Gaming machine
The gaming machine addresses the lack of gameplay interest by introducing bonus and special game states based on win/fail determinations, enhancing engagement through varied and advantageous state transitions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TAKAO KK
- Filing Date
- 2024-10-02
- Publication Date
- 2026-04-14
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack improvements in gameplay interest and performance, particularly in transitioning to advantageous game states without relying solely on big wins.
A gaming machine with a win/fail determination mechanism that transitions to bonus and special game states based on specific conditions, allowing players to enter more advantageous states by achieving specified symbol wins or conditions, enhancing gameplay through varied and engaging game states.
The gaming machine enhances player engagement by providing multiple pathways to advantageous game states, improving overall gameplay experience and interest.
Smart Images

Figure 2026064883000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a pachinko machine (hereinafter also referred to as a gaming machine).
Background Art
[0002] In gaming machines such as pachinko machines, a lottery is executed based on the ball entry into the start port. When a big win occurs, a big win gaming operation is executed in which the big winning port is repeatedly opened and closed. After the big win gaming, there is a time shortening state where the ball entry into the start port becomes advantageous in some cases, and it becomes possible to aim for consecutive big wins through an advantageous state after a big win. In recent years, there is also a so-called "time shortening" in which a lottery for the operation of the time shortening state is executed by the ball entry into the start port without going through the big win gaming, and when winning, the time shortening state is activated. (For example, Patent Document 1)
[0003] Since it is possible to shift to the time shortening state without going through a big win by such time shortening, it is possible to suppress the sense of monotony and expect a leap in gaming performance if it does not become a big win easily.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the gaming machine described in Patent Document 1 above, there is still room for improvement in terms of improving gaming performance, only in that the time shortening state is activated during the normal state. The present invention has been made in view of such a situation, and an object thereof is to provide a configuration capable of improving the interest of a game in a gaming machine that conducts a lottery for the operation of the time shortening state.
Means for Solving the Problems
[0006] The gaming machine of the present invention, made to solve the above problems, includes: a win / fail determination means that acquires win / fail information based on whether a first start condition or a second start condition is met and can perform a win / fail determination based on the applicable win / fail information; a symbol variation execution means that performs a symbol variation using a symbol display device based on the result of the win / fail determination; a bonus game state transition means that displays a symbol indicating a bonus win on the symbol display device and transitions to a bonus game state if the result of the win / fail determination is a bonus win; and a special game state transition means that allows transitioning to a first special game state for a predetermined period if the fulfillment of the second start condition becomes favorable after the bonus game state, and In a gaming machine, the special game transition means, if the result of the win / failure determination performed based on the fulfillment of at least the second starting condition is a special game win, displays a symbol indicating a special game win on the symbol display device and enables a transition to the second special game state, wherein the second special game state is a special game state that is more advantageous to the player than the first special game state, in the first special game state, if the result of the win / failure determination is a special game win, the transition to the second special game state is invalidated, and the first special game state is terminated based on the display of a specified number of symbols indicating a special game win in the first special game state, and a transition to the second special game state is enabled.
[0007] In this way, the gaming machine of the present invention transitions to a first special gaming state for a predetermined period after the bonus gaming state. If a specified number of symbols indicating a special gaming win are displayed during the first special gaming state, the first special gaming state can be terminated and the player can transition to the second special gaming state. The second special gaming state can be made more advantageous than the first special gaming state, thus improving the gameplay by allowing players to enter an advantageous state not only by winning a bonus, but also by hitting a specified number of special gaming wins. [Effects of the Invention]
[0008] According to the gaming machine described in claim 1, it is possible to enhance the enjoyment of the game by improving the gameplay in a gaming machine that performs a lottery for transitioning to a special game state. [Brief explanation of the drawing]
[0009] [Figure 1]Front view of the pachinko machine 50 of the present invention [Figure 2] Front view of the game board 1 of Pachinko machine 50 [Figure 3] Rear view of Pachinko machine 50 [Figure 4] Electrical configuration diagram of Pachinko machine 50 [Figure 5] A flowchart showing an overview of the main routine executed by the main control unit 80 of the pachinko machine 50. [Figure 6] Flowchart of the start-up prize confirmation process performed by the main control unit 80 [Figure 7] Flowchart 1 of the pass / fail determination process executed by the main control unit 80 [Figure 8] Flowchart 2 of the pass / fail determination process executed by the main control unit 80 [Figure 9] Flowchart 3 of the pass / fail determination process executed by the main control unit 80 [Figure 10] Flowchart 4 of the pass / fail determination process executed by the main control unit 80 [Figure 11] Flowchart 5 of the pass / fail determination process executed by the main control unit 80 [Figure 12] Flowchart 1 of the special game processing performed by the main control unit 80 [Figure 13] Flowchart 2 of the special game processing performed by the main control unit 80 [Figure 14] Flowchart 3 of the special game processing performed by the main control unit 80 [Figure 15] Flowchart 1 of the minor win game processing performed by the main control unit 80 [Figure 16] Flowchart 2 of the minor win game processing performed by the main control unit 80 [Figure 17] Table showing the types of wins and various win probabilities in this example. [Figure 18] Game flow in this embodiment [Figure 19] Description of an example of a performance display shown on the performance symbol display device 6 in this embodiment. [Figure 20] Table showing the types of winning combinations in other examples
Best Mode for Carrying Out the Invention
[0010] The preferred embodiments of the present invention will be described below. It should be noted that the embodiments of the present invention are not limited to the following examples at all, and various forms belonging to the technical scope of the present invention can be adopted, and it is needless to say that the contents described in each example can be appropriately combined.
[0011] [Example 1] As shown in FIG. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each part is held by an outer frame 51 forming a vertically long fixed outer contour holding frame. Hinges 53 are provided above and below the left side of the outer frame 51, and an inner frame 70 described in FIG. 3 is attached to the other side of the hinge 53. The inner frame 70 is configured to be openable and closable with respect to the outer frame 51. A plate glass 61 is detachably provided on the front frame 52, and a game board 1 described in FIG. 2 is attached to the inner frame 70 behind the plate glass 61.
[0012] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds generated from the pachinko machine 50 are output to improve the taste of the player. Also, a plurality of frame-side decorative lamps 65 that emit light according to the game state are provided on the front frame 52 to improve the taste of the player. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A firing handle 64 is attached to the right side of the lower tray 63. By rotating the firing handle 64 clockwise, a firing device (not shown) moves, and the game balls supplied from the upper tray 55 are fired toward the game board 1.
[0013] The upper tray 55 is equipped with a special effect button 67 that can be operated by the player. When the player presses the special effect button 67 during its validity period, the content displayed on the special effect symbol display device 6 (described later) changes, or the game sound output from the speaker changes. Furthermore, this pachinko machine 50 is a so-called CR machine and is equipped with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is equipped with a CR settlement display device that has a dispensing button 57, a settlement button 58, and a balance display 59.
[0014] Figure 2 is a front view of the game board 1 of the pachinko machine in this embodiment. Note that the overall configuration of this pachinko machine follows prior art, so its illustration and explanation are omitted. As shown in Figure 2, the game board 1 is provided with a roughly circular game area 3 surrounded by known guide rails 2a and 2b. Numerous game nails 4 are driven into this game area 3.
[0015] A center case 5 is located near the center of the game area 3. The center case 5, as is common, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen of the performance symbol display device 6 (a liquid crystal display device that displays performance symbols). In the left-hand shooting area L to the left of the center case 5 (the area where game balls launched by aiming at the left side of the center case 5 mainly flow down), there are a first start opening 11, a first left prize opening 31, a second left prize opening 32, and a third left prize opening 33 that can always receive balls. These prize openings, including the first start opening 11, are positioned in such a way that it is difficult for game balls that have flowed down into the right-hand shooting area R to enter. The left-hand shooting area L is the game area used in normal gameplay (also called the normal state).
