Gaming machine
The gaming machine employs multiple game states and adjusted transition probabilities to maintain player engagement by increasing the likelihood of easy ball entry states, addressing the motivation drop from consecutive non-time-saving jackpots.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TAKAO KK
- Filing Date
- 2024-10-18
- Publication Date
- 2026-05-01
AI Technical Summary
In conventional gaming machines, players experience a decline in motivation due to frequent transitions to normal states after winning jackpots without time-saving features, necessitating repeated efforts for subsequent wins.
The gaming machine introduces multiple game states, including an easy ball entry state, and adjusts transition probabilities based on symbol displays to increase the likelihood of transitioning to favorable states, even after winning predetermined symbols.
This design maintains player motivation by enhancing the chances of entering easy ball states, preventing a decline in engagement even after non-time-saving jackpots, thereby encouraging continued play.
Smart Images

Figure 2026072198000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a pachinko machine or other ball game machine.
Background Art
[0002] Conventionally, as this type of game machine, there is a large winning opening (second large winning opening) having a specific area inside, a small win occurs due to the entry of a game ball into the starting opening, and when a game ball enters the large winning opening opened by the occurrence of a small win and the entered game ball passes through the specific area, a so-called one-type two-type hybrid machine that executes a big win game has been proposed. In this game machine, as starting openings, there are a first starting opening and a second starting opening. When a game ball enters the first starting opening, the first special symbol is variably displayed, and when a game ball enters the second starting opening, the second special symbol is variably displayed. In the normal state, almost no game balls enter the second starting opening, but when a time-saving state occurs, game balls frequently enter the second starting opening, and the second special symbol can be easily varied. Further, the first special symbol includes a big win symbol with time saving and a big win symbol without time saving. When the first special symbol is a big win symbol with time saving and wins a big win, the game state after the end of the big win game becomes a time-saving state, and when the first special symbol is a big win symbol without time saving and wins a big win, the game state after the end of the big win game becomes the normal state. Also, the first special symbol and the second special symbol include small win symbols, and the second special symbol is set with a higher small win probability than the first special symbol. In the time-saving state, since the second special symbol can be easily varied, small wins frequently occur, and big wins are likely to occur.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the aforementioned gaming machines, even if a player wins a jackpot, if it is a jackpot without a time-saving feature, the game state returns to the normal state after the jackpot ends, meaning the player must win another jackpot at a low probability. For this reason, if jackpots without time-saving features occur repeatedly, it may diminish the player's motivation to play.
[0005] The primary objective of the present invention is to suppress the decline in a player's motivation to play when the game does not transition to a favorable state consecutively, such as when the game does not transition to an easy ball entry state after the end of a jackpot game. [Means for solving the problem]
[0006] The gaming machine of the present invention employs the following means to achieve the above-mentioned main objective.
[0007] The first gaming machine of the present invention is The first starting gate allows game balls to be inserted at all times, The second starting gate changes the probability of the game ball entering, A win / loss determination means that determines whether a game ball enters the first start port or the second start port, A pattern display means that displays a pattern based on the result of the correct / incorrect determination, A game state control means for controlling the game state, Equipped with, Based on the fact that the symbols displayed by the symbol display means have stopped at a predetermined winning symbol, the game states to which the player can transition include at least a first specific game state and a second specific game state, which are different from the normal game state, a third specific game state, and an easy ball entry state, in which it is easier for game balls to enter the second start opening than in the normal game state. Based on the fact that the symbols displayed by the symbol display means during the first specific game state have stopped at the predetermined winning symbols, it is possible to transition to at least the second specific game state or the ball entry easy state. The probability of transitioning to the easy ball entry state based on stopping on the predetermined winning symbol during the first specific game state is higher than when stopping on the predetermined winning symbol during the normal game state, and lower than when stopping on the predetermined winning symbol during the second specific game state. Based on the fact that the symbols displayed by the symbol display means during the second specific game state have stopped at the predetermined winning symbols, it is possible to transition to at least the third specific game state or the ball entry easy state. The probability of transitioning to the easy ball entry state based on the predetermined winning symbol stopping during the second specific game state is higher than the probability of stopping during the first specific game state, and lower than the probability of stopping during the third specific game state. This is the gist of it.
[0008] In the game machine of the present invention, the game state to which the player can transition based on the symbol displayed by the symbol display means stopping on a predetermined winning symbol includes at least a first specific game state and a second specific game state, which are different from the normal game state, a third specific game state, and an easy ball entry state in which it is easier for the game balls to enter the second starting opening than in the normal game state, and the probability of transitioning to the easy ball entry state based on the stopping on a predetermined winning symbol during the first specific game state is higher than when the predetermined winning symbol stops during the normal game state, and lower than when the predetermined winning symbol stops during the second specific game state. Based on the fact that the symbols displayed by the symbol display means stop at a predetermined winning symbol during the second specific game state, it is possible to transition to at least the third specific game state or the easy ball entry state. The probability of transitioning to the easy ball entry state based on the symbols stopping at a predetermined winning symbol during the second specific game state is higher than when the symbols stop at a predetermined winning symbol during the first specific game state, and lower than when the symbols stop at a predetermined winning symbol during the third specific game state. As a result, even if a player does not transition to the easy ball entry state after winning a predetermined symbol, they will be more likely to transition to the easy ball entry state than before winning the predetermined symbol. This increases the probability of transitioning to the easy ball entry state, thus preventing a decline in the player's motivation to play.
[0009] The predetermined winning symbols of this invention may be either jackpot symbols that result in a jackpot when the game stops on them, or time-saving symbols that result in a time-saving game state when the game stops on them, as long as the game state transitions when the predetermined winning symbols stop on them. Furthermore, the predetermined winning symbols may be a single symbol, or multiple symbols (multiple jackpot symbols or time-saving symbols, or a jackpot symbol and a time-saving symbol) may be designated as predetermined winning symbols.
[0010] The transition of the game state in the present invention may be based on a predetermined winning symbol at only one of the first or second starting gates, and the transition from the normal game state to the first specific game state, the second specific game state, or the third game state may occur based on a predetermined winning symbol at only one of the first or second starting gates.
[0011] The game states of the present invention may include not only a first specific game state and a second specific game state that are different from the normal game state, a third specific game state, and an easy ball entry state, but also other game states such as a fourth specific game state and a fifth specific game state, and the easy ball entry state only requires that it is easy for game balls to enter the second starting opening, and there may be multiple easy ball entry states with different ball entry rates.
[0012] The first and second specific game states, which differ from the normal game state of the present invention, and the third specific game state may be states in which it is easy to enter the game ball into the second starting opening, as long as they differ from the state in which it is easy to enter the game ball.
[0013] The first specific game state, the second specific game state, and the third specific game state of the present invention may differ only in the transition rate to the second specific game state, the third specific game state, or the easy ball entry state, or they may differ in aspects other than the transition rate to the first to third specific game states or the easy ball entry state. [Effects of the Invention]
[0014] According to the gaming machine of the present invention, even when the ball entry easy state is not entered, it is possible to suppress the decline of the player's gaming motivation.
