving symbol 3" is selected in the first special symbol lottery executed during the "C-time state", the first time-saving number of times is set to 10,000 [times], and the game transitions to the "C-time state". Considering that the probability of winning a "jackpot" through the second special symbol lottery is 1 / 239.7 (low probability state for special symbols), if the first time-saving count is set to 40, it becomes unclear whether or not a "jackpot" will be won through the second special symbol lottery executed during the "C time-saving state." On the other hand, if the first time-saving count is set to 10,000, the probability of winning a "jackpot" through the second special symbol lottery executed during the "C time-saving state" becomes high (i.e., one "jackpot" win is confirmed). Therefore, during the "C time-saving state," the player progresses with the aim of winning "jackpot symbol 3" through "jackpot symbol 5" through the second special symbol lottery before the first time-saving count is consumed. While the "C time-saving state" is occurring, if the player does not win "jackpot pattern 3" to "jackpot pattern 5" in the second special pattern lottery before the first time-saving number of times is consumed, the player will fall into the "slight time-saving state." On the other hand, if "jackpot symbol 3" to "jackpot symbol 5" are drawn by the second special symbol lottery during the occurrence of "C time-saving state" before the first number of time-saving times is consumed, the number of chances of probability change = 84 [times], the number of first time-saving times = 10,000 [times], and the game transitions to "probability change state C." Also, if the number of chances of probability change is consumed during the occurrence of "probability change state C," the game transitions to "time-saving state C." During the occurrence of "probability change state C" or "time-saving state C," the game progresses by inserting a game ball into the second starting hole 52, aiming to win "jackpot symbol 3" to "jackpot symbol 5" by the second special symbol lottery before the first number of time-saving times is consumed. Here, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are won by the second special symbol lottery executed during the "C Time-Shortening State," the first time-shortening count is set to 10,000 [times]. Considering that the probability of winning a "jackpot" by the second special symbol lottery is 1 / 239.7 (special symbol low probability state) or 1 / 43.4 (special symbol high probability state), the probability of winning a "jackpot" by the second special symbol lottery increases during the occurrence of "Probability Variable State C" or "Time-Shortening State C." In other words, during the occurrence of "Probability Variable State C" or "Time-Shortening State C," one "jackpot" is confirmed. In particular, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during "probability variable state C" or "time-saving state C," the game transitions to a "one-consecutive-remaining-confirmed-state." Therefore, during "probability variable state C" or "time-saving state C," two "jackpot" wins are confirmed, including the "jackpot" confirmed in the "one-consecutive-remaining-state." In the following explanation, "probability variable state C" and "time-saving state C" are collectively referred to as the "two-consecutive-remaining-state." Therefore, if "jackpot symbol 3" to "jackpot symbol 5" are selected in the second special symbol lottery executed during the "C time-saving state," three "jackpot" wins are confirmed, including the "jackpot."
[0112] As a result, in the pachinko machine 1, if "jackpot symbol 2" is won in the first special symbol lottery during the "slight time-saving state," and if "jackpot symbol 3" to "jackpot symbol 5" are won in the second special symbol lottery during the "time-saving state A" before the first number of times of time-saving is consumed, it is possible to transition to a special symbol high probability state that is advantageous to the player. In particular, if "jackpot symbol 3" to "jackpot symbol 5" are won in the second special symbol lottery during the "time-saving state A" before the first number of times of time-saving is consumed, the machine transitions to a "remaining one consecutive confirmed state," and it is determined that two "jackpots" will be won, including the "jackpot." After the transition to the special high probability state, while the "normal ST state" is occurring, the second special pattern lottery can be used to draw back "jackpot pattern 3" to "jackpot pattern 5" before the number of chance turns is consumed, allowing more "normal ST state" to be looped, thereby making it possible to win more prize balls. In particular, during the "normal ST" occurring, even if you are unable to pull back "jackpot symbol 3" to "jackpot symbol 5" by the second special symbol lottery before the number of chance variations is consumed, you will always be able to transition to the "C time state" and then to the "C time reduction state." Then, during the "C time reduction state," if you can pull back "jackpot symbol 3" to "jackpot symbol 5" by the second special symbol lottery before the first time reduction variations are consumed, you will transition to the "remaining 2 consecutive confirmed state," and it is determined that you will win three "jackpots," including the "jackpot" in question.
[0113] In this way, in the pachinko machine 1, the expected value of balls to be dispensed (the expected value of being able to acquire more prize balls) is higher when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the "C time-shortened state" than when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the "normal ST state". In other words, the expected value of being able to acquire more "jackpots" is higher when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the "C time-shortened state" than when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the "normal ST state". This makes it possible to make the "C time-shortened state" that occurs when a "time-shortened" state is determined by the start-up judgment a game state that is more advantageous to the player than the "normal ST state" that occurs when a jackpot game state ends, thereby improving gameplay. In addition, in the pachinko machine 1, the expected value of balls dispensed is higher when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the occurrence of the "time-saving state A" than when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the occurrence of the "time-saving state C." In other words, the expected value of winning more "jackpots" is higher when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is determined by a start determination based on the special chart 2 game information during the occurrence of the "time-saving state C." This makes it possible to make the "C time-saving state" that occurs when a "time-saving" is determined by the start-up judgment a gaming state that is more advantageous to the player than the "time-saving state A" that occurs when a jackpot gaming state ends, thereby improving playability. In the following explanation, the jackpot game state that occurs when a "jackpot" ("jackpot symbol 1" or "jackpot symbol 2") is won by the first special symbol lottery executed during the "slight time-saving state" is called the "initial hit." Also, the period from the start of the "initial hit" to the fall into the "slight time-saving state" is called the "consecutive win period."
[0114] (Regarding the variation of special symbols) Next, we will explain the fluctuation patterns of the special symbols selected and set during the occurrence of each game state ("C time state", "slight time-saving state", "time-saving state", "C time-saving state", "probable change state" and "latent state"). FIG. 42 is a diagram showing the contents of the variation pattern table mode transition table. Here, Figure 42(a) shows the contents of the variation pattern table mode transition table that is set when a "jackpot" is won in the first special pattern lottery, Figure 42(b) shows the contents of the variation pattern table mode transition table that is set when a "time-saving" is won in the first special pattern lottery, Figure 42(c) shows the contents of the variation pattern table mode transition table that is set when a "jackpot" is won in the second special pattern lottery, and Figure 42(d) shows the contents of the variation pattern table mode transition table that is set when a "time-saving" is won in the second special pattern lottery. In this embodiment, the groups of fluctuation modes (fluctuation patterns) of special symbols (hereinafter referred to as "fluctuation pattern table modes") include "normal fluctuation", "time-saving fluctuation", "ST fluctuation", "ST remaining reserve consumption fluctuation", "ST post-C time-saving fluctuation", "C time-saving result fluctuation", "C time-saving continuation promotion fluctuation", "high-speed consumption fluctuation", and "slight time-saving fluctuation". In addition, each fluctuation pattern table mode is associated with a fluctuation pattern table mode number. This makes it possible to specify (identify) a fluctuation pattern table mode by specifying (identifying) the fluctuation pattern table mode number. Specifically, "0" is associated with the "normal variation" as the variation pattern table mode number. "1" is associated with the "time-saving variation" as the variation pattern table mode number. "2" is associated with the "ST variation" as the variation pattern table mode number. "3" is associated with the "ST remaining reserve consumption variation" as the variation pattern table mode number. "4" is associated with the "ST post-C time-saving variation" as the variation pattern table mode number. "5" is associated with the "C time-saving result variation" as the variation pattern table mode number. "6" is associated with the "C time-saving continuation stimulation variation" as the variation pattern table mode number. "7" is associated with the "high-speed consumption variation" as the variation pattern table mode number. "8" is associated with the "slight time-saving variation" as the variation pattern table mode number.