[0016] The right-hand shooting area to the right of the center case 5 (the area where game balls launched by aiming at the right side of the center case 5 mainly flow down) is equipped with gate 17, second start opening 12, first major prize opening 14, second major prize opening 15, and right prize opening 34. The second start opening 12 is equipped with a standard electric mechanism with an openable and closable door piece, and game balls cannot enter the second start opening 12 unless this door piece is open. Furthermore, these prize openings, including gate 17, second start opening 12, first major prize opening 14, and second major prize opening, are positioned in a way that makes it difficult for game balls that have flowed down into the left-hand shooting area to enter. The right-hand shooting area is a game area mainly used during time-saving states such as a-time-saving and c-time-saving states described later, as well as during jackpot game states. In the lower left area of the game board 1, a 7-segment first special symbol display device 9 and a second special symbol display device 10, and a first special symbol reserve count display device 18 and a second special symbol reserve count display device 19, each consisting of 4 LEDs, are installed. Also in this area, a regular symbol display device 7 consisting of 2 LEDs and a regular symbol reserve count display device 8 consisting of 4 LEDs are installed. When a regular symbol lottery is held, the regular symbol display device 7 displays the change in the regular symbols by having the left and right LEDs flash alternately, and notifies the result of the regular symbol lottery by indicating the regular symbols to stop according to the lighting pattern of the two LEDs. In this embodiment, if it is a miss, only the rightmost LED lights up, and if it is a win, both LEDs light up to indicate the result.
[0017] Gate 17 is a regular symbol starting gate, and when a game ball passes through it, a random number for determining the win (described later) is extracted, and a win / loss determination (regular symbol lottery) is made based on the extracted random number. If the win / loss determination is successful, the door-type regular electric mechanism opens forward, allowing the ball to enter the second starting gate 12. A sliding second large prize opening 15 is located above the second starting opening 12. The second large prize opening 15 has a sliding cover piece, which, when closed, serves as a passage for game balls flowing down the game area 3. Opening it involves sliding the cover piece backward to allow balls to enter. A special area 16 is provided inside the second large prize opening 15, and entering this area activates a jackpot game. The second large prize opening 15 is opened during a minor prize game. Although not shown in the diagram, the special area is equipped with a switch that can switch between allowing and not allowing balls to enter. Normally, the special area 16 is in a state where balls cannot enter, but during a minor prize game, the switch is activated to allow balls to enter. Above the second large prize slot 15 is the first large prize slot 14, which is a wing-type slot. The first large prize slot 14 opens when the wing section tilts to the left during a jackpot play, allowing balls to enter. Note that the first left prize slot 31, the second left prize slot 32, the third left prize slot 33, and the right prize slot 34 are regular prize slots where the ball entry rate does not change at all times. Gate 17 is a prize slot where balls can always be entered.
[0018] As shown in Figure 3, the back of the pachinko machine has an inner frame 70, to which the aforementioned game board 1 is detachably attached, housed within the aforementioned outer frame 51. The inner frame 70 is equipped with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning slot on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 via the tank rail 72 to the aforementioned upper tray 55 by the payout device 73. Also, on the back of the pachinko machine 50 (see also Figure 4), there is a main control device 80, a payout control device 81, a display symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85. Note that the display symbol control device 82 and the sub-integrated control device 83 are sub-control devices.
[0019] The main control device 80, the display symbol control device 82, and the sub-integrated control device 83 are located on the game board 1, while the payout control device 81, the launch control device 84, and the power supply board 85 are located on the inner frame 70. Although the launch control device 84 is not shown in Figure 3, it is located below the payout control device 81. An external connection terminal 78 is located on the right side of the ball tank 71, and signals indicating the game status and game results are sent from this external connection terminal 78 to a hall computer (not shown).
[0020] The electrical configuration of this pachinko machine is centered around the main control unit 80, as shown in the block diagram in Figure 4. Note that this block diagram does not include all electrical components, such as the power supply circuit. Although detailed illustrations are omitted, the main control unit 80, payout control unit 81, display symbol control unit 82, and sub-integrated control unit 83 all include a CPU, ROM, RAM, input ports, output ports, etc. However, in this embodiment, the launch control unit 84 does not have a CPU, ROM, or RAM. However, this is not the only option, and the launch control unit 84 may also be equipped with a CPU, ROM, RAM, etc. The main control unit 80 is equipped with an MPU (Micro Processing Unit), which contains the CPU, ROM, and RAM mentioned above, as well as a random number circuit, counter circuit, timer circuit, etc. Other control devices may also be similarly integrated into the MPU.
[0021] The main control device 80 receives detection signals such as a first start port switch 11a for detecting a game ball that enters the first start port 11, a second start port switch 12a for detecting a game ball that enters the second start port 12, a normal symbol activation switch 17a for detecting a game ball that enters the gate 17 for activating the normal symbols, a first count switch 14a for counting game balls that enter the first large prize port 14, a second count switch 15a for counting game balls that enter the second large prize port 15, a specific area switch 16a for detecting a game ball that enters a specific area 16, a left prize port switch 31a for detecting game balls that enter the first left prize port 31, the second left prize port 32, and the third left prize port 33, and a right prize port switch 34a for detecting a game ball that enters the right prize port 34.
[0022] The main control unit 80 operates according to its installed program and generates various commands related to the progress of the game based on the detection signals mentioned above, and outputs them to the payout control unit 81 and the sub-integrated control unit 83. The main control device 80 also controls the display of the first special symbol display device 9, the second special symbol display device 10, and the ordinary symbol display device 7, which are connected via the symbol display device relay terminal board 90, as well as the lighting of the first special symbol hold count display device 18, the second special symbol hold count display device 19, and the ordinary symbol hold count display device 8. The symbols displayed on the first special symbol display device 9 are called the first special symbols or first special symbols, the symbols displayed on the second special symbol display device 10 are called the second special symbols or second special symbols, and collectively they are also called special symbols or special symbols.
[0023] Furthermore, the main control device 80 controls the opening and closing of the first large prize opening 14 by controlling the first large prize opening solenoid 14b, controls the opening and closing of the second large prize opening 15 by controlling the second large prize opening solenoid 15b, and controls the opening and closing of the second start opening 12 by controlling the ordinary electric mechanism solenoid (indicated as ordinary electric mechanism SOL in Figure 4) 12b. Although not shown in the figure, the operation of the switching device inside the second large prize opening 15 is also controlled by the main control device. In addition to outputting signals from the main control unit 80 to the test signal terminal, management signals for symbol changes and jackpots (also called special games) are output to the external connection terminal 78 and sent to the hall's main computer. The main control unit 80 and the payout control unit 81 are capable of bidirectional communication.
[0024] The payout control device 81 operates the payout motor 20 in response to commands sent from the main control device 80 to pay out prize balls. In this embodiment, the detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 is configured to count the prize balls. Alternatively, the detection signal from the payout switch 21 is input to both the main control device 80 and the payout control device 81, and a configuration in which both the main control device 80 and the payout control device 81 count the prize balls is also conceivable.
[0025] The payout control device 81 receives signals from the glass frame release switch 35, the inner frame release switch 36, the full switch 22, and the ball depletion switch 23. When the full switch 22 signals that the lower tray 63 is full, or when the ball depletion switch 23 signals that there are few or no game balls in the ball tank, the payout motor 20 stops, and the payout operation of prize balls is stopped. The full switch 22 and the ball depletion switch 23 are configured to continue outputting signals until the condition is resolved, and the payout control device 81 restarts the drive of the payout motor 20 when the output of these signals stops.
[0026] Furthermore, the payout control device 81 communicates with the prepaid card unit via the CR unit terminal board 24 to activate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 for bidirectional communication, and the settlement display board 25 is connected to a ball dispensing button for requesting the dispensing of game balls, a return button for requesting settlement, and a balance display.
[0027] In addition, the payout control device 81 transmits information regarding prize balls, information indicating the open / closed state of the frame (inner frame, front frame), etc., to the hall computer via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are dispensed, but it is also possible to use a sealed configuration in which the game balls generated in response to winning or other events are not dispensed but added to the player's ball count data and stored.
[0028] The launch control device 84 controls the launch motor 30 to launch game balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives rotation signals from the launch handle 64, touch signals from the touch switch 28, and launch stop signals from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. The launch strength can be adjusted according to the amount of rotation of the launch handle. In addition, if the touch signal is not input to the launch control device 84, the game ball cannot be launched, and if the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.
[0029] The sub-integrated control device 83 is a sub-control device that receives data and commands transmitted from the main control device 80, and sorts them into data for performance display control, sound control, and lamp control. Commands for performance display control are transmitted to the performance symbol control device 82, while data for sound control and lamp control are distributed to the respective control units (function units as sound control device and lamp control device) included within itself. The function unit as a sound control device controls the sound output from the speaker by operating a sound LSI based on the sound control data, and the function unit as a lamp control device controls various LEDs and lamps 26 by operating a lamp driver based on the lamp control data. A performance button 67 is also connected to the sub-integrated control device 83, and when a player operates the performance button 67, the signal is input to the sub-integrated control device 83. Alternatively, the performance button 67 may be connected to the performance symbol control device 82. In this embodiment, there are no playable characters, but it is possible to include playable characters and control them to make them move.