Brief Description of the Drawings
[0015] [Figure 1] It is a front view of the pachinko machine 1 as an embodiment of the present invention. [Figure 2] It is a rear view of the pachinko machine 1. [Figure 3] It is a schematic configuration diagram of the game board 20 of the pachinko machine 1. [Figure 4] It is a schematic configuration diagram of the distribution device 40. [Figure 5] It is a block diagram showing the electrical configuration of the pachinko machine 1. [Figure 6] It is an explanatory diagram showing an example of the effect display of the effect display device 37. [Figure 7] It is an explanatory diagram explaining the specifications of the pachinko machine 1. [Figure 8] It is an explanatory diagram explaining the flow of the game of the pachinko machine 1. [Figure 9] It is a flowchart showing an example of the main control process executed by the CPU 60a of the main control device 60. [Figure 10] It is a flowchart showing an example of the power-on process. [Figure 11] It is a flowchart showing an example of the start winning process. [Figure 12] It is a flowchart showing an example of the normal symbol game process. [Figure 13] It is a flowchart showing an example of the normal symbol variation display related process. [Figure 14] It is a flowchart showing an example of the normal symbol winning game process. [Figure 15] It is a flowchart showing an example of the special symbol game process. [Figure 16] It is a flowchart showing an example of the special symbol game process. [Figure 17] This flowchart shows an example of the processing related to the display of the first special symbol variation. [Figure 18] This flowchart shows an example of the processing related to the display of the second special symbol variation. [Figure 19] The flowchart shows an example of the time-saving flag termination process. [Figure 20] This flowchart shows an example of the process for setting the time-saving flag. [Figure 21] The flowchart shows an example of the process for setting the time-saving flag. [Figure 22] This flowchart shows an example of how to process a minor win. [Figure 23] This flowchart shows an example of how to process a minor win. [Figure 24] This flowchart shows an example of how a jackpot is processed. [Figure 25] This flowchart shows an example of how a jackpot is processed. [Figure 26] A flowchart shows an example of a game state indication effect. [Figure 27] This is an explanatory diagram describing the specifications of Pachinko Machine 1. [Figure 28] This is an explanatory diagram illustrating the gameplay flow of Pachinko Machine 1. [Figure 29] This is an explanatory diagram describing the specifications of Pachinko Machine 1. [Figure 30] This is an explanatory diagram illustrating the gameplay flow of Pachinko Machine 1. [Modes for carrying out the invention]
[0016] Next, embodiments of the present invention will be described using examples. (First embodiment)
[0017] Figure 1 is a front view of the pachinko machine 1 of the present invention, Figure 2 is a rear view of the pachinko machine 1, Figure 3 is a schematic diagram of the game board 20 of the pachinko machine 1, Figure 4 is a schematic diagram of the distribution device 40, and Figure 5 is a block diagram showing the electrical configuration of the pachinko machine 1. Below, an example of applying the present invention to a so-called Type 1 and Type 2 mixed type pachinko machine that combines Type 1 and Type 2 gameplay will be described. In addition, a type 1 and type 2 mixed pachinko machine basically works as follows: In normal gameplay, the game is judged based on the entry of the game ball into the first starting gate by shooting with the left hand, and if a jackpot occurs, the jackpot game is played (Type 1 gameplay); when a jackpot occurs and the time-saving function is activated (time-saving gameplay state), it becomes easier to enter the game ball into the second starting gate by shooting with the right hand, and the game is judged based on the entry of the game ball into the second starting gate, and if a minor win occurs, the minor win game is played, and when a game ball enters the large prize gate that has been opened during the minor win game and the entered game ball passes through a specific area provided inside the large prize gate, the jackpot game is played (Type 2 gameplay).
[0018] [External structure of Pachinko machine 1] As shown in Figure 1, the pachinko machine 1 of this embodiment includes a game board 20 whose surface is visible through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launching handle 13 for launching game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine that supports prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0019] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges located on the upper and lower left sides as pivot points. The inner frame 5 is fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges located on the upper and lower left sides as pivot points. The front frame 3 and inner frame 5 are constructed as roughly rectangular plastic frames. On the other hand, the outer frame 2 is constructed as a roughly rectangular wooden frame and is fixed to the island frame of the island equipment in the gaming hall.
[0020] The front frame 3 is equipped with a speaker 14 (see Figure 5) that emits various sound effects as the game progresses and warning sounds to alert the player. In addition, multiple lamps (LEDs) 15 (see Figure 5), which serve as decorative light-emitting elements that illuminate according to the game state, are arranged around the game board 20 within the front frame 3.
[0021] The upper tray 11 dispenses prize balls and loaned balls, while the lower tray 12 dispenses balls that overflow from the upper tray 11. A settlement display device 52 is located above the upper tray 11, which displays the balance of the prepaid card inserted into the CR unit 50. On one side of the settlement display device 52 is a ball dispensing button 53 for instructing the dispensing of game balls, and on the other side is a settlement button 54 for instructing the settlement (return) of the prepaid card inserted into the CR unit 50. In addition, an effect button 16 is located in front of the upper tray 11 for performing various effects in response to the player's actions.
[0022] As shown in Figure 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided on the back side of the inner frame 5 of the pachinko machine 1. When game balls enter each prize slot provided on the game board 20, the payout device 72 dispenses a predetermined number of game balls as prize balls from the ball tank 77 to the upper tray 11 via the tank rail 78. In addition, when the ball dispensing button 53 is operated, the payout device 72 dispenses the dispensed balls to the upper tray 11.
[0023] The launch handle 13 is located to the right of the lower receiving tray 12. When the player rotates it clockwise, a launch motor 83 (see Figure 5) of a launching device (not shown) is activated, and the game balls are launched one by one toward the game board 20 with a launching force corresponding to the amount of rotation of the launch handle 13.
[0024] [Composition of the game board 20] As shown in Figure 3, the game board 20 has a game area 21 formed by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 located approximately in the center of the game area 21, a center mechanism 38 including a warp entrance, warp trough, stage, etc., arranged around the performance display device 37, normal symbol activation gates 221 and 222 located to the left and right of the center mechanism 38, a first start opening 23 that is always open located below the center mechanism 38, a second start opening 24 that can be opened and closed located below the right normal symbol activation gate 222, a first large prize winning opening 25 located on the right side of the center mechanism 38, a second large prize winning opening 26 located to the lower left of the second start opening 24, a normal prize winning opening 28 that is always open located in the lower left of the game area 21, and an out opening 29 for collecting game balls that do not enter any of the prize winning openings. Furthermore, the game board 20 is equipped with numerous nails 21c that guide and deflect the game balls as they flow down the game area 21.
[0025] The second start port 24 is a variable ball entry port configured as a standard electric mechanism, and comprises a pair of left and right opening / closing wings (opening / closing members) 24b, and a second start port solenoid 24c (see Figure 5) that operates the opening / closing wings 24b. Normally, the second start port 24 is in a closed state with the opening / closing wings 24b upright, making it difficult for game balls to enter. When a normal symbol stops and displays a winning symbol, and a winning game (normal symbol winning game) is executed, the opening / closing wings 24b are opened to the left and right by the second start port solenoid 24c, creating an open state that makes it easy for game balls to enter. The second start port 24 is equipped with a second start port switch 24a (see Figure 5) for detecting the entry of game balls and counting the number of balls that have entered. The second starting port 24 closes when the second starting port switch 24a counts a predetermined number of game balls entering, or when a predetermined maximum opening time has elapsed before the predetermined number of balls has been counted.
[0026] The first large prize opening 25 is a variable ball entry opening configured as a special electric mechanism, and comprises an opening / closing wing (opening / closing member) 25b and a first large prize opening solenoid 25c (see Figure 5) that operates the opening / closing wing 25b. Normally, the first large prize opening 25 is closed by the opening / closing wing 25b, preventing game balls from entering. When a jackpot game is played, the opening / closing wing 25b is opened to the right by the first large prize opening solenoid 25c, creating an open state that allows game balls to be easily accepted. The first large prize opening 25 is fitted with a first large prize opening switch 25a (see Figure 5) for detecting the entry of game balls and counting the number of balls that have entered. The first large prize opening 25 closes when the first large prize opening switch 25a counts a predetermined number of game balls, or when a predetermined maximum opening time has elapsed before the predetermined number of balls has been counted (round game). The jackpot game is achieved by repeating the above round game multiple times.
[0027] The second major prize opening 26 is a variable ball entry opening configured as a special electric mechanism, and comprises a sliding opening / closing plate (opening / closing member) 26b and a second major prize opening solenoid 26c (see Figure 5) that operates the opening / closing plate 26b. Normally, the second major prize opening 26 is in a closed state where the opening / closing plate 26b protrudes from the board surface, making it impossible for game balls to enter. When a special symbol stops and displays a minor win symbol, and a minor win game is executed, the opening / closing plate 26b is pulled into the board surface by the second major prize opening solenoid 26c, opening it to a state where game balls can enter. When the second major prize opening 26 is in the closed state, when shot to the right, game balls pass over the opening / closing plate 26b from right to left without entering the second major prize opening 26. The second large prize slot 26 is equipped with a second large prize slot switch 26a (see Figure 5) for detecting the entry of game balls and counting the number of balls that have entered. The second large prize slot 26 closes when the second large prize slot switch 26a counts a predetermined number of game balls, or when a predetermined maximum opening time has elapsed before the predetermined number of balls has been counted.
[0028] A distribution device 40 is provided inside the second large prize opening 26. As shown in Figure 4, the distribution device 40 distributes game balls that enter the second large prize opening 26 to either a specific area (V area) 43 or a non-specific area (miss area) 44, and comprises a warp exit 41 from which game balls that enter the second large prize opening 26 exit, a specific area 43 provided directly below the warp exit 41, non-specific areas 44 provided on both sides of the specific area 43, a pair of left and right distribution vanes 42 positioned near the entrance of the specific area 43, and a distribution solenoid 42c (see Figure 5) that operates the distribution vanes 42. The distribution device 40 opens and closes the distribution vane 42 by the distribution solenoid 42c in a predetermined operating pattern (opening / closing pattern) starting from a predetermined timing. When the distribution vane 42 is closed, the distribution vane 42 guides the game balls that have flowed out from the warp exit 41 to the non-specific area 44. When the distribution vane 42 is open, it guides the game balls that have flowed out from the warp exit 41 to the specific area 43. The specific area 43 is provided with a specific area passage switch 43a (see Figure 5) to detect when a game ball has passed through the specific area 43.