[0115] "Normal Variation" is selected and set as the variation pattern table mode for the variation display based on the first special symbol lottery executed during the "C-Time State." In this case, if the result of the first special symbol lottery executed during the "C-Time State" is "Time Shortening" ("Time Shortening Symbol 1" to "Time Shortening Symbol 3"), the variation pattern table (variation mode and variation time) is selected regardless of the number of reserved special symbols. A fixed variation time of 0.5 seconds is associated with the variation mode belonging to "Normal Variation." Furthermore, if the result of the first special symbol lottery executed during the "C-Time State" is "Time Shortening" ("Time Shortening Symbol 1" to "Time Shortening Symbol 3"), the C-Time effect described below is executed during the variation display of the first special symbol based on the "Normal Variation." The "time-saving variation" is selected and set as a variation pattern table mode for the variation display based on the second special symbol lottery executed for each time while "time-saving state A" is occurring (during execution of time-saving control 2 with the first time-saving count = 133 times). The variation modes belonging to "time-saving variation" are associated with a variation time that allows for approximately 30 variations per minute. Here, among the variations of the second special symbol executed during the occurrence of "time-saving state A," the variation display of the second special symbol in the final time (the 133rd time) (final variation of the time-saving pattern) may be configured to select a variation mode associated with a longer variation time compared to the variations of the second special symbol in each time (the 1st to the 132nd time) excluding the final time. In this way, if the tendency of the fluctuation time is changed depending on the number of fluctuations, it is necessary to control the fluctuation pattern table mode number as "1-1 (1st to 132nd times)" and "1-2 (133rd time)." However, to avoid complication of explanation, we will treat it as a fluctuation pattern table mode number of 1. Furthermore, during the fluctuation display of the second special symbol (final fluctuation of the time-saving function) in the final round (133rd round), the result effect described below can be executed. In such a configuration, the fluctuation pattern table (fluctuation mode and fluctuation time) is selected for the fluctuation display of the second special symbol in each round (1st to 132nd round) except the final round depending on the number of reserved special symbols 2, and the fluctuation pattern table (fluctuation mode and fluctuation time) is selected for the fluctuation display of the second special symbol (final fluctuation of the time-saving function) in the final round (133rd round) regardless of the number of reserved special symbols 2.
[0116] "ST variation" is selected and set as a variation pattern table mode related to the variation display based on the second special symbol lottery executed for each time when "probability variable state B" is occurring (during execution of time-saving control 2 with the first time-saving number of times = 80 times during the occurrence of "normal ST state"). Also, "ST variation" is selected and set as a variation pattern table mode related to the variation display based on the second special symbol lottery executed for each time when "probability variable state A" is occurring (variation display based on the second special symbol lottery for each of the 1st to 80th times during the occurrence of "one remaining consecutive confirmed state"). The variation modes belonging to "ST variation" are associated with a variation time that allows for the execution of approximately 30 variation displays per 1 min. In this embodiment, among the variable displays of the second special symbols executed during the occurrence of "probable variable state B", for the variable display of the second special symbol in the final round (80th round) (final variation of time-saving), a variable mode associated with a longer variation time is selected compared with the variable displays of the second special symbols in each round (1st round to 79th round) excluding the final round. Then, during the variable display of the second special symbol in the final round (80th round) (final variation of time-saving), a transition destination suggestion effect, which will be described later, is started. At this time, the transition destination suggestion effect is executed (continues) across five [times] of second special symbol change displays, from the change display of the second special symbol in the final time (80th time) (final change of time-saving), to the change display based on four [times] of second special symbol lotteries executed during the occurrence of the "latent state" described below (second special symbol lotteries based on the four remaining reserves of special symbol 2 that are consumed after the end of the first time-saving number of times = 80 [times] of time-saving control 2 during the occurrence of the "normal ST state"). Furthermore, among the variable displays of the second special symbols executed during the occurrence of "probability variable state A," the 80th variable display of the second special symbol is configured to select a variable mode associated with a longer variable time compared to the 1st to 79th variable displays of the second special symbol. Then, during the 80th variable display of the second special symbol, a transition destination suggestion effect is started. At this time, the transition destination suggestion effect is executed (continued) across five variable displays of the second special symbol, from the 80th variable display of the second special symbol to the variable display based on the 84th variable display of the second special symbol (final variable display). "ST Remaining Reserve Consumption Fluctuation" is selected and set as a fluctuation pattern table mode for the fluctuation display based on the four second special symbol lotteries executed during the occurrence of the "latent state" (second special symbol lotteries based on the four remaining special symbol 2 lotteries that are consumed after the end of the first time-saving number of times = 80 times of time-saving control 2 during the occurrence of the "normal ST state"). Also, "ST Remaining Reserve Consumption Fluctuation" is selected and set as a fluctuation pattern table mode for the fluctuation display based on the 81st to 84th second special symbol lotteries executed during the occurrence of the "probable variable state A". A fluctuation time of 0.5 [s] (fixed) is associated with the fluctuation mode belonging to "ST Remaining Reserve Consumption Fluctuation".
[0117] The "ST Post-C Time-Shortening Variation" is selected and set as the variation pattern table mode for the second special symbol variation display during the "C Time-Shortening State" initiated based on "Time-Shortening Symbol 1" through "Time-Shortening Symbol 3." The variation mode of the "ST Post-C Time-Shortening Variation" is associated with a variation time that allows for approximately 40 variations per minute. The "ST Post-C Time-Shortening Variation" has a lower probability of achieving a "reach" state compared to the "time-shortening variation," increasing the likelihood of winning if the "reach" state is achieved. Here, the "reach" state is a state in which two of the three main symbol display sections temporarily display main symbol b, and the combination of the temporarily displayed main symbol b is included in the "jackpot" combination. The "expected winning probability" refers to the likelihood (degree) of a jackpot game state occurring. "C time-saving result variation" is selected and set as a variation pattern table mode relating to the variation display of the second special symbol for the 40th time (final time-saving variation) among the variation displays of the second special symbol executed during the occurrence of the "C time-saving state" initiated based on "time-saving symbol 1". The variation modes belonging to "C time-saving result variation" are associated with a longer variation time compared to the variation modes belonging to "post-ST C time-saving variation". Then, during the variation display of the second special symbol for the 40th time (final time-saving variation), a result presentation is executed. The "C Time-saving Continuation Prompt Variation" is selected and set as the variation pattern table mode for the 40th second special symbol variation display among the variation displays of the second special symbol executed during the "C Time-saving State" initiated based on "Time-saving Symbol 2" or "Time-saving Symbol 3." The variation modes belonging to the "C Time-saving Continuation Prompt Variation" are associated with longer variation times compared to the variation modes belonging to the "Post-ST C Time-saving Variation." During the 40th second special symbol variation display, the "Fate Turning Point" effect described below is executed. In this case, in the "C Time-saving State" initiated based on "Time-saving Symbol 2," the "Fate Turning Point" effect is executed during the 40th second special symbol variation display (final time-saving variation), and then the result effect is executed. On the other hand, in the "C Time-saving State" initiated based on "Time-saving Symbol 3," the result effect is not executed during the 40th second special symbol variation display.