[0030] The sub-integrated control device 83 and the display symbol control device 82 are capable of bidirectional communication. The performance symbol control device 82 controls the performance symbol display device 6 based on data and commands received from the sub-integrated control device 83 (both transmitted from the main control device 80 and generated by the sub-integrated control device 83) to display performance images such as performance symbols on the performance symbol display device 6. In this embodiment, the sub-integrated control device 83 and the display symbol control device 82 are separate devices, but they may also be combined into a single device.
[0031] The main routine will be explained with reference to Figure 5. The main routine is executed periodically by a hardware interrupt approximately every 2 msec. In this embodiment, the processes from S10 to S50, which are executed only once, are referred to as the "main process," and the process in S55, which is executed repeatedly as long as time permits within the remaining time after the main process has been executed, is referred to as the "residual process." The "main process" is executed periodically by the aforementioned interrupt.
[0032] When a hardware interrupt is executed by the timer circuit, it is first determined whether or not it is a normal interrupt (S10). This determination is made by checking whether the value of a predetermined area of RAM (memory) is a predetermined value, and it is used to determine whether or not it is OK to proceed to the main process. In most cases where it is not a normal interrupt, it occurs when the power is turned on. When the power is turned on, the value of the predetermined area of RAM is different from the predetermined value.
[0033] If it is determined that it is not a normal interrupt (S10: no), initial settings are performed (for example, writing predetermined values to a predetermined area of the memory, writing initial values to the working area of the memory such as setting special symbols and normal symbols as initial symbols, etc.) (S15), and the process proceeds to remaining processing (S55).
[0034] If a positive judgment is made that it is a normal interrupt (S10: yes), the random number update process for determining the jackpot symbol is executed (S20). This random number for determining the jackpot symbol is configured as a counter that repeatedly generates 100 integers from "0" to "99", and is incremented by 1 with each process, returning to the initial value of "0" when it exceeds the maximum value. The random number for determining the jackpot symbol is used to determine the jackpot symbol, minor jackpot symbol, and time-saving symbol according to its value. There is only one type of losing symbol, so it is not used, but it is also possible to have multiple losing symbols and have them determined by the random number for determining the jackpot symbol. The type of jackpot game is determined by the jackpot symbol determined based on the random number, and in the case of a time-saving win, the type of time-saving is determined by the time-saving symbol that is determined. In this embodiment, minor jackpots and time-saving wins are executed in the same manner regardless of the type of symbol. A "time-saving win" is a way of transitioning to a time-saving state without going through a big win. Unlike big wins or small wins, which involve opening a special prize slot or other special gameplay state, a time-saving win simply transitions to a time-saving state when the reel spin ends. Therefore, if this result is not specifically announced, it is possible to make it appear to the player that they have suddenly entered a time-saving state.
[0035] The subsequent random number update process for determining a winning combination (S25) is configured as a counter that repeatedly generates 229 integers from "0" to "228". Each time this process is performed, the counter is incremented by 1, and when it exceeds the maximum value, it returns to the initial value of "0". Note that in the normal probability state, when the variation time reduction function is not activated, the number of values that result in a winning combination is 21, and the values are from "0" to "20". In the normal probability state, when the variation time reduction function is activated, the number of values that result in a winning combination is 5, and the values are from "0" to "4". In the high probability state, the number of values that result in a winning combination is 6, and the values are from "0" to "5".
[0036] The random number update process for determining the variation pattern (S30) is configured as a counter that repeatedly generates 1021 integers between "0" and "1020". This counter is incremented by 1 with each process, and when it exceeds the maximum value, it returns to its initial value of "0".
[0037] In the subsequent prize confirmation process (S35), the confirmation of prizes in the first start port 11 and the second start port 12 is performed, and input processing of each switch connected to the main control device 80, which is installed in the pachinko machine 50, is executed. In this embodiment, when a game ball enters the first start port 11 or the second start port 12, multiple random numbers are obtained, such as a random number for determining the jackpot, a random number for determining the jackpot symbol, a random number for determining the variation pattern, and a random number for determining a reach. However, the number of random numbers that can be stored in reserve is limited to four for both the first start port 11 and the second start port 12. When the reserve storage is full (four random numbers), even if a game ball enters the first start port 11 or the second start port 12, only the prize ball is dispensed, and the multiple random numbers are not stored in reserve. Note that the random number for determining the jackpot is different from the random number for determining the jackpot symbol, the random number for determining the variation pattern, and the random number for determining a reach; it is a hardware random number (also called a hardware random number) generated from a random number circuit built into the MPU in the main control device 80. The hardware random number from the random number circuit is also used for determining whether a normal symbol is a win or loss.
[0038] Next, a symbol control process (S40) is performed to determine whether or not it is a jackpot. The symbol control process executes the hit / fail determination process for special symbols, which will be described later. Once this symbol control process (S40) is completed, fraud monitoring processes (S45), such as image output processing, are then executed. The fraud monitoring process (S45) is a process that monitors whether any fraud is occurring with respect to the normal prize winning slots (first left prize winning slot 31, second left prize winning slot 32, third left prize winning slot 33, right prize winning slot 34). It determines whether the number of game balls entering the prize winning slots within a predetermined time is greater than a predetermined number, and if it is greater, it is determined to be fraudulent, and the process is to notify the system accordingly. In other words, the fraud detection means is provided in the main control device 80. Detection switches such as magnetic field detection and radio wave detection are also provided to monitor for detection of these and other forms of fraud.
[0039] Once the fraud monitoring process (S45) is completed, various output processes (S50), such as image output processing, are then executed. In each output process (S50), the main control device 80 executes output processing for the display symbol control device 82, the payout control device 81, the launch control device 84, the sub-integrated control device 83, the first large prize slot solenoid 14b, the second large prize slot solenoid 15b, etc., in accordance with the progress of the game. Specifically, when the prize confirmation process (S35) detects that a game ball has entered each prize slot on the game board 1, the main control device 80 executes a process to output prize ball data to the payout control device 81 in order to pay out the game ball as a prize ball, a process to output sound data corresponding to the game state to the sub-integrated control device 83, and when there is an abnormality in the pachinko machine 50 or fraud detected by S45, the main control device 80 executes a process to output an error signal to the display symbol control device 82 in order to notify that an error is occurring.
[0040] The residual processing described above, which follows this process, consists of various random number update processes (S55), and is a process that repeats S20, S25, and S30 described above. This process forms an infinite loop and is executed repeatedly as long as time permits until the next interrupt is executed. The time required to execute the main process described above from S10 to S50 differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special symbols, etc. As a result, the number of times the residual processing is executed also differs for each interrupt, and the values updated to various random numbers by the execution of the interrupt processing shown in Figure 5 once will not be uniform. In this embodiment, various random numbers are updated in the residual processing, but it is also possible to simply wait without performing any update processing, or to execute different processing.
[0041] The prize confirmation process in S35 is as shown in Figure 6. The main control device 80 determines whether or not a game ball has entered the first start port 11 based on the detection signal from the first start port switch 11a (S100). If the determination is positive (S100: yes), the main control device 80 reads the random numbers for determining the jackpot, the random numbers for determining the jackpot symbols, the random numbers for determining the reach, the random numbers for determining the variation pattern, etc., from the respective counters and determines whether or not the first reserve memory is full (4 in this embodiment) (S105).
[0042] If the first reserve memory is not full (S105: no), each of the above random numbers is stored as the first reserve memory, and the number of lights on the first special symbol reserve display device 18 is increased by 1 (S110). At this time, the updated number of reserves is also transmitted to the sub-integrated control device 83. If there are already 4 first reserve memories (S105: yes), no reserves are stored, and the system proceeds to S115 without increasing the number of lights on the first special symbol reserve display device 18.
[0043] If it is determined that no game ball has entered the first start port 11 (S100: no), the process proceeds to S115, where it is determined whether or not a game ball has entered the second start port 12 based on the detection signal from the second start port switch 12a. If the determination is positive (S115: yes), the random numbers for determining the jackpot, random numbers for determining the jackpot symbol, random numbers for determining the reach, random numbers for determining the variation pattern, etc., are read from the respective counters, and it is determined whether or not the second reserve memory is full (4 in this embodiment) (S120).