[0029] The first starting port 23 allows the player to insert a game ball by rotating the launch handle 13 (so-called left-handed shooting) so that the game ball flows down into the left side area of the game area 21 (first game area 211). On the other hand, it is impossible to insert game balls into the second starting port 24, the first large prize port 25, and the second large prize port 26 by left-handed shooting. Instead, the game ball can be inserted by rotating the launch handle 13 (so-called right-handed shooting) so that the game ball flows down into the right side area of the game area 21 (second game area 212). However, the second starting opening 24, the first major prize opening 25, and the second major prize opening 26 are variable prize openings, and each opens when a regular symbol is won, when a special symbol is won as a jackpot (symbol win), or when a special symbol is won as a minor win and the game ball passes through a specific area 43 (mechanism win), or when a special symbol is won as a minor win, allowing the game ball to enter.
[0030] The lower right portion of the game board 20 is equipped with a first special symbol display device (first special symbol display device) 31, a second special symbol display device (second special symbol display device) 32, a first special symbol retention count display device (first special symbol retention count display device) 33, a second special symbol retention count display device (second special symbol retention count display device) 34, a regular symbol display device (regular symbol display device) 35, and a regular symbol retention count display device (regular symbol retention count display device) 36.
[0031] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and multiple display modes are expressed by the combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start displaying the special symbol by sequentially switching the display mode based on the entry of a game ball into the start opening, and stop the special symbol by stopping it in one of a predetermined number of stop display modes when a predetermined variation time has elapsed. When the special symbol is stopped in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the entry of a game ball into the first start opening 23 that displays the special symbol in a variable manner, and the second special symbol display device 32 is a display device for the entry of a game ball into the second start opening 24 that displays the special symbol in a variable manner. Furthermore, the special symbols displayed by the first special symbol display device 31 are also called the first special symbols (first special symbols), and the special symbols displayed by the second special symbol display device 32 are also called the second special symbols (second special symbols).
[0032] Furthermore, if a game ball enters the first start port 23 while a special symbol is being displayed, during a jackpot game, or during a minor jackpot game, the display of the first special symbol is held in reserve for a predetermined number of times (4 times in this embodiment). After the current display of the first special symbol finishes, the reserved display of the first special symbol is started sequentially. The number of reserved first special symbols is displayed on the first special symbol reserve count display device 33. Similarly, if a game ball enters the second start port 24 while a special symbol is being displayed, during a jackpot game, or during a minor jackpot game, the display of the second special symbol is held in reserve for a predetermined number of times (for example, 4 times). After the current display of the second special symbol finishes, the reserved display of the second special symbol is started sequentially. The number of reserved second special symbols is displayed on the second special symbol reserve count display device 34.
[0033] In this embodiment, the regular symbol display device 35 is configured as an LED display device having multiple display units. Based on the detection of a game ball by the gate switches 221a and 222a provided on the regular symbol operation gates 221 and 222, the regular symbol display device 35 repeatedly lights up and turns off each of the multiple display units to display a changing regular symbol. After a predetermined changing time has elapsed, the regular symbol is stopped by lighting up or turning off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and in all other cases, it is a losing symbol. When the regular symbol is stopped and displayed as a winning symbol, the second start opening 24 is opened.
[0034] In this embodiment, when a game ball passes through the normal symbol activation gates 221 and 222 while a normal symbol is being displayed, the normal symbol display is held in a predetermined number of displays (for example, 4 symbols), and when the current display ends, the held normal symbol displays are sequentially started. The number of held normal symbols is displayed on the normal symbol hold count display device 36.
[0035] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and in addition to displaying performance symbols (pseudo-symbols) 371L, 371C, and 371R corresponding to special symbols on the display screen, it displays various performances such as reach performances, pre-announcement performances that foreshadow big wins, and button performances that involve the operation of the performance button 16. Figure 6 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance symbols 371L, 371C, and 371R, consisting of numbers, letters, characters, symbols, etc. (numbers in the example shown in the figure), are displayed in the center of the display screen of the performance display device 37. When a game ball enters the starting opening (first starting opening 23 or second starting opening 24), the three performance symbols 371L, 371C, and 371R are displayed in a scrolling manner from top to bottom, and after a predetermined scrolling time has elapsed, they are displayed in the order of left, right, and center. When the right-hand symbol 371R stops and is displayed, if it does not match the left-hand symbol 371L, it is a miss (no reach, miss). On the other hand, when the right-hand symbol 371R matches the left-hand symbol 371L, it becomes a reach, and the game proceeds to the reach animation. After the reach animation, when the middle-hand symbol 371C stops and is displayed, if it does not match the left and right symbols 371L and 371R, it is a miss (missed reach). When the middle-hand symbol 371C matches the left and right symbols 371L and 371R, it is a big win. Also, if the three symbols 371L, 371C, and 371R stop and are displayed in a combination for a minor win (for example, 343 or 787), it is a minor win. Furthermore, if the three performance symbols 371L, 371C, and 371R stop and display in a combination for the time-saving symbols (for example, 373 or 737), it results in a time-saving win (c time-saving). The character symbol 373 is used in the pre-announcement effect, and its display (facial expression, etc.) suggests the possibility of a big win or a small win (winning reliability).
[0036] Furthermore, as shown in Figure 6, the first and second reserved symbols 372a and 372b are also displayed at the bottom of the display screen of the performance display device 37. The first reserved symbol 372a is the symbol corresponding to the reserved memory of the first special symbol. The first reserved symbol 372a is displayed one by one from the right each time a game ball enters the first start port 23 during the special symbol's variation display, etc., and is deleted one by one from the opposite side of when the ball was initially entered each time the variation display of the first special symbol begins. The second reserved symbol 372b is the symbol corresponding to the reserved memory of the second special symbol. The second reserved symbol 372b is displayed one by one from the right each time a game ball enters the second start port 24 during the special symbol's variation display, etc., and is deleted one by one from the opposite side of when the ball was initially entered each time the variation display of the second special symbol begins.
[0037] Furthermore, a launch direction indicator 374 is provided at the top of the display screen of the performance display device 37, which indicates the direction in which the player should launch the game ball (launch direction). When the game state is one that requires left-firing (launching the game ball so that it flows down the first game area 211) (normal game state or the slightly shortened game state described later), the launch direction indicator 374 is displayed in a first display mode (for example, the words "left-firing" and an arrow image pointing to the left). On the other hand, when the game state is one that requires right-firing (launching the game ball so that it flows down the second game area 212) (the shortened game state a, the shortened game state b, or the shortened game state c described later), the launch direction indicator 374 is displayed in a second display mode (for example, the words "right-firing" and an arrow image pointing to the right). The launch direction indicator 374 may be displayed only for a certain period of time when the game state changes, or it may be displayed at all times. Furthermore, the firing direction indicator 374 may be configured to display only when the game state requires shooting to the right.
[0038] [Control circuit configuration] Furthermore, as shown in Figure 5, the pachinko machine 1 includes a main control unit 60, a payout control unit 70, a launch control unit 80, a sub-integrated control unit 90, a performance display control unit 91, and a power supply board 95 (see Figure 2) as its control circuit. The main control unit 60 is configured as a microprocessor centered on a CPU 60a, and in addition to the CPU 60a, it includes a ROM 60b for storing processing programs and tables, a RAM 60c for temporarily storing data when executing processing programs, input / output ports, and communication ports. Although not shown, the payout control unit 70 and the launch control unit 80 are similarly configured as microprocessors centered on a CPU, and in addition to the CPU, they include a ROM, RAM, input / output ports, and communication ports. The pachinko machine 1 is also provided with an external connection terminal board 65, through which signals indicating the game state and game results are transmitted to the hall computer 100 (see Figure 5).
[0039] The main control unit 60 is responsible for the basic progress of the game. As shown in Figure 5, detection signals from the front frame opening switch 3a, which detects the opening of the front frame 3, and the inner frame opening switch 5a, which detects the opening of the inner frame 5, are input to the main control unit 60 via the rear wiring relay terminal board 64. Furthermore, the main control device 60 receives detection signals from gate switches 221a and 222a that detect the passage of game balls to the normal symbol activation gates 221 and 222, the first start-up switch 23a that detects the entry of game balls into the first start-up opening 23, the second start-up switch 24a that detects the entry of game balls into the second start-up opening 24, the first large prize-winning opening switch 25a that detects the entry of game balls into the first large prize-winning opening 25, the second large prize-winning opening switch 26a that detects the entry of game balls into the second large prize-winning opening 26, the specific area passage switch 43a that detects the passage of game balls into the specific area 43, and the normal prize-winning opening switch 28a that detects the entry of game balls into the normal prize-winning opening 28, etc., via the game board relay terminal board 61. In addition, the main control device 60 also receives operation signals directly from the probability setting switch 98 and the RAM clear switch 99. Meanwhile, the main control device 60 outputs drive signals to the second start port solenoid 24c, the first large prize port solenoid 25c, the second large prize port solenoid 26c, the distribution solenoid 42c, etc., via the game board relay terminal board 61. In addition, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserve count display device 33, the second special symbol reserve count display device 34, the general symbol display device 35, the general symbol reserve count display device 36, etc., via the symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via the back wiring relay terminal board 64 and the external connection terminal board 65.