[0118] "High-speed digestion fluctuation" is selected and set as the fluctuation pattern table mode for the second special symbol fluctuation display for each of the 41st to 10,000th times among the fluctuation displays of the second special symbol executed during the occurrence of the "C time-saving state" initiated based on "time-saving symbol 3." Also, "high-speed digestion fluctuation" is selected and set as the fluctuation pattern table mode for the second special symbol fluctuation display for each of the times executed during the occurrence of the "2-series remaining confirmed state." Also, "high-speed digestion fluctuation" is selected and set as the fluctuation pattern table mode for the second special symbol fluctuation display for each of the times executed during the occurrence of the "1-series remaining confirmed state" (excluding when transitioning from "time-saving state A"). Furthermore, "high-speed digestion fluctuation" is selected and set as the fluctuation pattern table mode for the second special symbol fluctuation display for each of the 85th to 10,000th times among the fluctuation displays of the second special symbol executed during the occurrence of the "1-series remaining confirmed state" (only when transitioning from "time-saving state A"). The "high-speed consumption fluctuation" fluctuation mode is associated with a fluctuation time that allows for approximately 55 fluctuations per minute. During the fluctuation display of the second special symbol based on the "high-speed consumption fluctuation," the premium unrivaled effect, described below, is executed. Here, among the fluctuation displays of the second special symbol executed during the "C time-saving state" initiated based on the "time-saving symbol 3," a long fluctuation time may be set for the final fluctuation of the time-saving state, resulting in a result effect. Furthermore, among the fluctuation displays of the second special symbol executed during the "two-consecutive-remaining-state" state, a long fluctuation time may be set for the final fluctuation of the time-saving state, resulting in a result effect. Furthermore, among the fluctuation displays of the second special symbol executed during the "one-consecutive-remaining-state" state, a long fluctuation time may be set for the final fluctuation of the time-saving state, resulting in a result effect. The "fluctuating time for short time" is selected and set as a fluctuation pattern table mode related to the fluctuation display of the first special symbol each time executed during the occurrence of the "fluctuating time state." The fluctuation mode belonging to the "fluctuating time for short time" is associated with a normal fluctuation time (for example, 4.0 [s] to 180.0 [s]).
[0119] The ROM 220 stores a variation pattern table mode transition table. The variable pattern table mode transition table stores the relationship between the number of times the variable display of the special pattern is executed after the end of the jackpot game state (or after the C time reduction is activated) and the variable pattern table mode number to be selected (referenced). Specifically, a plurality of variation pattern table mode numbers are registered in the variation pattern table mode transition table, and the plurality of variation pattern table mode numbers are selected in order in accordance with a predetermined order. Then, the variation pattern table mode number that is selected at the start of the variation display of the special symbol is selected as the variation pattern table mode number for the variation display of the special symbol. In addition, the variation pattern table mode transition table specifies, for each variation pattern table mode number, the number of variations for which the variation pattern table mode number is to be selected. Then, for a variation pattern table mode number that is to be selected, when the number of variations of the special symbol for which the variation pattern table mode number is to be selected reaches the number of variations specified for the variation pattern table mode number, the variation pattern table mode number that is to be selected is switched to the variation pattern table mode number that is registered in the next order after the variation pattern table mode number. For example, when a first variation pattern table mode number is set as the selection target, the first variation pattern table mode number is set as the selection target for each variation display of the special pattern until the number of times the variation display of the special pattern for which the first variation pattern table mode number is set as the selection target reaches the number of times of variation specified for the first variation pattern table mode number. Then, when the number of times the variation display of the special pattern for which the first variation pattern table mode number is set as the selection target reaches the number of times of variation specified for the first variation pattern table mode number, the variation pattern table mode number set as the selection target switches to the second variation pattern table mode number registered in the next order after the first variation pattern table mode number. By repeating this process, the variation pattern table mode numbers registered in the variation pattern table mode transition table are set as selection targets sequentially in a predetermined order.
[0120] The fluctuation pattern table mode transition table is set when the jackpot game state ends. Also, the fluctuation pattern table mode transition table is set when the C time-saving operation ("time-saving" ("time-saving symbol 1" to "time-saving symbol 4")) is selected (only when the game state at the time of the C time-saving judgment standard = "normal state")) is selected. As shown in Figure 42(a), if "jackpot pattern 1" is won and the game state at the time of the post-jackpot game state judgment standard is "normal state," "time-saving state," "latent state," "probable change state," "C time-saving state," or "slight time-saving state," then the variable pattern table mode transition table A is set upon the end of the jackpot game state. In the fluctuation pattern table mode transition table A, it is specified that for the 80[times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 2 is selected, then for the 4[times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 3 is selected, then for the 9916[times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 7 is selected, and for the subsequent fluctuation displays (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected.
[0121] On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state determination standard is "normal state", the variable pattern table mode transition table B is set upon the end of the jackpot game state. In the fluctuation pattern table mode transition table B, it is specified that for the 10,000th fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 3 is selected, and for subsequent fluctuation displays (fluctuation displays of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state judgment standard is the "time-shortened state," "C time-shortened state," or "slight time-shortened state," the variable pattern table mode transition table C is set upon the end of the jackpot game state. In the fluctuation pattern table mode transition table C, it is specified that for the 133rd fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 1 is selected, and for subsequent fluctuation displays (fluctuation displays of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the post-jackpot game state determination standard is a "latent state" or a "probable change state", the variable pattern table mode transition table D is set as the jackpot game state ends. In the fluctuation pattern table mode transition table D, it is specified that for the 560th fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 7 is selected, and for subsequent fluctuation displays (fluctuation displays of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected.
[0122] On the other hand, as shown in Figure 42(b), if the "time-saving pattern 1" is won and the game state at the time of the C time-saving judgment standard is "normal state", the variable pattern table mode transition table E is set as the stopped display of the special pattern ends. In the fluctuation pattern table mode transition table E, it is specified that for the 39 [times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 4 is selected, then for the 1 [time] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 5 is selected, and for the subsequent fluctuation display (fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. On the other hand, if the "time-saving symbol 2" is won and the game state at the time of the C time-saving judgment standard is "normal state", the variable pattern table mode transition table F is set as the stopped display of the special symbol ends. In the fluctuation pattern table mode transition table F, it is specified that for the 39 [times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 4 is selected, then for the 1 [time] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 6 is selected, and for the subsequent fluctuation display (fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. On the other hand, if the "time-saving symbol 3" is won and the game state at the time of C time-saving judgment standard is "normal state", the variable pattern table mode transition table G is set as the stopped display of the special symbol ends. In the fluctuation pattern table mode transition table G, it is specified that for the 39 [times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 4 is selected, then for the 1 [time] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 6 is selected, then for the 9960 [times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 7 is selected, and for the subsequent fluctuation displays (fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected.
[0123] On the other hand, as shown in Figure 42(c), if "jackpot pattern 3" to "jackpot pattern 5" are won and the game state at the time of the post-jackpot game state judgment standard is "normal state" or "latent state", the variable pattern table mode transition table H is set as the jackpot game state ends. In the fluctuation pattern table mode transition table H, it is specified that for the 80 [times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 2 is selected, then for the 4 [times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 3 is selected, and for the subsequent fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. On the other hand, if "jackpot pattern 3" to "jackpot pattern 5" are won and the game state at the time of the post-jackpot game state judgment standard is "time-shortened state", the variable pattern table mode transition table A is set as the jackpot game state ends. On the other hand, if "jackpot pattern 3" to "jackpot pattern 5" is won and the game state at the time of the game state judgment standard after the jackpot is "probable variable state", "C time-shortened state" or "slight time-shortened state", the fluctuation pattern table mode transition table D is set as the jackpot game state ends.