[0044] If the second reserve memory is not full (S120: no), the above random numbers are stored as the second reserve memory, and the number of lights on the second special symbol reserve display device 19 is increased by 1 (S125). At this time, the updated number of reserves is also transmitted to the sub-integrated control device 83. If there are already 4 second reserve memories (S120: yes), the second reserve is not stored, and the number of lights on the second special symbol reserve display device 19 is not increased, and this process is terminated (return). Also, if no game balls have entered the second start opening 12 (S115: no), this process is terminated.
[0045] In the win / loss determination process shown in Figures 7-11, which is a subroutine of the symbol control process in S40, the main control device 80 determines whether or not the special electric mechanism is in operation based on the jackpot flag (S200). If the determination in S200 is negative, and the special symbol is not changing (S205: no), and the confirmed symbol is not being displayed (S210: no), the device proceeds to S250 in Figure 8, where it is determined whether or not there is a second reserve memory (reserve memory according to S125 above) (S250).
[0046] If there is a pending memory (S250: yes), the second pending memory count is decremented (S255), the second pending memory is read, and the process proceeds to S268. If there is no second pending memory (S250: no), it is determined whether or not there is a first pending memory (the pending memory determined in S110 above) (S260). If there is a first pending memory (S260: yes), the first pending memory count is decremented (S265), the first pending memory is read, and the process proceeds to S268. If there is no first pending memory (S260: no), the process proceeds directly to the special game processing. In this way, the determination of whether there is a second pending memory takes precedence over that of the first pending memory.
[0047] In S268, the read random number for determining the jackpot is compared with the jackpot values recorded in the win / loss table. As mentioned above, the random number for determining the jackpot is a hardware random number, and there are 65,536 such random values, of which 205 are jackpot values. In other words, the probability of winning a jackpot is approximately 1 / 320. In addition, if there is a second reserve memory, it is also compared with the minor win values and the time-saving win values. There are 450 values for minor wins, and in this embodiment, if the game ball is launched into the right-hand shooting area R during a minor win game, it is possible to enter the specific area 16 almost always, so the second special symbol can result in a jackpot game with a probability of 1 / 100, including the case where a jackpot is determined. There are 435 values for time-saving wins, meaning that there is a probability of winning a time-saving win with a probability of 1 / 150. Furthermore, in the case of a regular symbol win, the winning value is 65,536 regardless of the game state, so a win is guaranteed.
[0048] Return to Figure 8. Based on the judgment in S268, it is determined whether or not it is a jackpot (S270). If the judgment is positive (S270: yes), the jackpot symbols are determined by a random number for determining jackpot symbols (S275). Once the jackpot symbols are determined, the variation pattern is determined by a random number for determining the variation pattern (S80), and the jackpot setting process is performed (S285). The jackpot setting process is the process of obtaining information related to the game state after the jackpot (whether or not there is a time-saving state and the number of time-saving rounds, etc.) and the jackpot game mode (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) based on the determined jackpot symbols.
[0049] If it is determined in S270 that it is not a big win, it is determined whether it is a minor win (S290), and if the determination is positive (S290: yes), the minor win symbol is determined by a random number for determining the big win symbol (S295). Once the minor win symbol is determined, the variation pattern is determined by a random number for determining the variation pattern (S300), and the minor win setting process is performed (S305). The minor win setting process is a process that obtains information related to the minor win game mode (minor win opening time, opening pattern, minor win ending time, etc.) based on the determined minor win symbol, and if the number of time-saving rounds is positive (i.e., time-saving state), each is subtracted by 1. The number of minor wins is also set as a time-saving round in addition to the number of variation rounds, and each is subtracted by 1. In this embodiment, the same minor win game mode is set regardless of the type of minor win symbol. In this embodiment, a jackpot is triggered when a ball enters a specific area 16 during a minor win (this jackpot is also called a special feature jackpot). Therefore, information regarding the game state after a special feature jackpot (whether or not the opening is extended, etc.) and the jackpot gameplay (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) is acquired.
[0050] If it is determined in S290 that it is not a minor win, it is determined whether it is a time-saving win (S310), and if the determination is positive (S310: yes), the time-saving win symbol is determined by a random number for determining the big win symbol (S315). Once the time-saving win symbol is determined, the variation pattern is determined by a random number for determining the variation pattern (S320), and the time-saving win setting process is performed (S325). The time-saving win setting process is a process that obtains information on the time-saving state after the time-saving win symbol stops (such as the mode of normal operation) and, in this embodiment, whether the time-saving win is valid or invalid, as the time-saving win is invalidated if the time-saving is active even if it is a time-saving win. If the number of time-saving wins is positive, it is subtracted by 1. As will be described later, in this embodiment the number of time-saving wins is also set as the number of time-saving wins, and the time-saving ends when a predetermined number of time-saving wins are achieved during the time-saving state. Note that "c-time reduction" refers to the time reduction state entered after a time reduction win, while "a-time reduction," described later, refers to the time reduction state entered after a big win. Note that there is no difference in the control of regular symbols, such as the opening pattern of the regular electricity, between a-time reduction and b-time reduction, but the variation pattern of the special symbols is different.
[0051] If it is determined in S310 that it is not a time-saving win, the variation pattern is determined based on the random number for reach determination and the random number for variation pattern determination (S330). Once the variation pattern is set in this way, the loss setting process is performed (S335). In the loss setting process, if the number of time-saving rounds is positive, each is subtracted by 1. As mentioned above, the determination of whether the first reserved memory is correct or incorrect does not include the determination of minor wins and time-saving wins, so the determinations for S290 and S310 will both be negative.
[0052] Following S285 or S305, S325, and S335, a variation start command (display control command) is output to the sub-integrated control device 83 (S340), which includes data indicating the lottery result described above, specifically data indicating one of the following: a regular jackpot, a probability variation jackpot, a minor jackpot, a time-saving jackpot, a missed reach (a miss with a reach display), or a miss without a reach display, as well as data specifying the variation pattern and variation time, and special game processing is performed. In addition, as a result of the processing in S340, the variation display of the performance symbols begins on the performance symbol display device 6, and almost simultaneously, the variation of the special symbols is also started by the main control device 80.
[0053] If it is determined in S205 of Figure 7 that the special symbol is changing (S205: yes), the process proceeds to S350 of Figure 9 to determine whether the symbol change time (based on one of the change patterns in S280, S300, S320, or S330) has elapsed. If the determination is negative (S350: no), the special game process is performed; if the determination is positive, the confirmed symbol display process (S355) is performed before the special game process. In the confirmed symbol display process, a command to display the confirmed symbol (symbol confirmation command) is output to the sub-integrated control device 83, and commands are output to the special symbol display devices 9 and 10 to stop at the confirmed symbol.
[0054] If it is determined in S210 of Figure 7 that a winning symbol is being displayed (S210: yes), the process proceeds to S400 of Figure 10 to determine whether the display time for the winning symbol has ended. If the determination is negative (S400: no), a special game process is performed. If the determination is positive (S400: yes), the display of the winning symbol ends (S405), and it is determined whether the special symbol that was displayed as a winning symbol is a winning symbol (S410). If the determination is positive (S410: yes), the process proceeds to S425. In S425, it is determined whether the time-saving flag is 1 or not. If the time-saving flag is 1 (S425: yes), the time-saving flag is set to 0 in S430, and the process proceeds to S435. If the time-saving flag is not 1 (S425: no), the process proceeds directly to S435. Note that in S425, this is abbreviated as the time-saving flag. If either the a-time-saving flag or the c-time-saving flag described later is 1, then the time-saving flag is judged to be 1. The judgment of whether the time-saving flag is 0 described later is a judgment of whether both a-time-saving and c-time-saving are 0. The process of setting the time-saving flag to 0 is a process of setting both a-time-saving and c-time-saving to 0.
[0055] In S435, the condition device activation process sets the jackpot flag. In the following S440, the continuous mechanism activation device is activated, and in S445, the jackpot start animation process is performed. In the jackpot start animation process, the command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 83. Once the jackpot start animation process is completed, the special game process is performed.