[0040] The probability setting switch 98 is located on the main control device 60 on the back of the pachinko machine 1, and the RAM clear switch 99 is located on the power supply board 95. The probability setting switch 98 is a switch for setting the probability of winning a jackpot with special symbols, and the RAM clear switch 99 is a switch for performing a RAM clear. In this embodiment, the RAM clear switch 99 is also used to select the setting value for the jackpot probability. That is, the probability setting switch 98 and the RAM clear switch 99 are used to select and set one of six setting values (settings 1 to 6), each assigned a different jackpot probability for special symbols. The manager of the amusement hall inserts a predetermined key into the probability setting switch 98 and rotates it, while pressing the RAM clear switch 99 and turning on the power. Then, the pachinko machine 1 becomes capable of changing the setting value. When the pachinko machine 1 is in this state, the manager can select the desired setting value from settings 1 to 6 by pressing the RAM clear switch 99. In this embodiment, each time the RAM clear switch 99 is pressed, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value in sequence on the first special symbol display device 31. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 99 so that the number displayed on the first special symbol display device 31 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 99 is confirmed by the administrator rotating a key inserted into the probability setting switch 98 back to its initial position, and is set as the probability of winning a special symbol jackpot. By performing these operations, the administrator can set one of settings 1 to 6 for each pachinko machine 1. In this embodiment, the setting value is selected and set using the probability setting switch 98 and the RAM clear switch 99, but this is not limited to this configuration. For example, any other operating means that can be operated from the outside, such as a rotary knob, may be used to select and set the setting value, or a dedicated switch for selecting the setting value may be provided.Furthermore, while the pachinko machine 1 displays information regarding the currently selected setting value on the first special display device 31, it is not limited to this, and may also display it on other display devices or provide notification by voice. For example, a display device capable of displaying the setting value may be provided on the main control device 60 on the back of the pachinko machine 1, and this display device may be dedicated to displaying the setting value. Also, the setting value is not limited to the six values from setting 1 to 6, but can be any number of selectable setting values.
[0041] The payout control device 70 is responsible for controlling the payout of prize balls and loaned balls. The payout control device 70 receives detection signals from a ball depletion switch 76, which detects when the ball tank 77, which stores game balls to be dispensed into the upper tray 11, is empty, via the rear wiring relay terminal board 64. It also receives detection signals from a payout switch 74, which detects when game balls are dispensed into the upper tray 11, via the payout relay terminal board 71 and the rear wiring relay terminal board 64. Furthermore, it receives detection signals directly from a full switch 75, which detects when the lower tray 12 is full. On the other hand, the payout control device 70 outputs drive signals to the payout motor 73 via the rear wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to communicate bidirectionally with the main control device 60 and drives the payout motor 73 to dispense prize balls according to commands transmitted from the main control device 60. When the payout control device 70 receives a detection signal from either the bulb failure switch 76 or the full switch 75, it stops driving the payout motor 73 and interrupts the payout operation of the prize balls until the detection situation is resolved and no further detection signals are received.
[0042] Furthermore, the payout control device 70 is configured to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to communicate bidirectionally with the settlement display device 52, and detection signals from the ball dispensing switch 53a and settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball dispensing switch 53a detects the operation of the ball dispensing button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 receives a ball dispensing command, it drives the payout motor 73 to dispense the dispensing balls. The payout control device 70 is also configured to communicate bidirectionally with the launch control device 80, and when predetermined launch stop conditions are met, such as receiving a detection signal from the full switch 75, it sends a launch stop command to the launch control device 80.
[0043] The launch control device 80 is responsible for controlling the launch of game balls into the game area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from the launch stop switch 81 which detects the operation of the launch stop button, and a touch signal from the touch switch 82 which detects when the player is touching the launch handle 13. On the other hand, the launch control device 80 also outputs a drive signal to the launch motor 83. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the game area 21 with a launch intensity based on the rotation amount signal. When no touch signal is input or when a launch stop command is input, the launch control device 80 stops driving the launch motor 83 regardless of the operation of the launch handle 13 and does not launch game balls.
[0044] The sub-integrated control unit 90 is responsible for controlling the game's presentation. The sub-integrated control unit 90 is configured as a microprocessor centered around a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, RAM 90c, input / output ports, communication ports, etc. The sub-integrated control unit 90 can receive various commands from the main control unit 60 via one-way communication through the presentation relay terminal board 63, and performs presentation control according to the received commands. The sub-integrated control unit 90 receives a detection signal from the presentation button switch 16a, which detects the operation (pressing) of the presentation button 16. On the other hand, the sub-integrated control unit 90 outputs audio signals to the speaker 14 and lighting signals to the lamp 15. The sub-integrated control unit 90 also outputs commands for presentation display control to the presentation display control unit 91 via one-way communication. The presentation display control unit 91 receives the commands for presentation display control from the sub-integrated control unit 90 and controls the display of the presentation display device 37 so that the presentation image corresponding to the command is displayed on the presentation display device 37.
[0045] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power source into DC voltage, and supplies power to various parts of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power to the pachinko machine 1 is shut off, the power supply board 95 supplies power from the AC power source to the RAM 60c of the main control unit 60, and the data in RAM 60c is maintained by the power from the AC power source. In addition, the power supply board 95 is equipped with an auxiliary power supply consisting of capacitors, etc., and stores the power supplied from the AC power source in the auxiliary power supply. As a result, in the event of a power outage when the power supply from the AC power source is cut off, power from the auxiliary power supply is supplied to the RAM 60c of the main control unit 60, and the data in RAM 60c of the main control unit 60 is maintained for a certain period of time. In this way, the main control unit 60 has a backup function that maintains the memory in RAM 60c by power from the AC power source or auxiliary power supply even when the power switch 95a is turned off or there is a power outage. On the other hand, the sub-integrated control unit 90 does not have such a backup function, so if the power switch 95a is turned off or there is a power outage, the memory in RAM 90c is cleared.
[0046] [Overview of gameplay for Pachinko Machine 1] Next, an overview of the gameplay in the pachinko machine 1 configured in this way will be explained. Figure 7 is an explanatory diagram illustrating the specifications of the pachinko machine 1. As shown in Figure 7, in the pachinko machine 1 of this embodiment, the probability of hitting a jackpot with a special symbol (probability of hitting a symbol) differs depending on the setting value. The probability of hitting a jackpot with setting 1 is 1 / 320, with setting 2 it is 1 / 310, with setting 3 it is 1 / 300, with setting 4 it is 1 / 290, with setting 5 it is 1 / 280, and with setting 6 it is 1 / 270.
[0047] The probability of a minor win is 0% for the first special symbol and 1 / 4 for the second special symbol. In other words, in this embodiment, the first special symbol will never be the winning symbol for a minor win. However, it is possible for the first special symbol to be the winning symbol for a minor win. However, it is desirable that the probability of a minor win for the first special symbol be lower than the probability of a minor win for the second special symbol. When a minor win occurs, the second large prize slot 26 is opened during the minor win game, and when a game ball enters the opened second large prize slot 26 and passes through a specific area 43, a big win (prize win) occurs, and the big win game is executed. In this embodiment, if the game ball is fired into the second large prize slot 26 without stopping during the minor win game, the game ball that enters the second large prize slot 26 will basically pass through the specific area 43. Furthermore, the probability of passing through a specific area 43 during a minor win game is set to 2 / 3, so that a major win is not guaranteed even if a minor win occurs.
[0048] The probability of winning a time-saving bonus is 1 / 300 for the first special symbol and 0% for the second special symbol. In other words, the second special symbol cannot be used to win a time-saving bonus. However, it is possible for the second special symbol to be used to win a time-saving bonus.