[0124] On the other hand, as shown in Figure 42(d), if the "time-saving pattern 4" is won and the game state at the time of the C time-saving judgment standard is "normal state", the variable pattern table mode transition table I is set as the stopped display of the special pattern ends. In the fluctuation pattern table mode transition table I, it is specified that for the 10,000th fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 8 is selected, and for subsequent fluctuation displays (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected.
[0125] Next, a method for selecting the variation mode of the variable display of the special symbol in the pachinko machine 1 will be described. The main control board 200 is configured with a counter for updating the variation pattern table mode, which counts the number of times the special symbol is displayed. Also, a variation pattern table is stored in the ROM 220. Here, the variation pattern table stores the correspondence between the value of the variation pattern random number and the variation mode (variation pattern). As described above, when the big win game state ends or when the C time reduction is activated, the variation pattern table mode transition table is set. At this time, the first variation pattern table mode number among the variation pattern table mode numbers registered in the set variation pattern table mode transition table is set as the selection target, and the number of variations corresponding to the variation pattern table mode number set as the selection target is set as the value of the variation pattern table mode update counter. At the start of the variable display of the special symbol each time, in the special symbol variable pattern determination process (step S11-11) described later, first, a variable pattern table corresponding to the combination of the variable pattern table mode number set as the selection target, the type of special symbol that starts the variable (first special symbol or second special symbol), the result of the start determination ("jackpot" or "time reduction"), and the reserved number (special symbol 1 reserved number or special symbol 2 reserved number) is acquired. Then, among the variable modes (variation patterns) registered in the acquired variable pattern table, the variable mode (variation pattern) corresponding to the variable pattern random number included in the game information is selected as the variable mode (variation pattern) of the variable display of the special symbol. Furthermore, with the end of each display of the special symbol variations, "1" is subtracted from the value of the variation pattern table mode update counter. If the value of the variation pattern table mode update counter after the subtraction is less than "0", the variation pattern table mode number next in rank to the variation pattern table mode number currently set as the selection target among the variation pattern table mode numbers registered in the set variation pattern table mode transition table is set as the new selection target, and the number of variations corresponding to the variation pattern table mode number set as the new selection target is set as the new value of the variation pattern table mode update counter.
[0126] For example, if "jackpot pattern 3" to "jackpot pattern 5" is won and the game state at the time of the post-jackpot game state judgment standard is "time-shortened state", the variable pattern table mode transition table A is set as the jackpot game state ends. Here, in the fluctuation pattern table mode transition table A, it is specified that for the 80 [times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 2 is selected, then for the 4 [times] fluctuation display (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 3 is selected, then for the 9916 [times] fluctuation display (limited to the fluctuation display of the second special pattern), fluctuation pattern table mode number = 7 is selected, and for the subsequent fluctuation displays (the fluctuation display of either the first special pattern or the second special pattern), fluctuation pattern table mode number = 0 is selected. That is, in the fluctuation pattern table mode transition table A, the fluctuation pattern table mode numbers are registered in the following order: fluctuation pattern table mode number = 2 (number of fluctuations = 80 [times]), fluctuation pattern table mode number = 3 (number of fluctuations = 4 [times]), fluctuation pattern table mode number = 7 (number of fluctuations = 9916 [times]), fluctuation pattern table mode number = 0. Therefore, if "jackpot pattern 3" to "jackpot pattern 5" is won and the game state at the time of the post-jackpot game state judgment standard is "time-shortened state", when the jackpot game state ends, the variable pattern table mode number = 2 is set as the selection target, and the value of the counter for updating the variable pattern table mode is set to 80 [times]. Thereafter, at the start of the variable display of the special symbol for each round, in the special symbol variable pattern determination process (step S11-11), first, a variable pattern table corresponding to the combination of the variable pattern table mode number = 2 set as the selection target, the type of special symbol that starts the variable (first special symbol or second special symbol), the result of the start determination ("jackpot" or "time reduction"), and the reserved number (special symbol 1 reserved number or special symbol 2 reserved number) is acquired. Then, among the variable modes (variation patterns) registered in the acquired variable pattern table, the variable mode (variation pattern) corresponding to the variable pattern random number included in the game information is selected as the variable mode (variation pattern) of the variable display of the special symbol. As a result, a variable mode belonging to "ST variable" is selected as the variable mode of the variable display of the special symbol for each round. Furthermore, with the end of each special symbol variation display (variation display of either the first special symbol or the second special symbol), "1" is subtracted from the value of the variation pattern table mode update counter. If the value of the variation pattern table mode update counter after the subtraction is less than "0", the variation pattern table mode number = 3, which is next in rank to the currently selected variation pattern table mode number = 2, is set as the selection target, and 4 [times] is set as the value of the variation pattern table mode update counter. Thereafter, at the start of the variable display of the special symbol for each round, in the special symbol variable pattern determination process (step S11-11), first, a variable pattern table corresponding to the combination of the variable pattern table mode number = 3 set as the selection target, the type of special symbol that starts the variable (first special symbol or second special symbol), the result of the start determination ("jackpot" or "time reduction"), and the reserved number (special symbol 1 reserved number or special symbol 2 reserved number) is acquired. Then, among the variable modes (variation patterns) registered in the acquired variable pattern table, the variable mode (variation pattern) corresponding to the variable pattern random number included in the game information is selected as the variable mode (variation pattern) of the variable display of the special symbol. As a result, the variable mode belonging to "ST remaining reserved consumption variable" is selected as the variable mode of the variable display of the special symbol for each round. Furthermore, with the end of each special symbol variation display (variation display of either the first special symbol or the second special symbol), "1" is subtracted from the value of the variation pattern table mode update counter. If the value of the variation pattern table mode update counter after the subtraction is less than "0", the variation pattern table mode number = 7, which is next in rank to the currently selected variation pattern table mode number = 3, is set as the selection target, and 9916 [times] is set as the value of the variation pattern table mode update counter. Thereafter, at the start of the variable display of the special symbol for each round, in the special symbol variable pattern determination process (step S11-11), first, a variable pattern table corresponding to the combination of the variable pattern table mode number = 7 set as the selection target, the type of special symbol that starts the variable (first special symbol or second special symbol), the result of the start determination ("jackpot" or "time reduction"), and the reserved number (special symbol 1 reserved number or special symbol 2 reserved number) is acquired. Then, among the variable modes (variation patterns) registered in the acquired variable pattern table, the variable mode (variation pattern) corresponding to the variable pattern random number included in the game information is selected as the variable mode (variation pattern) of the variable display of the special symbol. As a result, the variable mode belonging to "variation for high-speed consumption" is selected as the variable mode of the variable display of the special symbol for each round. Furthermore, with the end of each special symbol variation display (limited to the second special symbol variation display), "1" is subtracted from the value of the variation pattern table mode update counter. If the value of the variation pattern table mode update counter after the subtraction is less than "0", the variation pattern table mode number = 0, which is next in rank to the currently selected variation pattern table mode number = 7, is set as the selection target. In this case, the change display of the special pattern for which the change pattern table mode number = 0 is set is the final change of the time-saving function, so if the special pattern lottery for the final change of the time-saving function is won and the C time-saving function is activated, the change pattern table mode number = 0 is initially set, but with the activation of the C time-saving function, the change pattern table mode transition table E, F, G or I is set, and according to the set change pattern table mode transition table, the change pattern table mode number = 4 or 8 is set as the selection target.