[0056] If it is determined that the special symbol displayed is not a winning symbol (S410: no), the program proceeds to S465. In S465, it is determined whether the time-saving flag is 1 or not. If it is 1 (S465: yes), it is determined whether the number of time-saving rounds is 0 or not (S470). If the number of time-saving rounds is 0 (S470: yes), the time-saving flag is set to 0 in S475 and the process proceeds to S480 as shown in Figure 11. If the time-saving flag is not 1 (S465: no) or if the number of time-saving rounds is not 0 (S470: no), the process proceeds directly to S480. Note that the determination of the number of time-saving rounds in S470 is a process to determine if any of the number of special symbol variations, minor wins, and time-saving wins are 0. In other words, even if the number of variations is not 0, if the number of minor wins or time-saving wins is 0, the time-saving flag is set to 0, and by setting the time-saving flag to 0, the remaining time-saving rounds are also cleared.
[0057] In S480, it is determined whether the confirmed special symbols are a combination that results in a minor win. If the determination is positive (S480: yes), the special electric mechanism activation start process is executed in S481, the minor win start animation process is performed in S482, and the process moves to S495. If the combination is not a minor win (S480: no), the process moves to S483, where it is determined whether the special symbols are a combination that results in a time-saving win. If the combination is a time-saving win (S483: yes), it is determined whether the game is in a normal game state (S484). If the game is not in a normal game state, i.e., if the time-saving flag is not 0 (S484: no), the time-saving invalidation process is executed (S485), and the process moves to S495. The time-saving invalidation process is a process to invalidate the time-saving feature without activating it, even if the time-saving symbols have stopped. If the result in S484 is positive (S484: yes), the c time reduction flag is set to 1 (S487), the number of time reductions is set by the time reduction count setting process (S488), the type of time reduction is set by the time reduction type setting process (S489), and the process proceeds to S495.
[0058] In S495, the main control unit 80 sends a state specification command to the sub-integrated control unit 83 indicating the current game state, such as whether it is a big win state, a small win state, or a time-saving mode (a time-saving mode, c time-saving mode), and executes special game processing.
[0059] In the special game processing shown in Figure 12, the main control device 80 determines whether the continuous mechanism operation device is in operation (S500). If the continuous mechanism operation device is not in operation (S500: no), it determines whether the special electric mechanism is in operation (S530). If the special electric mechanism is in operation (S530: yes), it proceeds to the minor win game processing shown in Figure 15. If the special electric mechanism is also not in operation (S530: no), this process ends. If the continuous mechanism operation device is in operation (S500: yes), it determines whether the first major prize opening 14 is open (S505). If the first major prize opening 14 is not open (S505: no), it determines whether the first major prize opening 14 is closed due to the interval between rounds (S510). If it is not an interval (S510: no), it determines whether the big win ending animation is in progress (S515). If this is also judged negative (S515: no), it is determined whether the time required for the animation to start the jackpot game has elapsed (S520). If the time required for the jackpot start animation has elapsed (S520: yes), the first jackpot entry opening process (S525) is performed and this process ends.
[0060] If it is determined in S505 that the first large prize slot 14 is open, the process proceeds to S550 in Figure 13 to determine whether or not 10 balls have entered the first large prize slot 14. In this embodiment, it is 10 balls, but it may also be 9 or 8 balls, and is not particularly limited. If 10 balls have entered the first large prize slot 14 (S550: yes), the process proceeds to S560 to close the first large prize slot. Then the jackpot interval process (S565) is performed and the special game process ends. If 10 balls have not entered the first large prize slot 14 (S550: no), the process proceeds to S555 to determine whether or not the opening time of the first large prize slot 14 has ended. In this embodiment, in the case of a jackpot, the maximum opening time for each round is set to 30 seconds, once. Of course, it is not limited to this number of seconds. If the opening time has ended (S555: yes), proceed to S560; otherwise, the special game processing will end.
[0061] If it is determined in S510 of Figure 12 that an interval is in progress, the process proceeds to S570 of Figure 13 to determine whether the jackpot interval time has elapsed. If the interval time has elapsed (S570: yes), it is determined whether the first jackpot opening 14 was open in the final round immediately before (S575). If it is the final round (S575: yes), the jackpot ending animation process (S580) is performed and the special game process ends. If it is not the final round (S575: no), the process of opening the first jackpot opening 14 again (S585) is performed and the special game process ends. If it is determined that the jackpot interval time has not elapsed (S570: no), the special game process ends as is. In the process of opening and closing the first jackpot opening 14, a signal is also sent to the sub-integrated control device 83. Based on that signal, the sub-integrated control device 83 determines the current round and performs an animation corresponding to that round.
[0062] If it is determined in S515 of Figure 12 that the jackpot ending sequence is in progress, the process proceeds to S600 of Figure 14 to determine whether the jackpot ending sequence time has elapsed. If the jackpot ending sequence time has elapsed (S600: yes), the operation of the continuous mechanism operation device is stopped (S605), and the operation of the condition device is stopped (S610). Then, it is determined in S300 whether to transition to a time-saving mode based on the next game state (S615). If transitioning to a time-saving mode is desired (S615: yes), the number of time-saving rounds is set (S620), the time-saving flag a is set to 1 (S625), the jackpot ending command is sent to the sub-integrated control device 83 (S630), and the state specification command is sent to the sub-integrated control device 83 (S635) to terminate the special game process. Setting the time-saving flag to 1 in this embodiment sets the average fluctuation time of special symbols to be shortened, the average fluctuation time of regular symbols to be shortened, and the opening extension function of the regular electric mechanism 12 to be extended. If the time-saving mode is not entered (S615: no), the game proceeds directly to S630. In this embodiment, the time-saving mode is entered after every jackpot.
[0063] In the minor win game processing shown in Figure 15, it is first determined whether the second large prize slot 15 is currently in opening operation (S700). In the minor win game of this embodiment, the second large prize slot 15 is opened 16 times, and "opening operation" refers to the period from the start of the first opening to the end of the 16th opening. If the second large prize slot 15 is not in opening operation (S700: no), it is determined whether the minor win ending animation is in progress (S705). If this is also negative (S705: no), it means that the minor win game start animation is in progress, and it is determined whether the time required for the animation to start the minor win game has elapsed (S710). If the time required for the minor win start animation has elapsed (S715: yes), the second large prize slot opening operation start processing (S715) is performed and this process is terminated.
[0064] If it is determined in S700 that the second large prize slot 15 is open (S700: yes), the process proceeds to S720 in Figure 16 to determine whether or not 10 balls have entered the second large prize slot 15. Note that the specified number in this embodiment is 10, but it may also be 9 or 8, and is not particularly limited. If 10 balls have entered the second large prize slot 15 (S720: yes), the process proceeds to S730 to perform the second large prize slot opening operation termination process. Then the minor win termination animation process (S735) is performed, and the process proceeds to S755. If 10 balls have not entered the second large prize slot 15 (S720: no), the process proceeds to S725 to determine whether or not the opening operation time for the second large prize slot 15 has ended. In this embodiment, the opening operation of the second large prize slot 15 is set to be performed 16 times for 0.1 seconds each, so the total opening time is 1.6 seconds. Of course, this is not limited to the number of seconds or the number of openings. If the opening operation time is completed (S725: yes), proceed to S730; if it is not completed (S725: no), proceed to S755. Note that if the specified number of wins are achieved in S720, the process will end even if 16 openings have not been performed.
[0065] In S755, it is determined whether the specific area flag is 0 or not. If it is 0 (S755: no), it is determined whether the ball entered specific area 16 (S760). If the ball entered the specific area (S760: yes), the specific area entry flag is set to 1 (S765). The specific area entry flag, as will be explained later, is a flag used to activate the special feature jackpot. If the specific area entry flag is already 1 (S755: no) or if the ball did not enter the specific area (S760: no), this process is terminated.
[0066] If it is determined in S705 of Figure 15 that the minor win ending animation is in progress, the process proceeds to S740 of Figure 16 to determine whether the minor win ending animation time has elapsed. If the minor win ending animation time has elapsed (S740: yes), the operation of the special electric mechanism is stopped (S745), a minor win ending command is sent to the sub-integrated control device 83 (S750), and the process proceeds to S770. If the determination in S740 is negative, the process proceeds to S755.
[0067] In S770, it is determined whether the specific area entry flag is 1. If the specific area entry flag is 1, the special feature jackpot game activation process is executed (S775). Then the specific area entry flag is cleared to 0 (S780), and this process ends. If the specific area entry flag is not 1 (S770: no), this process ends. The special feature jackpot game activation process is the process of activating the jackpot game. Similar to S425~S445, if the time-saving state is active, it is cleared, the condition device and the special feature continuous activation device are activated, and the process of starting the jackpot game is executed. In this embodiment, even if the ball enters the specific area 16, the minor jackpot game is executed to the end before the jackpot is activated. However, if the ball enters the specific area 16, the minor jackpot game may be terminated and the game may be transitioned to the jackpot game.