[0049] In the pachinko machine 1 of this embodiment, there are three game states: a normal game state, a time-saving game state, and a slightly time-saving game state. The time-saving game state is an easy ball entry state in which it is easier to enter the second start port 24 than in the normal game state, and the slightly time-saving game state is a state in which it is easier to enter the second start port 24 than in the normal game state, but more difficult to enter the second start port 24 than in the time-saving game state. In this embodiment, the time-saving game state includes a time-saving state and a slightly time-saving game state which are entered after the end of a jackpot game when a jackpot game is executed, a time-saving state which is entered when the special symbol variation display is executed a predetermined number of times (900 times) without a jackpot occurring, and a time-saving state which is entered when the special symbol (first special symbol) is confirmed to be a time-saving symbol during the slightly time-saving game state. The a-time-saving state, b-time-saving state, and c-time-saving state are all game states that activate the following functions: a normal symbol probability variation function that increases the probability of winning with normal symbols compared to the normal game state; a normal symbol time-saving function that shortens the variation time of normal symbols compared to the normal game state; and an opening extension function that extends the opening time of the second start opening 24 when a normal symbol is won compared to the normal game state. The number of time-saving rounds (continuation rounds) for the a-time-saving state is, for example, 5 times; the number of time-saving rounds (continuation rounds) for the b-time-saving state is, for example, 50 times; and the number of time-saving rounds (continuation rounds) for the c-time-saving state is, for example, 5 times. The slight time-saving game state is a game state that is entered after a jackpot game is executed and the jackpot game ends, similar to the a-time-saving state. In this embodiment, the number of times (number of consecutive times) the slightly shortened game state is set to 10,000 times, and basically a jackpot is expected before the slightly shortened game state ends. However, since there is a b-time shortened state, the b-time shortened state will be reached before 10,000 times, so it may be set to 900 times.
[0050] The probability of winning with a regular symbol varies depending on the game state. It is 1 / 100 when the game state is normal or slightly shortened time game state, and 1 / 1.1 when the game state is shortened time game state (a shortened time state, b shortened time state, or c shortened time state). When a win occurs with a regular symbol, the regular symbol win game (regular symbol win game) is executed, in which the second start opening 24 (regular electric mechanism) opens. When the game state is normal game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 symbols and a maximum opening time of 0.1 seconds. When the game state is the first slightly reduced game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 symbols and a maximum opening time of 0.11 seconds. When the game state is the second slightly reduced game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 symbols and a maximum opening time of 0.12 seconds. When the game state is the third slightly shortened game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 balls and a maximum opening time of 0.13 seconds. When the game state is the fourth slightly shortened game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 balls and a maximum opening time of 0.14 seconds. When the game state is the shortened game state and a win occurs with a regular symbol, a regular symbol win game is executed with a specified number of 10 balls and a maximum opening time of 3.0 seconds. In the slightly shortened game state, it is easier to get game balls into the second start port 24 than in the normal game state, but in reality, it is almost impossible to get game balls into the second start port 24 during the slightly shortened game state, just like in the normal game state.
[0051] Next is an explanatory diagram illustrating the flow of gameplay for Pachinko Machine 1. As shown in Figure 8, in normal gameplay, the game progresses by shooting to the left (launching the game ball into the first game area 211), and when a game ball enters the first start opening 23, the display of the first special symbol changes. When the first special symbol stops and displays as a jackpot symbol (symbol win), a jackpot is won, and a jackpot game is executed in which the first large prize opening 25 is opened. The first large prize opening 25 and the second large prize opening 26 cannot accept game balls when shooting to the left, but they can accept game balls when shooting to the right (launching the game ball into the second game area 212). When the first special symbol is a jackpot symbol (symbol win), after the jackpot game ends, either a time-saving state or a slightly time-saving game state may occur.
[0052] When a jackpot is hit with the first special symbol and the game transitions to the a-time-saving state after the jackpot game ends, the probability of winning with a regular symbol becomes higher than in the normal game state, and the opening time of the second start gate 24 when a regular symbol is won is extended compared to the normal game state. Therefore, by shooting to the right and passing the game ball through the regular symbol activation gate 222 located in the second game area 212, the player can frequently open the second start gate 24, and easily enter the second start gate 24 to make the second special symbol appear in a variable display. As described above, the probability of a minor win with the second special symbol is 1 / 4, and since the game ball that enters the second large prize gate 26, which is open during the minor win game, passes through a specific area 43, a jackpot (prize win) can be generated with a high probability in the a-time-saving state. Furthermore, in this embodiment, if a jackpot is hit with the second special symbol, the a-time reduction state will occur with 100% probability after the jackpot game ends, providing an opportunity to achieve consecutive jackpots. It is assumed that if a jackpot is hit with the second special symbol, the a-time reduction state will occur with 100% probability after the jackpot game ends. However, similar to the case of a jackpot with the first special symbol, it may also include cases where the a-time reduction state occurs after the jackpot game ends, and cases where a slight time reduction state occurs. In this case, the probability of entering the a-time reduction state may be higher when a jackpot is hit with the second special symbol than when a jackpot is hit with the first special symbol.
[0053] If a jackpot is hit with the first special symbol and the game transitions to a slightly shortened game state after the jackpot game ends, as mentioned above, in the slightly shortened game state, it is almost impossible to get the game ball into the second start opening 24, just like in the normal game state. Therefore, the game will proceed by aiming for the first start opening 23 instead of the second start opening 24 and shooting to the left. If a jackpot is hit from the normal game state and the player does not enter the A-time reduction state, the player enters the 1st slight time reduction game state. If a jackpot is hit during the 1st slight time reduction game state, the player is more likely to enter the A-time reduction state than in the normal game state. If the player does not enter the A-time reduction state, the player enters the 2nd slight time reduction game state. If a jackpot is hit during the 2nd slight time reduction game state, the player is more likely to enter the A-time reduction state than in the 1st slight time reduction game state. If the player does not enter the A-time reduction state, the player enters the 3rd slight time reduction game state. If a jackpot is hit during the 3rd slight time reduction game state, the player is more likely to enter the A-time reduction state than in the 2nd slight time reduction game state. If the player does not enter the A-time reduction state, the player enters the 4th slight time reduction game state. If a jackpot is hit during the 4th slight time reduction game state, the player will always transition to the A-time reduction state. Then, if the first special symbol is a time-saving symbol during the slightly shortened play state, the c time-saving state is activated. In the c time-saving state, just like in the a time-saving state, it becomes easier for the game balls to enter the second start opening 24, so it is possible to trigger a prize with a high probability.
[0054] Furthermore, if the special symbol variation display is executed the scheduled number of times (900 times) without a big win, the game enters a b-time-saving state. Since the b-time-saving state has 50 time-saving rounds, in most cases a big win (mainly a special feature win) can be generated when the b-time-saving state is activated.
[0055] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be explained in more detail. Figure 9 is a flowchart showing an example of the main control processing performed by the CPU 60a of the main control device 60. This processing is performed when the power switch of the pachinko machine 1 is operated. The main control processing is performed by repeatedly executing the following: power-on processing necessary for turning on the power of the pachinko machine 1 (S10), random number update processing (S20), prize confirmation processing (S30), start prize processing (S40), normal symbol game processing (S50), normal symbol winning game processing (S60), special symbol game processing (S70), minor prize game processing (S80), and big prize game processing (S90). In this embodiment, the time required for processing S20 to S90 is approximately 2 msec, and these processing is repeatedly executed at intervals of approximately 2 msec. The main control unit 60 performs main control processing, transmits various commands to the control units responsible for those commands, and causes them to execute processing according to the commands, thereby advancing the overall gameplay of the pachinko machine 1.
[0056] [Power-on process] Figure 10 is a flowchart showing an example of the power-on process. In the power-on process of S10, the CPU 60a of the main control unit 60 first completes a security check and then sets access permissions to enable reading and writing data to RAM 60c (S100). Next, it determines whether the backup flag is OFF or OFF (S102) and whether the RAM clear signal is OFF or OFF (S104). The backup flag is a flag that indicates whether the contents of RAM 60c are normal or not. The backup flag is turned ON if the contents of RAM 60c are determined to be normal or not, for example by a checksum process, and OFF if they are determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 99 operated, and OFF when the power is turned on without the RAM clear switch 99 operated.
[0057] If the system determines that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, it starts up from the initial state. Specifically, the CPU 60a clears the game information storage area of RAM 60c that stores game information and initializes it, and performs an initialization process to start the game from the initial state (S106), sends corresponding initial commands to the payout control device 70 and the sub-integrated control device 90 respectively (S108), and then finishes the power-on process. As mentioned above, if the probability setting switch 98 and the RAM clear switch 99 are operated while the power is turned on, the RAM clear signal becomes ON, and the CPU 60a, in conjunction with the initialization process, stores one setting value set (selected) by the probability setting switch 98 from settings 1 to 6 in the setting value storage area of RAM 60c and activates that setting value. The setting value storage area is not cleared by the initialization process.