[0127] Here, in the pachinko machine 1, the value of the probability variable counter (the number of probability variable times) is subtracted even if a variable display of either the first special symbol or the second special symbol is executed. Therefore, during the occurrence of the "probability variable state," "latent state," "normal state," or "slight time-shortened state," even if a variable display of either the first special symbol or the second special symbol is executed, "1" is subtracted from the value of the counter for updating the variable pattern table mode. On the other hand, the value of the first time-saving counter (first time-saving count) is decremented only when the variable display of the second special symbol is executed among the first and second special symbols. In particular, during the occurrence of the "time-saving state" or "C time-saving state," the game progresses by normally executing a lottery for the second special symbol. As a result, if the counter value for updating the variation pattern table mode is configured to subtract "1" when the first special pattern variation display is executed irregularly while the "time-shortened state" or "C time-shortened state" is occurring, the update of the variation pattern table mode will be accelerated by the number of times the first special pattern variation display is executed while the "time-shortened state" or "C time-shortened state" is occurring, and at the final time-shortened variation which marks the end of the "time-shortened state" or "C time-shortened state" based on the value of the first time-shortened counter, a variation pattern for executing the result presentation (such as "C time-shortened result variation" or "C time-shortened continuation stimulation variation") will not be selected, which could result in the inability to secure time to execute the result presentation. Therefore, when the "time-saving state" or "C time-saving state" is occurring, "1" is subtracted from the value of the counter for updating the variation pattern table mode only when the display of the variation of the second special pattern out of the first special pattern and the second special pattern is executed (when the display of the variation of the first special pattern is executed, "1" is not subtracted from the value of the counter for updating the variation pattern table mode). Specifically, when the variation pattern table mode number = 0, 2, 3, 8 is selected, even if the variation display of either the first special pattern or the second special pattern is executed, "1" is subtracted from the value of the variation pattern table mode update counter. On the other hand, when the variation pattern table mode number = 1, 4, 5, 6, 7 is selected, only when the variation display of the second special pattern is executed, out of the first special pattern or the second special pattern, "1" is subtracted from the value of the variation pattern table mode update counter. This prevents a situation in which the variation pattern for executing the result presentation (such as "variation for C time-saving result" or "variation for C time-saving continuation promotion") is not selected during the final time-saving variation executed while the "time-saving state" or "C time-saving state" is occurring, making it possible to prevent a situation in which the result presentation cannot be executed.
[0128] In particular, in the pachinko machine 1, as will be described later, the winning streak is presented as a series of advantageous periods. For example, if "jackpot pattern 3" to "jackpot pattern 5" are drawn in the second special pattern lottery before the first time-saving number of times is consumed during "time-saving state A," the number of chance changes is set to 84 [times], the first time-saving number of times is set to 10,000 [times], and the game transitions to "time-saving state A." Also, when the number of chance changes is consumed during "time-saving state A," the game transitions to "time-saving state B." Then, "time-saving state A" and the "time-saving state B" that follows "time-saving state A" are presented as a series of advantageous periods. At this time, among the variable display of the second special symbol executed during the occurrence of "probable variable state A", a variable display belonging to "ST variable" (variation pattern table mode number = 2) is selected as the variable display mode of the second special symbol for each of the 1st to 80th times, and a variable display belonging to "ST remaining reserved consumption variable" (variation pattern table mode number = 3) is selected as the variable display mode of the second special symbol for each of the 81st to 84th times. On the other hand, a variable display belonging to "high-speed consumption variable" (variation pattern table mode number = 7) is selected as the variable display mode of the second special symbol for each of the times executed during the occurrence of "time-shortened state B". In particular, when "probable variable state A" occurs, even if a variable display of either the first special symbol or the second special symbol is executed, "1" is subtracted from the value of the counter for updating the variable pattern table mode. On the other hand, when "time-shortened state B" occurs, only when a variable display of the second special symbol is executed, out of the first special symbol or the second special symbol, "1" is subtracted from the value of the counter for updating the variable pattern table mode. That is, during the occurrence of "probable variable state A", the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is switched based on the total number of times the first special symbol fluctuates and the number of times the second special symbol fluctuates. On the other hand, during the occurrence of "time-saving state B", the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is switched based only on the number of times the second special symbol fluctuates. In this embodiment, the method (specifications) for switching the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is different during two consecutive advantageous periods (``probable change state A'' and ``time-saving state B'') that are presented in succession.
[0129] Similarly, if "Jackpot Pattern 3" to "Jackpot Pattern 5" are selected in the second special pattern drawing executed during the "One Successful Win State Remaining" state, the number of chance modes is set to 84 [times], the first time-saving time mode is set to 80 [times], and the game transitions to "Probability Mode B." Also, when the first time-saving time mode is consumed during "Probability Mode B," the game transitions to the "Latent Mode." Also, when the number of chance modes is consumed during the "Latent Mode," the game transitions to the "C-Time Mode." Furthermore, when "Time-saving Pattern 1" is selected in the first special pattern drawing executed during the "C-Time Mode," the first time-saving time mode is set to 40 [times], and the game transitions to the "C-Time Mode." The "probable change state B," the "latent state" following the "probable change state B," the "C time state" following the "latent state," and the "C time-shortened state" following the "C time state" are presented as a series of advantageous periods. At this time, as the variation mode of the second special symbol variation display executed for each time during the occurrence of the "probable variable state B", a variation mode belonging to "ST variation" (variation pattern table mode number = 2) is selected. On the other hand, as the variation mode of the second special symbol variation display executed for each time during the occurrence of the "latent state", a variation mode belonging to "ST remaining reserved consumption variation" (variation pattern table mode number = 3) is selected. On the other hand, as the variation mode of the first special symbol variation display executed for the occurrence of the "C time state", a variation mode belonging to "normal variation" (variation pattern table mode number = 0) is selected. On the other hand, among the variation modes of the second special symbol variation display executed for each time during the occurrence of the "C time reduction state", a variation mode belonging to "ST after C time reduction variation" (variation pattern table mode number = 4) is selected as the variation mode of the second special symbol variation display for each time from the 1st to the 39th time, and as the variation mode of the second special symbol variation display for the 40th time, a variation mode belonging to "C time reduction result variation" (variation pattern table mode number = 5) is selected. In particular, when the "probable variable state B," "latent state," and "C time state" are occurring, even if a variable display of either the first special pattern or the second special pattern is executed, "1" is subtracted from the value of the counter for updating the variable pattern table mode. On the other hand, when the "C time-saving state" is occurring, only when a variable display of the second special pattern is executed, out of the first special pattern and the second special pattern, "1" is subtracted from the value of the counter for updating the variable pattern table mode. That is, during the occurrence of "Probable Variable State B", "Latent State" and "C Time State", the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is switched based on the total number of times the first special symbol fluctuates and the number of times the second special symbol fluctuates. On the other hand, during the occurrence of "C Time Shortening State", the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is switched based only on the number of times the second special symbol fluctuates. In this embodiment, the method (specifications) for switching the fluctuation pattern table mode number (fluctuation pattern table, fluctuation mode (fluctuation pattern)) is different between two advantageous periods ("normal ST state" and "C time-shortened state") that are presented in succession (continuous via "C time state").
[0130] Next, various effects that are executed during the consecutive win period will be explained.