[0068] In this embodiment, as described above, the small win game involves opening the gate 16 times for an extremely short time of 0.1 seconds. The second large prize gate 15 that opens during the small win game has a sliding lid. When closed, it serves as a passage for the game balls flowing down the game area 3. The opening action involves sliding the lid backward to allow balls to enter. As a result, game balls that are passing over the lid when closed fall into the large prize gate when it opens, making it easy to win prizes. By opening it 16 times, if the game balls are launched into the right-hand shooting area R, it is easy to achieve the required number of 10 prizes for the small win game. Furthermore, the switching device that restricts ball entry into a specific area is switched to allow balls to enter that area as soon as the small win game starts. With the required number of 10 prizes, it is almost certain that balls will enter the specific area and trigger a big win.
[0069] Next, Figure 17 will be used to explain the types of hits in this embodiment. In this embodiment, when a win / loss determination is performed using the first reserved memory, the result of the win / loss determination is announced by the symbol that stops on the first special symbol, and when a win / loss determination is performed using the second reserved memory, the result of the win / loss determination is announced by the symbol that stops on the second special symbol. Figure 17(a) is a table showing the types of winning symbols for the first special symbol 9, and for the first special symbol, if it is a big win, either the first special symbol big win 1 or the first special symbol big win 2 is selected with a 50% probability. In the first special symbol big win 1, a time-saving state is granted after the big win, and the number of time-saving rounds is set to 150 times for special symbol 2, 1 for minor wins and 2 for time-saving wins, whether in the normal state or the time-saving state, and in the first special symbol big win 2. In the first special symbol jackpot 2, under normal conditions, the number of spins for the second special symbol is set to 1. Under time-saving conditions, the number of spins for the second special symbol is set to 150, the number of minor wins is set to 1, and the number of time-saving wins is set to 2. Note that the number of spins shown in Figure 17 is the number of spins for the second special symbol, and although not shown, the number of spins for the first special symbol is set to 10 in all time-saving conditions. Note that both the first special symbol jackpot 1 and the first special symbol jackpot 2 are jackpot games that are executed in 5 rounds, and the 30-second opening is executed 5 times.
[0070] Figure 17(b) is a table showing the types of winning symbols for the second special symbol. The only type of win for the second special symbol is a jackpot, with the second special symbol jackpot 1 symbol being selected 65% of the time and the second special symbol jackpot 2 symbol being selected 35% of the time. Both the second special feature jackpot 1 and the second special feature jackpot 2 are jackpots that run for 10 rounds, with 10 instances of 30-second openings. After either jackpot, a time-saving state is granted, and in both the normal and time-saving states, the number of special feature 2 spins is set to 150, the number of minor wins to 1, and the number of time-saving wins to 2.
[0071] If a minor win occurs, minor win 1 is selected as the minor win symbol with a 65% probability, and minor win 2 with a 35% probability. In this embodiment, the same minor win gameplay is performed regardless of the type of minor win symbol. If the ball enters a specific area during the minor win game, the special jackpot game is performed. The minor win game consists of 16 openings of 0.1 seconds each, for a total of 1.6 seconds of opening. If the ball enters specific area 16 and the jackpot game is performed, 9 rounds are executed, consisting of 9 openings of 30 seconds each. If a minor win does not result in a major win without the ball entering a specific area, there is no time-saving mode set, and only the number of time-saving rounds is reduced as with a miss. Therefore, the number of time-saving rounds shown in Figure 17(b) is the number of time-saving rounds set when the ball enters a specific area and a special feature major win occurs. The number of time-saving rounds after a special feature major win is the same for minor wins 1 and 2. In the normal state, the number of spins on Special Feature 2 is set to 150, the number of minor wins to 1, and the number of time-saving wins to 2. In the time-saving mode, the number of spins on Special Feature 2 is set to 1000, and the number of minor wins to 1.
[0072] As mentioned above, the opening during a minor win is extremely short, lasting only 0.1 seconds. However, the lid of the second major prize slot 15 serves as a passage for the game balls to flow down, and as the lid opens, the game balls passing through are drawn into the major prize slot. Therefore, if game balls are launched into the right-hand shooting area during a minor win, it is easy to enter the required number of 10 balls, making it possible to win prize balls equivalent to 10 rounds, including both the minor win and the subsequent major win. Furthermore, during a minor win, game balls that enter the second major prize slot can easily enter the specific area 16, and if the required number of balls enter the second major prize slot 15, it is almost guaranteed that the balls will enter the specific area 16. Furthermore, while the game currently offers two time-saving bonus rounds, it could offer more than two. Requiring multiple time-saving bonus rounds would enhance the gameplay experience. Additionally, the game could include a bonus round that results in a time-saving state with just one time-saving bonus round.
[0073] If a time-saving win occurs, time-saving win 1 is selected 20% of the time, and time-saving win 2 is selected 80% of the time. With time-saving win 1 and time-saving win 2, time-saving is activated after the symbols stop, but there is no difference in the time-saving state or the number of time-saving rounds set between time-saving win 1 and time-saving win 2. With a time-saving win, if the game is in normal play mode, the number of spins of the second special symbol is set to 1000 as time-saving rounds regardless of which time-saving win symbol is selected, and two small wins are also set as time-saving rounds. As mentioned above, any time-saving win is invalid in the time-saving state. Also, the number of time-saving rounds set is greater than in the time-saving state set after a big win, making it a more advantageous time-saving state.
[0074] In this embodiment, the number of times a bonus win occurs during the time-saving state after a bonus, including a special bonus win, is set to a predetermined number. The second special symbol jackpot is more advantageous in terms of winning payouts than the first special symbol jackpot. Furthermore, the selection rate of the jackpot symbol that triggers the time-saving mode is set to be higher for the second special symbol than for the first special symbol, making the second special symbol a more advantageous jackpot than the first special symbol.
[0075] Figure 17(c) shows the probability of winning each prize. The probability of hitting the jackpot is approximately 1 / 320 for both the 1st and 2nd special symbols. A minor win is only possible with the 2nd special symbol, and the probability of a minor win is approximately 1 / 145. As mentioned above, in a minor win, if the game ball is launched into the right-hand shooting area, it will almost certainly enter a specific area, effectively resulting in a jackpot. Therefore, the probability of a jackpot with the 2nd special symbol occurring is approximately 1 / 100, including both jackpots and minor wins. A time-saving bonus is also only possible with the 2nd special symbol, and the probability of a time-saving bonus is approximately 1 / 150.
[0076] The probability of winning with a regular symbol is 1 / 1, meaning you are guaranteed to win. When a regular symbol is won and the regular symbol win game is played, the second start port 15 (regular electric mechanism) opens for 0.1 seconds once in normal mode, and for 2 seconds three times in time-saving mode. Therefore, it is almost impossible to get a ball into the second start port 15 in normal mode, but it becomes easy in time-saving mode.
[0077] Based on the above, the playability of this embodiment will be explained using Figure 18. Figure 18 shows the game flow of this embodiment. Note that this game flow does not show irregular jackpots such as jackpots with the second special symbol during normal mode or jackpots with the first special symbol during rush mode. During normal mode, which is the performance mode when the game is in its normal state, it is difficult to get the ball into the second starting port 12, so the game is played by shooting the game ball into the left-hand shooting area L and aiming for it to enter the first starting port 11. When the ball enters the first starting port 11, the first reserve memory is generated, and based on the jackpot determination random number stored in the first reserve memory, the first special symbol is changed, and if it is a jackpot, the jackpot symbol stops and the jackpot game is executed.
[0078] When a jackpot is awarded, either a jackpot with the First Special Symbol 1 or a jackpot with the First Special Symbol 2 symbols is selected. If a First Special Symbol 1 jackpot occurs, a 5-round jackpot is executed, consisting of five 30-second openings. After the jackpot, the game transitions to a time-saving state a, which continues until the second special symbol has been rotated 150 times, a minor jackpot occurs once, or a time-saving jackpot occurs twice. When the game transitions to this time-saving state a, the performance mode displayed on the performance symbol display device 6 is Rush Mode.