[0058] On the other hand, if S102 and S104 determine that the backup flag is ON and the RAM clear signal is OFF, the system starts up from the state immediately before the power cut-off. That is, the CPU 60a first reads the game information stored in the game information storage area of RAM 60c from the state immediately before the power cut-off (S110). The game information immediately before the power cut-off indicates the state of the game that was in progress immediately before the power cut-off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and sends corresponding recovery commands to the payout control device 70 and the sub-integrated control device 90, respectively (S114), and ends the power-on process. After the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0059] In the pachinko machine 1 of this embodiment, the main control unit 60 has a backup function that retains the memory of RAM 60c, as described above. If the game information is properly stored in RAM 60c when the power is turned on and the RAM has not been cleared, the machine can be restored to the game state it was in before the power was cut off. On the other hand, the sub-integrated control unit 90 does not have such a backup function and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. In this embodiment, the main control unit 60 selectively sends an initial command and a restore command to the sub-integrated control unit 90 in the power-on processing according to the game information stored at the time of restoration. The sub-integrated control unit 90 then determines the game state of the pachinko machine 1 immediately after power-on based on the received commands.
[0060] [Random number update process] The random number update process in S20 is a process for updating various random numbers used for determination. Examples of random numbers used for determination include: random numbers used for determining whether a special symbol is a hit or miss (random numbers used for determining whether a special symbol is a hit or miss), which are used to determine whether a special symbol is a hit or miss based on the entry of a game ball into the starting gate (first starting gate 23 or second starting gate 24); random numbers used for determining the reduction in playtime based on the entry of a game ball into the first starting gate 23; random numbers used to determine which big hit or small hit symbol will be displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) if the result of the hit or miss determination is a big hit or a small hit; random numbers used to determine the variation pattern used to determine the variation display pattern (variation time) of the special symbol; and random numbers used for determining whether a normal symbol is a hit or miss based on the passage of a game ball through the normal symbol activation gates 221 and 222. Once the random number update process is complete, the system returns to the main control process and proceeds to the next prize confirmation process (S30).
[0061] [Award Confirmation Process] The prize confirmation process in S30 detects the state of various sensors (gate switches 221a, 222a, first start switch 23a, second start switch 24a, first major prize switch 25a, second major prize switch 26a, specific area passage switch 43a, normal prize switch 28a, etc.) and stores them in a predetermined state storage area of RAM 60c. Then, it determines whether or not a game ball has been detected by the switches related to prize balls among the aforementioned switches (first start switch 23a, second start switch 24a, first major prize switch 25a, second major prize switch 26a, normal prize switch 28a). If it is determined that a game ball has been detected, it calculates the number of prize balls to be dispensed and stores it as prize ball information in a predetermined prize ball information storage area of RAM 60c. If the prize ball information is not 0, it sends a prize ball number specification command (prize ball information) to the payout control device 70 and terminates the prize confirmation process. When the payout control device 70 receives a command to specify the number of prize balls, it drives the payout motor 73 to dispense game balls one by one and executes a prize ball payout process in which it decrements the prize ball information (number of unpaid game balls) by 1 each time a dispensed game ball is detected by the payout switch 74. This prize ball payout process is repeated until the prize ball information becomes 0. When the entry of a game ball is detected and a new command to specify the number of prize balls is received from the main control device 60, the process is repeated until that prize ball information also becomes 0. After the entry confirmation process is completed, it returns to the main control process and proceeds to the next start-up entry process (S40).
[0062] [Startup and Prize Entry Processing] Figure 11 is a flowchart showing an example of the start-up prize entry process. In the start-up prize entry process in S40, the CPU 60a of the main control device 60 first receives a detection signal from the first start-up switch 23a and determines whether or not a game ball has entered the first start-up slot 23 (S200). If it is determined that a game ball has entered the first start-up slot 23, it determines whether the current number of reserved first special symbols (first special symbol reserved number) is less than its upper limit (in this embodiment, a value of 4) (S202). If it is determined that the number of reserved first special symbols is less than the upper limit, the number of reserved first special symbols is incremented by 1 and the display of the first special symbol reserved number display device 33 is updated (S204), and a random number for determining the first special symbol is obtained and stored in a predetermined random number storage area for determination in the RAM 60c (S206). Here, the random numbers for determination obtained in S206 include information related to the progress of the variable game of the first special symbol, such as the random numbers for determining whether the special symbol is correct, the random numbers for determining the winning symbol, and the random numbers for determining the variation pattern. Then, the command to specify the number of reserved first special symbols is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to specify the number of reserved first special symbols includes information about the number of reserved first special symbols in order to display the first reserved symbol 372a on the performance display device 37. If it is determined in S200 that no game balls have entered the first start opening 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the processes of S204 to S208 are skipped and the process proceeds to the next S210.
[0063] Next, a detection signal from the second start port switch 24a is input to determine whether or not a game ball has entered the second start port 24 (S210). If it is determined that a game ball has entered the second start port 24, it is determined whether or not the current number of reserved second special symbols (second special symbol reserved number) is less than its upper limit (in this embodiment, a value of 4) (S212). If it is determined that the number of reserved second special symbols is less than the upper limit, the number of reserved second special symbols is incremented by 1, and the display of the second special symbol reserved number display device 34 is updated (S214), and a random number for determining the second special symbol is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S216). The random number for determination acquired in S216 can include the random number for determining whether or not a special symbol is correct, the random number for determining the winning symbol, the random number for determining the variation pattern, and other information related to the progress of the variation game of the second special symbol. Then, the command to specify the number of reserved second special symbols is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The command to specify the number of reserved second special symbols includes information on the number of reserved second special symbols in order to display the second reserved symbol 372b on the performance display device 37. If it is determined in S210 that no game balls have entered the second start port 24, or if it is determined in S212 that the number of reserved second special symbols has reached the upper limit, the processes from S214 to S218 are skipped and the process proceeds to the next S220.
[0064] Next, a detection signal from the gate switch 22a is input to determine whether or not a game ball has passed through the normal symbol activation gate 22 (S220). If it is determined that a game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than its upper limit (for example, value 4) (S222). If it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by 1 and the display on the normal symbol reserved number display device 36 is updated (S224). Next, a random number for determining the normal symbols is obtained and stored in a predetermined random number storage area for determination in the RAM 60c (S226). The random number for determining the normal symbols can include information related to the progress of the normal symbol variation game, such as the random number for determining whether or not the normal symbols are correct as described above. Finally, a command to specify the number of reserved normal symbols is sent to the sub-integrated control device 90 (S228) to end the start prize entry process. If it is determined in S220 that no game ball has passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the processes from S224 to S228 are skipped and the start-up prize entry process is terminated. After the start-up prize entry process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0065] [Normal symbol game processing] Figure 12 is a flowchart showing an example of a normal symbol game process. In the normal symbol game process in S50, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag (normal symbol win flag) is valued at 1 (step S300). The normal symbol win flag is a flag that indicates whether or not a normal symbol win game is in progress. If the CPU determines that the normal symbol win flag is valued at 1, it determines that a normal symbol win game is in progress and terminates the normal symbol game process. Once the normal symbol game process is terminated, the process proceeds to the next normal symbol win game process in S60. On the other hand, if the CPU determines that the normal symbol win flag is valued at 0 instead of 1, it determines that a normal symbol win game is not in progress and determines whether or not the normal symbols are being displayed in a variable state (S302) and whether or not the display time for confirmed normal symbols is in progress (S304). If it is determined that the regular symbols are not currently being displayed in a variable state and that the display time for the confirmed symbols is not yet in progress, it is determined whether the number of reserved regular symbols is greater than 0 (S306). If it is determined that the number of reserved regular symbols is not greater than 0, i.e., the value is 0, the regular symbol game processing is terminated. On the other hand, if it is determined that the number of reserved regular symbols is greater than 0, the oldest random number for regular symbol determination stored in the random number storage area is read (S308), the regular symbol variable display related processing for displaying the variable state of the regular symbols is executed (S310), and the regular symbol game processing is terminated. The details of the regular symbol variable display related processing in S310 will be explained below using the flowchart in Figure 13.