[0131] (Consecutive performance) First, the consecutive win effects executed during the consecutive win period will be described. In the pachinko machine 1, a consecutive winning period is presented as a series of advantageous periods. That is, a plurality of game states (jackpot game state, "time-saving state," "probability change state," "latent state," "C-time state," "C-time-saving state," etc.) that occur during the consecutive winning period are presented as a series of advantageous periods. In this embodiment, a consecutive win effect is executed during the consecutive win period. The consecutive win effect starts when the consecutive win period starts and ends when the consecutive win period ends (when the result effect, which will be described later, starts). This allows the consecutive win period to be presented as a series of advantageous periods. The consecutive win effect is an effect that suggests (informs) the player that he or she is in a period (a consecutive win period) that is advantageous to the player. In particular, the consecutive win effect is an effect that suggests (informs) the total number of winning balls that have been won during the consecutive win period. Specifically, during the consecutive win period, the total number of prize balls paid out in response to game balls entering each winning slot 52, 55, 56, 59 (hereinafter referred to as "number of prize balls acquired during the consecutive win") is counted. Furthermore, during the consecutive win performance, information suggesting the number of prize balls acquired during the consecutive win is displayed on the display screen 31a. The information suggesting the number of prize balls acquired during the consecutive win is information that suggests (notifies) the number of prize balls acquired during the consecutive win. In this embodiment, a number indicating the number of prize balls acquired during the consecutive win is displayed as the information suggesting the number of prize balls acquired during the consecutive win.
[0132] (ST production) Next, the ST effects executed during the consecutive win period will be explained. In the pachinko machine 1, the ST performance is executed during the occurrence of the "probability variable state A" transitioned from the "time-shortened state A." Specifically, during the occurrence of the "probability variable state A" transitioned from the "time-shortened state A," the ST performance is executed during the period from the start of the first variable display of the second special symbol to the middle of the 80th variable display of the second special symbol (predetermined timing). In addition, in the pachinko machine 1, the ST effect is executed during the occurrence of the "normal ST state." Specifically, during the occurrence of the "probability variable state B," the ST effect is executed during the period from the start of the first variable display of the second special symbol to the middle (predetermined timing) of the 80th variable display of the second special symbol (final variable of the time-saving mode). The ST effect is an effect that suggests (informs) that a special high probability state ("probability change state") is occurring. In the ST effect, an ST effect image (moving image) is displayed on the display screen 31a. In this embodiment, multiple types (four types in this embodiment) of ST effects (ST effect A to ST effect D) with different content of the ST effect image are provided. Then, during the period when the ST effect is being executed, the player can select (change) the type of ST effect to be executed by operating the cross key button (not shown). In this case, ST effects A to ST effect C can always be selected when an ST effect is executed during each consecutive win period. On the other hand, ST effect D can only be selected during each consecutive win period after the execution of the premium unrivaled effect, which will be described later.
[0133] (Transition destination suggestion) Next, we will explain the transition destination suggestion effects that are executed during the consecutive win period. The transition destination suggestion effect is executed following the ST effect. That is, in this embodiment, among the variable display of the second special pattern executed during the occurrence of "Probable Change State A", during the period from the middle of the 80th variable display of the second special pattern (predetermined timing) to the end of the variable display based on the 84th variable display of the second special pattern (final variable change), a transition destination suggestion effect (hereinafter referred to as "transition destination suggestion effect A") is executed across five variable displays of the second special pattern. In addition, in this embodiment, among the variable displays of the second special symbol executed during the occurrence of the "probable change state B", a transition destination suggestion effect (hereinafter referred to as "transition destination suggestion effect B") is executed across five variable displays of the second special symbol during the period from the middle (predetermined timing) of the final (80th) variable display of the second special symbol (final variable of the time-saving mode) to the end of four variable displays of the second special symbol executed during the occurrence of the "latent state". The transition destination suggestion effects A and B are effects that suggest (notify) the game state to transition to after the special symbol high probability state ends. In the transition destination suggestion effect A, a transition destination suggestion effect image A (moving image) is displayed on the display screen 31a. In the transition destination suggestion effect B, a transition destination suggestion effect image B (moving image) is displayed on the display screen 31a. In the transition destination suggestion effect image A, a common image is displayed, followed by the suggestion image A. On the other hand, in the transition destination suggestion effect image B, a common image is displayed, followed by the suggestion image B. In this embodiment, after the shutter is closed, an image counting down the consumption of the special chart 2 game information four times is displayed as a common image. Suggestive image A is an image that suggests (notifies) a transition to "time-shortened state B." Here, at the start of "time-shortened state B," the remaining number of times for the first time-shortened count is 9916 [times]. As a result, suggestive image A becomes an image that suggests that the next "jackpot" has been confirmed (the remaining number of times for the first time-shortened count is 9916 [times]). In this embodiment, as suggestive image A, an image is displayed in which the shutter is opened and information suggesting that the next "jackpot" has been confirmed (in this embodiment, the words "next confirmed") is displayed. The suggestion image B is an image that suggests (notifies) a transition to the "C time-saving state." In this embodiment, as the suggestion image B, an image is displayed in which information suggesting a transition to the "C time-saving state" (in this embodiment, the text "Not yet") is displayed when the shutter is closed.
[0134] (C-time production) Next, the C-time effects executed during the consecutive win period will be described. The C-time effect is executed following the transition destination suggestion effect B. The C-time effect is executed while the "C-time state" is occurring. In other words, the C-time effect is executed during the variable display based on the first special pattern lottery (only when the lottery result = "time-saving" ("time-saving pattern 1" to "time-saving pattern 3")) that is executed while the "C-time state" is occurring. The C-time effect is an effect that suggests (notifies) the transition to the "C-time shortened state." In the C-time effect, a C-time effect image is displayed on the display screen 31a. In this embodiment, as the C-time effect image, an image is displayed in which the shutter is opened and information indicating a transition to the "C-time shortening state" (in this embodiment, the text "Impact standby mode entered") is displayed.
[0135] (Shock standby mode effect) Next, the shock standby mode effects executed during the consecutive win period will be described. The impact standby mode effect is executed following the C-time effect. The impact standby mode effect is executed while the "C-time shortening state" is occurring. That is, if the "time reduction" ("time reduction symbol 1" to "time reduction symbol 3") is won by the first special symbol lottery executed while the "C time state" is occurring, the "C time reduction state" (first time reduction number of times = 40 [times] or 10,000 [times]) will be entered. At this time, during the occurrence of the "C time reduction state" (first time reduction number of times = 40 [times] or 10,000 [times]), a shock standby mode effect will be executed during the period from the start of the first display of the second special symbol variation to the end of the 39th display of the second special symbol variation. The shock standby mode effect is an effect that suggests (notifies) that the "C time-saving state" is occurring. In the impact standby mode effect, an impact standby mode effect image is displayed on the display screen 31a. In this embodiment, as the impact standby mode effect image, a countdown of 40 [times] of the variable display of the second special symbol is displayed, and an image of a tank running around and provoking whether or not it will fire a shot is displayed. At this time, if the result of the second special symbol lottery is a "jackpot," an image of the tank firing a shot is displayed. On the other hand, if the result of the second special symbol lottery is a "time reduction" (i.e., a "miss"), an image of the tank not firing a shot is displayed.