[0079] If the first special symbol jackpot 2 occurs, a 5-round jackpot is executed, consisting of five 30-second openings, and after the jackpot, the game transitions to a time-saving state that continues until the second special symbol has spun once. When the game transitions to this time-saving state a, the number of spins for this time-saving state is set, the One-Shot Chance Mode is displayed as the performance mode on the performance symbol display device 6. One-Shot Chance Mode provides enough spin time in one time-saving state spin to accumulate four reserved memories for the second special symbol, and although it is a time-saving state, the spin time is set to be relatively long. In One-Shot Chance Mode, the hit / fail judgment for the current spin and the accumulated reserved memories of the second special symbol are executed together, so the number of spins varies depending on the number of reserved memories, continuing for 1 to 5 spins. If a hit is not achieved, the game returns to normal mode. One-Shot Chance Mode is also a mode that is transitioned to after 149 spins of the second special symbol have been executed in Rush Mode. In other words, it is transitioned to when there is one spin remaining for the second special symbol in the time-saving state a. Although the detailed processing is not described, in this embodiment, a pre-determining check is performed to determine whether a win has occurred based on a random number for determining the jackpot obtained before the win / loss judgment is executed. In the last spin of the time-saving state, the results of the judgment on the remaining reserves are also announced at the same time. After the spin ends, a result display is executed showing the number of consecutive wins and the amount of balls obtained during the series of time-saving states. During the result display, the second special symbol spin related to the remaining reserve memory is executed before returning to normal mode. The result display is explained as part of the one-shot chance mode.
[0080] If you win two time-saving bonuses during Rush Mode, the a-time-saving bonus ends, but the c-time-saving bonus activates, transitioning you to SP Rush Mode. The c-time-saving bonus state is only entered when you win a time-saving bonus during the normal state, so even if you win the c-time-saving bonus during the 150th spin, which is the last spin of the a-time-saving bonus state, and during the win / loss judgment regarding the second reserve memory at that time, you can still enter the c-time-saving bonus state. SP Rush Mode is a performance mode that is active during the c-Shortened Time state. Note that while the Shortened Time win is invalid during the Shortened Time state due to the processing at S485 in Figure 11, when the Shortened Time symbol is displayed for the second time, the Shortened Time flag becomes 0 due to S465-S475 in Figure 10, so at S484 it returns to the normal game state and the c-Shortened Time state is set. Unlike the a-Shortened Time state, the number of minor wins in the c-Shortened Time state is 2. In other words, in the a-Shortened Time state, when a minor win is achieved it returns to the normal state, so when a minor win occurs it is the normal state, and the timing of the ball entering the specific area 16 is basically the same as a big win in the normal game state.
[0081] However, during the time-saving mode, even if a minor win occurs once, the time-saving mode does not end, so the timing of a special feature jackpot during the time-saving mode can be considered a jackpot during the time-saving mode. Furthermore, if a special feature jackpot occurs during the time-saving mode, the second special symbol will have 1000 spins and the number of time-saving spins until one minor win occurs will be granted, so a jackpot can be expected almost again next time. As a result, the game will transition to the guaranteed rush mode as a performance mode, making it more advantageous to win the next jackpot. In the case of a jackpot determined by the win / loss judgment of the second special symbol, the number of time-saving spins is the same in both the normal state and the time-saving state, but in the case of a special feature jackpot, which is a jackpot from a minor win, a jackpot can be expected almost again if the time-saving state is active, so it is more advantageous to trigger a special feature jackpot in the time-saving mode. In the guaranteed rush mode, a big win with a special feature almost guarantees the next big win, but since there is only one small win, even if you hit a special feature big win, it will be a regular big win. Therefore, if you hit a big win while in guaranteed rush mode, you will transition to rush mode.
[0082] Furthermore, while the game features four performance modes—Normal Mode, Rush Mode, One-Shot Chance Mode, SP Rush Mode, and Guaranteed Rush Mode—it is preferable that different display methods be used so that players can understand each mode simply by looking at the display. Additionally, since the time-saving states such as SP Rush Mode and Guaranteed Rush Mode have a large number of time-saving rounds, it is preferable that the average spin time of the second special symbol be shorter than that of the time-saving state in Rush Mode. Similarly, it is preferable to shorten the average spin time of the first special symbol and avoid long spin times as much as possible.
[0083] Next, using Figure 19, we will explain an example of a performance display shown on the performance symbol display device 6 in this embodiment. Figure 19(a) shows an example of the display during Rush Mode. The bear character 100 is displayed approximately in the center of the display area, Rush Mode and Stay Mode are indicated in the upper left, and the remaining 90 and the remaining number of time-saving spins (number of spins of the second special symbol) are displayed in the upper right. This number is deducted by -1 each time a spin is performed, and when a jackpot occurs, the number is updated to the initial value of 150. When the remaining spins reach 1, the game transitions to One-Shot Chance Mode. The performance symbol 97 is displayed in the lower right and is shown as spinning.
[0084] Figure 19(b) shows an example of the display when the first time-saving bonus is hit during Rush Mode. When a time-saving bonus is won, the bear character is displayed in the middle position as the stopping pattern of the performance symbol 97. Therefore, since it is the first time-saving bonus, the c time-saving state is not activated, but because there is a performance symbol specifically for time-saving bonuses, it can be easily understood by the player. The bear character 100 then winks, and "One more time" is displayed below it, indicating that the player will transition to the c time-saving state after one more time-saving bonus. Note that while the display of the bear character in the middle position indicates a time-saving bonus, it is not limited to this, and a specific sequence of symbols, such as the number symbols 2, 4, and 6, may also be displayed to indicate a time-saving bonus.
[0085] Figure 19(c) shows an example of a display during Rush Mode after winning a time-saving bonus once. The bear character 100 has changed to a smiling face, making it easy to understand that a time-saving bonus has been won once.
[0086] Figure 19(d) shows an example of a display indicating that a second time-saving bonus was won before a big or small win during Rush Mode. When a second time-saving bonus is won, a sparkling display appears around the bear character 100, and below it, it indicates that the achievement and two time-saving bonuses have been won. The performance symbol 97 is displayed to indicate a time-saving bonus, similar to Figure 19(b).
[0087] Figure 19(e) shows an example of the display when the next spin begins after a time-saving bonus. Internally, the state has switched from time-saving state a to time-saving state c, indicating that the player has entered SP Rush Mode and transitioned to time-saving state c. In Figure 19(f), the bear character 100 is displayed in a larger size, and "SP Rush Mode" is displayed in the upper left to indicate the current performance mode. In SP Rush Mode, the number of time-saving rounds is displayed in the lower left.
[0088] As described above, in this embodiment, in the time-saving state a which is entered after a big win state, time-saving wins are invalidated, but the specified number of times a time-saving win has been achieved is included in the number of time-saving wins. Furthermore, in the time-saving win for the specified number of times, time-saving state c is activated after time-saving state a ends, and in that time-saving state c, the next big win is almost guaranteed, and if a special feature big win occurs during that time-saving state, another big win is almost guaranteed, creating an advantageous state. As a result, the gameplay can be changed to something unprecedented where the goal is not just to hit a big win during rush mode, but also to hit two time-saving wins before hitting a big win, making it possible to improve the excitement of the game using time-saving wins and contributing to an increase in game usage.
[0089] In this embodiment, the time-saving state is terminated at S405 in Figure 10 when the confirmed symbol display ends, setting the time-saving flag to 0. If it is a time-saving win, it is considered to be the normal state and it is possible to transition to time-saving state c. However, it is also possible to determine whether to set the time-saving flag to 0 when the confirmed symbol display process in S355 in Figure 9 is executed and set it to 0. This prevents the processing burden from becoming heavy due to the overlapping processes of terminating time-saving state a and transitioning to time-saving state c in a series of processes. In addition, although the time for confirming the symbols is short, it is possible to ensure that the period during which time-saving state a has properly ended is secured, so it is possible to properly understand the transition history of time-saving states from a processing perspective.
[0090] In this embodiment, when the second time-saving bonus is won, the number of time-saving rounds is set to 1000 times in the c time-saving state. However, if, for example, the time-saving bonus 1 symbol is selected in the second time-saving bonus, the same number of time-saving rounds as in Embodiment 1 will be set. However, if the time-saving bonus 2 symbol is selected, the number of time-saving rounds in the c time-saving state may be set to 1 time for the second special symbol to change. In this case, the time-saving bonus is treated as effectively ending the time-saving round, and it is conceivable to transition to the one-shot chance mode in the one-time time-saving state for the final chance. Furthermore, if the time-saving bonus is 2, it is acceptable to prevent the time-saving state from even activating. If this processing is implemented, it is necessary to either set the number of time-saving bonuses to 0 for a time-saving bonus of 2, or change the processing so that when a time-saving bonus is hit on the time-saving bonus end count, the time-saving bonus flag is cleared to 0 after the time-saving bonus setting process.