[0066] In the normal symbol variation display related processing, it is determined whether the a-time reduction flag, b-time reduction flag, and c-time reduction flag are all valued at 0 (S350). The a-time reduction flag indicates whether or not the a-time reduction state is in progress, and this a-time reduction state occurs when a big win occurs. The b-time reduction flag indicates whether or not the b-time reduction state is in progress, and this occurs when the number of special symbol variations reaches the planned number without a big win occurring. The c-time reduction flag indicates whether or not the c-time reduction state is in progress, and this occurs when the first special symbol is a time reduction symbol during a slight time reduction game state. If it is determined that the a-time reduction flag, b-time reduction flag, and c-time reduction flag are all valued at 0, that is, the current game state is either a normal game state or a slight time reduction game state, then a win / loss determination is made using the low-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if any of the a-time reduction flag, b-time reduction flag, or c-time reduction flag is valued at 1 instead of 0, that is, if it is determined that the current game state is a time-reduction game state, then a win / loss determination is made using the high-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The win / loss determination for normal symbols is made by comparing the normal symbol win / loss determination random number with the win value included in the normal symbol win / loss determination table. If the normal symbol win / loss determination random number matches the win value, it is determined to be a win; otherwise, it is determined to be a loss. The high-probability normal symbol win / loss determination table has more win values defined compared to the low-probability normal symbol win / loss determination table. As a result, the probability of a normal symbol win is high in the time-reduction game state (a-time reduction state, b-time reduction state, and c-time reduction state), and low in the normal game state and the slightly time-reduction game state. In addition, in the slightly shortened play state, the probability of a regular symbol winning may be set to be higher than in the normal play state and lower than in the shortened play state. If the result of the win / loss judgment is determined to be a win (YES in S356), the winning symbol is determined as the confirmed regular symbol (S358), and the variation time of the regular symbols from the start of the variation display of the regular symbols to the confirmed display of the winning symbol (winning variation pattern) is determined (S362).Furthermore, if the result of the win / loss judgment is determined to be a loss ("NO" in S356), a losing symbol is determined as the winning symbol for the regular symbols (S360), and the fluctuation time of the regular symbols from the start of the fluctuation display of the regular symbols to the display of the losing symbol as the winning symbol (losing fluctuation pattern) is determined (S362). The average fluctuation time of the regular symbols is set to a relatively long time (for example, 30 seconds) in the normal game state, slightly shorter than the normal game state (for example, 25 seconds) in the slightly reduced time game state (a reduced time state, b reduced time state, and c reduced time state) is set to be significantly shorter than the slightly reduced time game state (for example, 2 seconds). Once the confirmed symbols and variation time (variation pattern) for the regular symbols are determined, the variation display of the regular symbols is started (S364), the number of regular symbols held is decremented by 1, and the display on the regular symbol hold count display device 36 is updated (S366), the command to start variation of the regular symbols is sent to the sub-integrated control device 90 (S368), and the regular symbol game processing is terminated.
[0067] Furthermore, the slightly shortened game state only needs to be one in which it is more advantageous for the player to aim for the entry of the game ball into the first starting opening 23 by displaying the first special symbol, rather than aiming for the entry of the game ball into the second starting opening 24 by displaying the second special symbol. The probability of winning with a regular symbol may be higher than in the normal game state, or the variation time of the regular symbols and the first special symbol may be shorter than in the normal game state. Alternatively, the probability of winning with a regular symbol may be higher than in the normal game state, and the variation time of the regular symbols and the first special symbol may be shorter than in the normal game state.
[0068] Returning to the normal symbol game processing in Figure 12, when the display of the normal symbols starts to change, the next time the normal symbol game processing is executed, the CPU 60a of the main control device 60 determines in S302 that the normal symbols are being displayed in a changing pattern. Next, it determines in S362 whether the change time for the normal symbols determined has elapsed (whether the change according to the determined change pattern has ended) (S312). If it determines that the change time for the normal symbols has not elapsed, the normal symbol game processing is terminated. If it determines that the change time for the normal symbols has elapsed, it performs a confirmed symbol display processing to display the confirmed symbol of the normal symbols that were being displayed in a changing pattern (S314). Then, it determines whether the confirmed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it determines that the confirmed symbol display time has not elapsed, the normal symbol game processing is terminated. If a regular symbol is displayed and then a regular symbol game process is executed, S304 determines that the display time for the confirmed symbol is still active. Therefore, S316 determines whether the display time for the confirmed symbol has elapsed. If it is determined that the display time for the confirmed symbol has elapsed, the display of the confirmed symbol is terminated (S318), and it is determined whether the regular symbol's confirmed symbol is a winning symbol (S320).
[0069] If it is determined that the confirmed symbol for the regular symbols is a losing symbol and not a winning symbol, the regular symbol game process is terminated. On the other hand, if it is determined that the confirmed symbol for the regular symbols is a winning symbol, the value of the regular symbol win flag (regular symbol win flag) is set to 1 (S322) in order to start the regular symbol win game, and the regular symbol game process is terminated. After the regular symbol game process is terminated, the process proceeds to the next S60, the regular symbol win game process.
[0070] [Normal symbol win game processing] Figure 14 is a flowchart showing an example of the processing for a normal symbol win. In the normal symbol win processing in S60, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag is valued at 1 (S400). If it determines that the normal symbol win flag is not valued at 1 but at 0, it determines that a normal symbol win game is not in progress and terminates the normal symbol win processing. On the other hand, if it determines that the normal symbol win flag is valued at 1, it determines that a normal symbol win game is in progress and determines whether the second start gate 24 is open (S402). If it determines that the second start gate 24 is not open, it determines whether the waiting time for opening has elapsed (S404). If it determines that the waiting time for opening has not elapsed, it terminates the normal symbol win processing. On the other hand, when it is determined that the waiting time for opening has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens according to the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. As described above, the opening pattern of the second start opening 24 varies depending on the game state. In this embodiment, when the game state is the normal game state, an opening pattern is set in which it is opened once for a maximum of 0.1 seconds. When the game state is the first slightly reduced time game state, an opening pattern is set in which it is opened once for a maximum of 0.11 seconds. When the game state is the second slightly reduced time game state, an opening pattern is set in which it is opened once for a maximum of 0.12 seconds. When the game state is the third slightly reduced time game state, an opening pattern is set in which it is opened once for a maximum of 0.13 seconds. When the game state is the fourth slightly reduced time game state, an opening pattern is set in which it is opened once for a maximum of 0.14 seconds. When the game state is the reduced time game state (a reduced time state or c, b reduced time state), an opening pattern is set in which it is opened once for a maximum of 3.0 seconds.
[0071] When the second start port 24 is opened, the next time a normal symbol win game is executed, S402 determines that the second start port 24 is open. Based on the detection signal from the second start port switch 24a, it is determined whether a specified number of game balls (for example, 10) have entered the second start port 24 (S410), and whether the elapsed time since the opening of the second start port 24 began has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start port 24, and the elapsed time since the opening of the second start port 24 has not reached the maximum opening time determined, the normal symbol win game is terminated while the second start port 24 remains open. On the other hand, if it is determined that a specified number of game balls have entered the second start port 24, or that the elapsed time since the opening of the second start port 24 has reached the maximum opening time determined, the second start port 24 is closed (S414). Then, in order to end the regular symbol win game, the value of the regular symbol win flag is set to 0 (S416), and the regular symbol win game processing is terminated. After the regular symbol win game processing is terminated, the process proceeds to the special symbol game processing in S70.
[0072] [Special Symbol Game Processing] Figures 15 and 16 are flowcharts illustrating an example of special symbol game processing. In the special symbol game processing at S70, the CPU 60a of the main control device 60 first determines whether either the jackpot flag or the minor jackpot flag is valued at 1 (S500). If it determines that either the jackpot flag or the minor jackpot flag is valued at 1, it determines that a jackpot game or a minor jackpot game is in progress and terminates the special symbol game processing. After terminating the special game processing, it returns to the main control processing and proceeds to the next minor jackpot game processing (S80). On the other hand, if it determines that both the jackpot flag and the minor jackpot flag are valued at 0, it determines that neither a jackpot game nor a minor jackpot game is in progress and determines whether either the first special symbol or the second special symbol is being displayed in a variable state (S502) or whether it is being displayed as a confirmed symbol (S504). If it is determined that neither the first special symbol nor the second special symbol is currently being displayed in a variable state and that the confirmed symbol is not currently being displayed, it is determined whether the number of reserved symbols for the second special symbol is greater than 0 (S506). If it is determined that the number of reserved symbols for the second special symbol is greater than 0, the oldest random number for determining the second special symbol stored in the random number storage area for determination is read (S508), the second special symbol variable display related processing for displaying the variable state of the second special symbol is executed (S510), and the special symbol game processing is terminated.
[0073] On the other hand, if it is determined that the number of reserved symbols for the second special symbol is 0, it is determined whether the number of reserved symbols for the first special symbol is greater than 0 (S512). If it is determined that the number of reserved symbols for the first special symbol is greater than 0, the oldest random number for determining the first special symbol stored in the random number storage area for determination is read (S514), and the processing related to displaying the variation of the first special symbol is executed to display the variation of the first special symbol (S516), and the special symbol game processing is terminated. If it is determined in S512 that the number of reserved symbols for the first special symbol is 0, the special symbol game processing is terminated. In S506 to S516, if both the number of reserved symbols for the first special symbol and the number of reserved symbols for the second special symbol are greater than 0, the display of variation of the second special symbol (consumption of reserved symbols) is executed preferentially (special symbol 2 priority variation). Of course, this is not the only option. The display of the first special symbol variation (consumption of held balls) may be given priority (special symbol 1 priority variation), the display of the special symbols variation may be performed in the order in which the game balls enter the starting gates (first starting gate 23, second starting gate 24) (entry order variation), or the display of the first special symbol variation and the display of the second special symbol variation may be performed in parallel (simultaneous variation). The details of the processing related to the display of the second special symbol variation in S510 and the processing related to the display of the first special symbol variation in S516 will be explained below.