[0136] (Branching of fate) Next, the branching effects of fate that are executed during the consecutive win period will be described. The branching effect of fate is executed following the impact standby mode effect. The branching effect of fate is executed during the occurrence of the "C time shortening state." In other words, during the occurrence of the "C time-saving state" (first time-saving number of times = 40 [times] or 10,000 [times]), the Fate Branching effect is executed during the 40th time of the variable display of the second special symbol. In this embodiment, for the "C time-saving state" (first time-saving number of times = 40 [times] or 10,000 [times]) that is started based on winning the "time-saving symbol 2" or the "time-saving symbol 3", the Fate Branching effect is executed during the 40th time of the variable display of the second special symbol. On the other hand, for the "C time-saving state" (first time-saving number of times = 40 [times]) that is started based on winning the "time-saving symbol 1", the Fate Branching effect is not executed during the 40th time of the variable display of the second special symbol, and the result effect described below is executed. The branching effect of fate is an effect that suggests (informs) whether the "C time-saving state" will continue (whether it will fall into the "slight time-saving state"). In other words, the branching effect of fate is an effect that suggests the type of "C time-saving state" that is currently occurring (whether the "C time-saving state" has occurred based on winning either the "time-saving pattern" 2 or the "time-saving pattern 3"). In this embodiment, in the "C time-saving state" (first time-saving number of times = 40 [times]) initiated based on winning the "time-saving symbol 2," the fate branching effect A is executed during the 40th time the second special symbol is displayed in a varying state. On the other hand, in the "C time-saving state" (first time-saving number of times = 10,000 [times]) initiated based on winning the "time-saving symbol 3," the fate branching effects B and C are executed during the 40th time the second special symbol is displayed in a varying state. In this embodiment, the fate branching effects A, B, and C are button effects (effects using the effect button 5b). Specifically, a valid operation period is set while the fate branching effect is being executed. Then, during the valid operation period, pressing the effect button 5b is valid. On the other hand, outside the valid operation period, pressing the effect button 5b is invalid. Furthermore, the valid operation period ends when one of the following conditions is met: a predetermined valid operation time has elapsed since the start of the valid operation period, or the number of times pressing the effect button 5b has been detected has reached a predetermined number of times (in this embodiment, 1 [time]). Then, the result notification effect ends when the valid operation period ends. The branching effect of fate A is an effect that suggests (informs) that the player will fall into the "slight time-saving state." That is, in the branching effect of fate A, an image that suggests (informs) that the player will fall into the "slight time-saving state" (in this embodiment, an image indicating that the player has failed a predetermined task) is displayed on the display screen 31a as a result notification effect. Then, when the branching effect of fate A is executed, a result effect is executed after the branching effect of fate A is executed. The branching fate effects B and C are effects that suggest (inform) that the "C time-saving state" will continue. In other words, the branching fate effects B and C are effects that suggest (inform) that the next "jackpot" has been confirmed (the remaining number of times related to the first time-saving count is 9960 [times]). That is, in the branching fate effect B, an image suggesting that the next "jackpot" has been confirmed (in this embodiment, an image indicating success in a predetermined task) is displayed on the display screen 31a as a result notification effect. On the other hand, in the branching fate effect C, an image suggesting (inform) that the player will fall into the "slight time-saving state" (in this embodiment, an image indicating failure in a predetermined task) is displayed on the display screen 31a as a result notification effect, and then the player is restored to the "slight time-saving state" and an image suggesting that the next "jackpot" has been confirmed (in this embodiment, an image indicating success in a predetermined task) is displayed.
[0137] (Success suggestion) Next, we will explain the success suggestion effects that are executed during the consecutive win period. The success suggestion effect is executed during the impact standby mode effect. In this embodiment, only when the "C time-saving state" (first time-saving count = 10000 times) is in effect based on winning the "time-saving pattern 3", a success suggestion effect is executed at a predetermined timing during the 1st to 39th variable display of the second special pattern. At this time, the success suggestion effect is executed with a predetermined probability. The success suggestion effect is an effect that suggests that a predetermined task will be successful in the fate branch effect (fate branch effects B and C will be executed) before the fate branch effect is executed. In other words, the success suggestion effect is an effect that suggests (notifies) that the "C time-saving state" will continue even after the second special pattern is displayed in the 40th spin before the fate branch effect is executed. In this embodiment, when the "C time-saving state" (first time-saving number of times = 10,000 [times]) is initiated based on winning the "time-saving pattern 3," a success suggestion effect is executed with a predetermined probability during any of the 1st to 39th time changes in the second special pattern are displayed. In this embodiment, when the variable display of the second special symbol ends, a success suggestion effect is executed. At this time, in the success suggestion effect, a predetermined logo is displayed on the display screen 31a for an extremely short time (for example, 0.1 [s]).
[0138] (Premium Musou performance) Next, the premium unrivaled effects executed during the consecutive win period will be described. The Premium Musou effect is executed following the Fate Branching Effects B and C. In addition, the Premium Musou effect is executed if a "jackpot" is won during the "C time-saving state" before the Fate Branching Effects A, B, and C are executed. In other words, if a "jackpot" is not won in the first through fortieth second special symbol lottery during the "C time-saving state" (only when the first time-saving count = 10,000 [times] is set), the premium unrivaled effect A will start in response to the end of the fateful branching effects B and C executed during the fortieth variable display of the second special symbol. Then, the premium unrivaled effect A will end in response to the end of the third jackpot game state after its start. As a result, the premium unrivaled effect A will be executed across the jackpot game states won during the "C time-saving state," the "2 consecutive wins remaining confirmed state," the "2 consecutive wins remaining confirmed state," the "1 consecutive win remaining confirmed state," and the jackpot game states won during the "1 consecutive win remaining confirmed state." As described above, if a "jackpot" is won by the second special symbol lottery executed during the "C time-saving state," the state transitions to the "2 consecutive wins remaining confirmed state." Furthermore, if a "jackpot" is won by the second special symbol lottery executed during the "2 consecutive wins remaining confirmed state," the state transitions to the "1 consecutive wins remaining confirmed state." Here, the "C time-saving state," in which the first time-saving count is set to 10,000 times, the "2 consecutive wins remaining confirmed state," and the "1 consecutive wins remaining confirmed state" are states in which a "jackpot" is confirmed based on probability. Therefore, if the "C time-saving state," in which the first time-saving count is set to 10,000 times, is occurring, it is confirmed that three "jackpots" will be won thereafter. Therefore, in this embodiment, the Premium Musou effect A is configured to be executed during the period from the end of the Fate Branching effects B and C during the occurrence of the ``C time-saving state'' (only when the first time-saving count = 10,000 [times]) until the end of the third jackpot game state that occurs thereafter (a jackpot game state based on a ``jackpot'' won during the occurrence of the ``one consecutive win remaining confirmed state''). Furthermore, if a "jackpot" is won in the second special symbol lottery on any of the first through fortieth draws during the "C time-saving state" (first time-saving count = 40 or 10,000 times) (if a "jackpot" is won without the Fate Branching effect being executed), Premium Musou effect B will start in response to the start of the jackpot gaming state. Then, Premium Musou effect B will end in response to the end of the second jackpot gaming state after its start. As a result, Premium Musou effect B will be executed across the jackpot gaming states won during the "C time-saving state," the "2 consecutive wins remaining confirmed state," the jackpot gaming states won during the "2 consecutive wins remaining confirmed state," the "1 consecutive win remaining confirmed state," and the jackpot gaming states won during the "1 consecutive win remaining confirmed state." As described above, if a "jackpot" is won by the second special symbol lottery executed during the "C time-saving state," the state transitions to the "2 consecutive wins remaining confirmed state." Furthermore, if a "jackpot" is won by the second special symbol lottery executed during the "2 consecutive wins remaining confirmed state," the state transitions to the "1 consecutive wins remaining confirmed state." Here, the "2 consecutive wins remaining confirmed state" and the "1 consecutive wins remaining confirmed state" are states in which a "jackpot" is probabilistically confirmed. Therefore, if a "jackpot" is won by the second special symbol lottery executed during the "C time-saving state" (first time-saving count = 40 [times] or 10,000 [times]), the state is one in which it is confirmed that two "jackpots" will be won thereafter. Therefore, in this embodiment, the Premium Musou Effect B is configured to be executed during the period from the start of the jackpot game state that occurs based on winning a "jackpot" through the second special pattern lottery executed during the occurrence of the "C time-saving state" (first time-saving count = 40 [times] or 10,000 [times]), to the end of the second jackpot game state that occurs thereafter (the jackpot game state based on the "jackpot" won during the occurrence of the "one consecutive win remaining confirmed state").