[0091] In this embodiment, the number of time-saving bonus rounds was set to 2 regardless of the type of bonus round, but the number of time-saving bonus rounds may be set according to the type of bonus round. For example, by setting the number of time-saving bonus rounds to 1 for bonus round 1 and 2 for bonus round 2, it becomes possible to transition to the c time-saving state in one go if it is bonus round 1, thus providing different gameplay. In this case, it is preferable to use different display patterns for the symbols indicating the bonus round so that it is clear which type of bonus round has been won. In this embodiment, except in the time-saving state c, the number of minor wins is set to 1, and the time-saving period ends with either minor win 1 or 2. Therefore, when a special jackpot occurs from a minor win, it is treated as a jackpot in the normal state. However, for example, one minor win (e.g., minor win 1) may be counted as a time-saving period, but the other minor win (e.g., minor win 2) may not be counted as a time-saving period, or one minor win may be set to 1 time-saving period, while the other minor win may be set to 2 or more. In this case, the time-saving state does not end in the case of the other minor win, so after a special jackpot, it is possible to make it a jackpot from the time-saving state. This makes it more advantageous after a jackpot that occurs during the time-saving state than after a jackpot that occurs in the normal state, and by providing a means to transition to a new advantageous time-saving state, it is possible to enhance the enjoyment of the game.
[0092] In this embodiment, by winning two time-saving wins before the second special symbol has been rotated 150 times during the time-saving state or before a big win occurs, the player transitions to time-saving state c, which is more advantageous than time-saving state a because the second special symbol has been rotated more times. However, it is also possible to set the number of time-saving wins in time-saving state c to be less than the number of time-saving wins in time-saving state a (for example, the second special symbol rotates 50 times), so that time-saving state c is granted a predetermined number of times as a bonus after time-saving state a ends. This allows for situations where multiple time-saving states end, making the game more interesting. Furthermore, if a big win is triggered in this shorter time-saving state, the player may transition to an advantageous time-saving state.
[0093] Furthermore, in this embodiment, even if the operation of the c-time-saving state due to the time-saving win is disabled when a time-saving win is achieved during rush mode, the win of the time-saving win was notified by stopping in a manner that indicates a time-saving win or by displaying a special animation. However, when the transition to the c-time-saving state due to the time-saving win is disabled, the animation may be changed to the same animation as in the case of a loss, without notifying the win of the time-saving win. Furthermore, regarding the time-saving bonus when switching to the time-saving state, the notification of winning the time-saving bonus or the transition to the time-saving state may be omitted. Instead, the rush mode may continue even after transitioning to the time-saving state, and the display of the remaining time-saving rounds may also continue. Notification of being in the time-saving state may be made when the remaining rounds display becomes 0, or when a predetermined period of time has elapsed or predetermined conditions such as a predetermined probability have been met since transitioning to the time-saving state. Alternatively, notification may be made when winning a big win or a small win, or during a big win, to indicate that one is in or was in the time-saving state of the time-saving state. By providing notification after transitioning to the time-saving state in this way, players can play with anticipation, wondering whether they have transitioned to the time-saving state of the time-saving state.
[0094] In the embodiment, the configuration was such that a special jackpot from a minor win would not occur in the time-saving state (c) only when the time-saving state was activated. However, it is also possible to provide a type of jackpot for which the number of time-saving rounds in the time-saving state after a jackpot is set to two or more times, so that a special jackpot can occur in the time-saving state (a) as well.
[0095] In this embodiment, the probability of winning with a regular symbol and the opening pattern of the second start opening 12 (regular electric mechanism) are the same in both the a-time-saving state and the c-time-saving state, but they may be different. In this embodiment, the c-time-saving state is more advantageous, so the probability of winning with a regular symbol or a more advantageous opening pattern may be performed in the a-time-saving state.
[0096] In this embodiment, the number of time-saving rounds for the second special feature jackpots 1 and 2 was the same regardless of whether the state was shortened time or normal. However, similar to the jackpots from minor wins, the number of time-saving rounds for the second special feature jackpots 1 and 2 in the shortened time state may be set to be more favorable. With this control, even in the a time-saving state, if a second special feature jackpot is won, the next jackpot is effectively guaranteed. In the c time-saving state, even if a jackpot is won from a minor win, the next jackpot is effectively guaranteed, so it is possible to ensure that the next jackpot is always guaranteed. In this way, if a jackpot occurs in the c time-saving state, it is possible to make the game more likely to result in a more favorable time-saving state than if a jackpot occurs in the normal state or the a time-saving state, thereby improving the gameplay. [Other examples]
[0097] In this embodiment, when a jackpot is triggered by a small win during the time-saving state, the number of time-saving rounds is set to be advantageous, until the second special symbol changes 1000 times. However, any type of win shown in Figure 20 may be used. In Figure 20, time-saving state 1 and time-saving state 2 are treated as different time-saving states, so that the number of time-saving rounds differs depending on which time-saving state the jackpot was triggered in, with time-saving state 2 offering a more advantageous number of time-saving rounds than time-saving state 1. In the table in Figure 20, time-saving 1 indicates a transition to time-saving state 1, and time-saving 2 indicates a transition to time-saving state 2. As shown in the table, if a jackpot is triggered in time-saving state 2, time-saving state 2 will be set, and if a jackpot is triggered in the normal state or time-saving state 1, time-saving state 1 will be set. To transition to Time-Saving State 2, it is necessary to win a Time-Saving jackpot in the normal state, which means either winning two Time-Saving jackpots during Time-Saving State 1, or winning a Time-Saving jackpot in the final spin or in the remaining second reserve memory at the time of the final spin. Therefore, activating Time-Saving c through a Time-Saving jackpot is a condition for transitioning to a favorable Time-Saving State, and it is possible to enhance the enjoyment of playing with Time-Saving jackpots. In this example, Time-Saving State 2 is transitioned with Time-Saving c Time-Saving, and Time-Saving State 2 is set even after a big win in Time-Saving State 2, but it is also possible to set the Time-Saving State after a big win in Time-Saving State 2 as a different Time-Saving State 3. In this case, it is also possible to transition to Time-Saving State 3 after a big win in Time-Saving State 3.
[0098] In this embodiment, the game balls are dispensed using prize balls, but this method may also be applied to a sealed-type game machine that stores the prize balls as data and circulates the game balls within the machine. Furthermore, various configurations described, including the other examples mentioned above, may be used in appropriate combinations with this embodiment.
[0099] [Correspondence with the claims] Pachinko machine 50 is an example of a gaming machine, the execution of a process where S100 is yes and S105 is no is an example of a first starting condition, and the execution of a process where S110 is yes and S115 is no is an example of a second starting condition. Also, a big win is an example of a bonus win, and a time-saving win is an example of a special game win. [Explanation of symbols]
[0100] 6: Display device for showcasing animation patterns 9: First Special Pattern Display Device 10: Second Special Pattern Display Device 11: First Starter 12: Second Starter Port 14: First Grand Prize Entrance 15: Second Grand Prize Winner 67: Performance button 80: Main control unit 83: Sub-integrated control unit
Claims
[Claim 1] A means for determining whether a system is suitable or unsuitable, which acquires suitability information based on whether a first or second starting condition is met, and can perform a suitability determination based on the applicable unsuitability information. A pattern change execution means that executes a pattern change using a pattern display device based on the result of the correct / incorrect determination, A bonus game state transition means that, if the result of the aforementioned win / failure determination is a bonus win, displays a symbol indicating a bonus win on the symbol display device and transitions to a bonus game state, A special game state transition means that allows transitioning to a first special game state for a predetermined period in which the fulfillment of the second starting condition is advantageous after the aforementioned special game state, The special game state transition means, if the result of the win / fail determination performed based on the fulfillment of at least the second starting condition is a special game win, displays a symbol indicating a special game win on the symbol display device and enables a transition to the second special game state. In gaming machines, The second special game state is a special game state that is more advantageous to the player than the first special game state. A gaming machine characterized in that, in the first special game state, if the result of the win / loss determination is a special game win, the transition to the second special game state is invalidated, and the first special game state is terminated based on the display of symbols indicating a special game win a predetermined number of times in the first special game state, and the transition to the second special game state is made possible.
Citation Information
Patent Citations
Pinball game machine
JP2022034342A