[0139] Premium Musou Presentation A is a presentation that suggests that three "jackpot" wins (occurrence of a jackpot game state) have been confirmed. On the other hand, Premium Musou Presentation B is a presentation that suggests that two "jackpot" wins (occurrence of a jackpot game state) have been confirmed. In the Premium Musou effects A and B, a Premium Musou effect image is displayed on the display screen 31a. In this embodiment, the Premium Musou effect image displayed is an image of a tank running around, suggesting whether or not it will fire. Also, in the Premium Musou effects A and B, information (in this embodiment, a V icon) indicating the number of confirmed "jackpot" wins (the number of confirmed jackpot game states occurring) is displayed on the display screen 31a. That is, in the Premium Musou effect A, three V icons are displayed, suggesting (informing) that the number of confirmed "jackpot" wins = 3 [times]. On the other hand, in the Premium Musou effect B, two V icons are displayed, suggesting (informing) that the number of confirmed "jackpot" wins = 2 [times]. During the execution of Premium Musou effects A and B, a V announcement effect is executed during the variable display of the second special symbol based on the second special symbol lottery that resulted in a "jackpot." During the execution of Premium Musou effect A, three V announcement effects are executed. That is, during the execution of Premium Musou effect A, a V announcement effect is executed during the variable display of the second special symbol based on the second special symbol lottery that resulted in a "jackpot" during the "C time-saving state," during the variable display of the second special symbol based on the second special symbol lottery that resulted in a "jackpot" during the "2 consecutive wins remaining state," and during the variable display of the second special symbol based on the second special symbol lottery that resulted in a "jackpot" during the "1 consecutive wins remaining state." Meanwhile, during the execution of Premium Musou effect B, two V announcement effects are executed. In other words, while Premium Musou Effect B is being executed, the V announcement effect is executed while the second special pattern is displayed in a changing state based on the second special pattern lottery that has been won as a "jackpot" while the "2 consecutive wins remaining state" is occurring, and while the second special pattern is displayed in a changing state based on the second special pattern lottery that has been won as a "jackpot" while the "1 consecutive win remaining state" is occurring.
[0140] The V notification effect suggests (announces) that a "jackpot" has been won, and also suggests (announces) the type of "jackpot pattern" that has been won (specifically, the number of rounds of play that will be executed during the winning jackpot game state). In each V announcement performance, one V icon is consumed. In this embodiment, the display modes of the V icon include a hold mode indicating that the acquisition of a "jackpot" is on hold, and a notification mode indicating that the "jackpot" has already been acquired (consumed). At the start of Premium Musou performances A and B, all V icons are displayed in a hold mode. Then, during the execution of Premium Musou performances A and B, the display mode of one V icon changes from the hold mode to the notification mode each time a V announcement performance is executed. Specifically, in the V announcement performance, after one V icon (a V icon in a hold mode) is sucked into a movable body unit, the movable body unit executes a predetermined performance operation, and an effect is executed in which a V icon (a V icon that has changed from a hold mode to a notification mode) is released from the movable body unit. In this embodiment, a plurality of types of notification modes with different display modes (in this embodiment, notification mode A, notification mode B, and notification mode C) are provided. Then, in each V notification performance, the display mode of the changed V icon released from the movable unit (i.e., the type of notification mode changed from the reserved mode) suggests (notifies) the number of rounds to be executed in the winning "jackpot" (jackpot gaming state). At this time, if the number of rounds to be executed in the winning "jackpot" (jackpot gaming state) is 2 [times] (if the "jackpot pattern 5" is won), the display mode of the V icon changes from the reserved mode to notification mode A, suggesting (notifying) that the number of rounds to be executed in the winning "jackpot" (jackpot gaming state) is 2 [times]. On the other hand, if the number of rounds to be played in the winning "jackpot" (jackpot gaming state) is 6 [times] (if "jackpot pattern 4" is won), the display mode of the V icon changes from the reserved mode to the notification mode B, suggesting (informing) that the number of rounds to be played in the winning "jackpot" (jackpot gaming state) is 6 [times]. On the other hand, if the number of rounds to be played in the winning "jackpot" (jackpot gaming state) is 10 [times] (if "jackpot pattern 3" is won), the display mode of the V icon changes from the reserved mode to the notification mode C, suggesting (informing) that the number of rounds to be played in the winning "jackpot" (jackpot gaming state) is 10 [times]. Here, when the number of rounds of play executed in a winning "jackpot" (jackpot game state) is 10, the display mode of the V icon may be configured to change from a pending mode to notification mode A or B, and then a V notification effect may be executed in which the display mode is promoted to notification mode C. In this embodiment, a cherry blossom storm effect is provided as an effect executed during the premium unequaled effects A and B. In the cherry blossom storm effect, an image of cherry blossom storms falling is displayed on the display screen 31a. The cherry blossom storm effect is executed during the variable display of the second special symbol. In particular, the cherry blossom storm effect can be executed only when the result of the second special symbol lottery is a "time-saving" (i.e., a "miss" where the C time-saving is not activated) and when the result of the second special symbol lottery is a "jackpot symbol 3." In other words, the cherry blossom storm effect will not be executed when the result of the second special symbol lottery is a "jackpot symbol 4" or a "jackpot symbol 5." As a result, the cherry blossom storm effect becomes an effect that suggests (informs) that if a "jackpot" is won by the second special symbol related to the variable display of the second special symbol for which the cherry blossom storm effect is executed, the number of rounds of play = 10 [times] will be confirmed.
[0141] As a result, during the execution of Premium Musou performance A, the display mode of the three V icons displayed throughout the period from the start to the end of the Premium Musou performance A changes from the reserved mode to the announcement mode (any of announcement mode A, announcement mode B, and announcement mode C) each time a "jackpot" is won (each time a V announcement mode is executed). On the other hand, during the execution of Premium Musou performance B, the display mode of the two V icons displayed throughout the period from the start to the end of the Premium Musou performance B changes from the reserved mode to the announcement mode (any of announcement mode A, announcement mode B, and announcement mode C) each time a "jackpot" is won (each time a V announcement mode is executed). In particular, when the display mode for all V icons becomes notification mode C during the execution of the Premium Musou performance A (i.e., when all of the jackpot gaming states for the three jackpot gaming states that occur during the execution of the Premium Musou performance A are jackpot gaming states where the number of rounds of play is 10 (the most) (jackpot gaming states related to "jackpot pattern 3")), the jackpot performance executed during the occurrence of the third jackpot gaming state becomes a special jackpot performance. In other words, in this embodiment, the types of jackpot performances executed during the Premium Musou performances A and B are a normal jackpot performance and a special jackpot perform...
Claims
[Claim 1] a game information acquisition means for acquiring first game information when a first condition is met and for acquiring second game information when a second condition is met; a game determination means for executing a game determination based on the first game information or the second game information; a specific game control means for executing a specific game when a specific result is determined by the game determination; an easy state control means capable of generating an easy state in which the second condition is easily satisfied, The easy state includes a first easy state that occurs when the specific game ends, and a second easy state that occurs when a predetermined result is determined by the game determination, The advantageous state accompanying the first easy state includes a first advantageous state and a second advantageous state, After the second advantageous state ends, the second easy state does not occur because the predetermined result is determined by the game determination based on the first game information, A gaming machine characterized in that it is possible to start a predetermined presentation suggesting a transition from the first advantageous state to the second advantageous state before the game judgment that triggers the transition from the first advantageous state to the second advantageous state is executed.
Citation Information
Patent Citations
Game machine
JP2023140503A