[0074] Figure 17 is a flowchart showing an example of the processing related to the display of the first special symbol variation. In the processing related to the display of the first special symbol variation, first, the hit / fail determination process for the first special symbol is performed (S560). The hit / fail determination process for the first special symbol is performed by comparing a random number for determining the hit / fail of the special symbol (a random number for determining the hit / fail obtained in S514), which is obtained based on the entry of a game ball into the first start opening 23, with the jackpot values included in the hit / fail determination table. If the random number for determining the hit / fail of the special symbol matches any of the jackpot values, it is determined to be a jackpot, and if the random number for determining the hit / fail does not match any of the jackpot values, it is determined to be a miss. The hit / fail determination table contains different jackpot values for each setting value, and the higher the setting value among settings 1 to 6, the more jackpot values are included so that the probability of a jackpot increases.
[0075] When the win / loss determination process is performed, it is determined whether the result of the win / loss determination process is a jackpot or not (S562). If it is determined that the result of the win / loss determination process is a jackpot, one of the jackpot symbols is determined from among several jackpot symbols based on the random number for determining the winning symbol obtained in S514 (S564). This process is performed by using the random number for determining the winning symbol to select one symbol from among several jackpot symbols that differ in the content of the jackpot game (number of rounds) and the game state after the jackpot game ends (a time-saving state or slight time-saving game state) (for example, a 4R no time-saving jackpot symbol or a 10R time-saving jackpot symbol). The determined jackpot symbol is stored in RAM60c and saved until the end of the jackpot game. Once the winning symbols are determined, the display time for the special symbols (winning variation pattern) from the start of the variation display of the first special symbol until the confirmed display of the determined winning symbols is determined, based on the random number for determining the variation pattern obtained in S514 (S566).
[0076] On the other hand, if the result of the win / failure determination process is determined not to be a big win, the time-saving determination process is performed based on the time-saving determination random number obtained in S514 (S568). The time-saving determination process is performed by comparing the obtained time-saving determination random number with the winning values included in the time-saving determination table. If the time-saving determination random number matches any of the winning values, it is determined that there is a time-saving (win), and if it does not match any of the winning values, it is determined that there is no time-saving (loss). Note that the time-saving determination may also be performed using the win / failure determination random number instead of the time-saving determination random number. When the time-saving determination is performed using the win / failure determination random number, the winning value for the time-saving determination is set to a value other than the big win value and the small win value. After the time-saving determination process is performed, it is determined whether or not there is a time-saving (S570).
[0077] If the time reduction determination process determines that there is no time reduction and not a time reduction, that is, if it is determined that it is neither a big win nor a time reduction win, it is determined that it is a miss, and a losing symbol is determined as the confirmed symbol for the first special symbol (S572), and the display time of the first special symbol's variation from the start of the variation display of the first special symbol until it stops on the determined losing symbol is determined (miss variation pattern) (S574).
[0078] On the other hand, if the time reduction determination process determines that time reduction is available, the time reduction symbol is determined as the confirmed symbol for the first special symbol (S576). The time reduction symbol may be determined by selecting one predetermined time reduction symbol. If the number of time reduction rounds differs depending on the time reduction symbol, the time reduction symbol may be selected from multiple time reduction symbols, each with a different number of time reduction rounds, based on a random number for determining the time reduction symbol. Once the time reduction symbol is determined, it is determined whether the slight time reduction flag has a value of 1 (S578). If it is determined that the slight time reduction flag has a value of 1, it is determined that the current game state is a slight time reduction game state, and the display time of the first special symbol's variation (time reduction variation pattern) from the start of the variation display of the first special symbol until it stops on the determined time reduction symbol is determined (S580).
[0079] If the slight time reduction flag is determined to be value 0 instead of value 1 in S578, a losing variation pattern is determined (S574). In other words, if the current game state is a normal game state and not a slight time reduction game state, even if the time reduction determination process determines that time reduction is available and time reduction symbols are determined, the presence of time reduction is invalidated and a losing variation pattern is determined.
[0080] Once the variation pattern is determined, the variation display of the first special symbol is started (S582), the number of reserved symbols for the first special symbol is decremented by 1, and the display of the reserved symbol is updated (S584). Then, the first special symbol variation instruction command is sent to the sub-integrated control device 90 (S586), and the processing related to the display of the first special symbol variation is terminated. In addition, a shift process is performed in which the random numbers used for judgment related to the reserved symbols to be consumed this time are cleared along with the update of the number of reserved symbols for the first special symbol, and the random numbers used for judgment related to the remaining reserved symbols are shifted. The sub-integrated control device 90, having received the first special symbol variation instruction command, sends a control command to the performance display control device 91 so that the symbol variation performance is started on the performance display device 37. The first special symbol variation instruction command includes the result of the win / loss judgment, the variation pattern of the first special symbol (variation time), and the confirmed symbol of the first special symbol (jackpot symbol, time-saving symbol, or losing symbol).
[0081] Figure 18 is a flowchart showing an example of the processing related to the display of the second special symbol variation. In the processing related to the display of the second special symbol variation, first, the hit / fail determination process for the second special symbol is performed (S560b). The hit / fail determination process for the second special symbol is performed by comparing a random number for determining the hit / fail of the special symbol (a random number for determining the hit / fail obtained in S508), which is obtained based on the entry of a game ball into the second start opening 24, with the big win values and small win values included in the hit / fail determination table. If the random number for determining the hit / fail of the special symbol matches any of the big win values, it is determined to be a big win. If the random number for determining the hit / fail of the special symbol matches any of the small win values, it is determined to be a small win. If the random number for determining the hit / fail does not match any of the big win values or small win values, it is determined to be a miss. The hit / fail determination table contains different big win values for each setting value, and the higher the setting value among settings 1 to 6, the more big win values are included so that the probability of a big win increases.
[0082] When the win / loss determination process is performed, it is determined whether the result of the win / loss determination process is a big win (S562b) or a small win (S563). If it is determined that the result of the win / loss determination process is a big win, the big win symbol is determined (S564b). In this embodiment, if a big win occurs with the second special symbol, the big win symbol is determined to be a 10R time-saving big win symbol. That is, if a big win occurs with the second special symbol, the game state after the big win game ends will be the time-saving state a. Once the big win symbol is determined, the display time of the special symbol's variation (big win variation pattern) from the start of the variation display of the second special symbol until the confirmed display of the determined big win symbol is determined based on the random number for variation pattern determination obtained in S508 (S566b).
[0083] If the result of the win / loss determination process is determined to be a minor win, the minor win symbol is determined (S565), and the display time of the special symbol variation (minor win variation pattern) from the start of the variation display of the second special symbol until the determined minor win symbol is displayed is determined (S567).
[0084] If the result of the win / loss determination process is determined to be neither a big win nor a small win, it is a loss, so the losing symbol is determined (S572b), and the display time of the special symbol's variation (loss variation pattern) from the start of the variation display of the second special symbol until the determined losing symbol is displayed is determined (S574b).
[0085] Once the variation pattern is determined, the variation display of the second special symbol is started (S582b), the number of reserved symbols for the second special symbol is decremented by 1, and the display of the reserved symbol is updated (S584b). Then, the second special symbol variation instruction command is sent to the sub-integrated control device 90 (S586b), and the processing related to the display of the second special symbol variation is terminated. In addition, a shift process is performed in which the random numbers used for judgment related to the reserved symbols to be consumed this time are cleared along with the update of the number of reserved symbols for the second special symbol, and the random numbers used for judgment related to the remaining reserved symbols are shifted. Upon receiving the second special symbol variation instruction command, the sub-integrated control device 90 sends a control command to the performance display control device 91 so that the symbol variation performance is started on the performance display device 37. The second special symbol variation instruction command includes the result of the win / loss judgment, the variation pattern (variation time) of the second special symbol, and the confirmed symbol of the second special symbol (jackpot symbol, minor win symbol, or losing symbol).
[0086] Returning to the special symbol game processing shown in Figures 15 and 16, when the special symbol game processing is executed after the display of the special symbol (first special symbol or second special symbol) has started to change, S502 determines that either the first special symbol or the second special symbol is currently being displayed in a changing state. Therefore, the CPU 60a of the main control device 60 determines whether the changing time has elapsed (S518). The changing time is set according to the changing pattern of the special symbol determined in S566, S574, S580, S566b, S567, or S574b. Therefore, whether the changing time has elapsed can be determined by comparing the elapsed time since the display of the special symbol began with the changing time corresponding to the determined changing pattern. If it is determined that the changing time has not elapsed, the special symbol game processing is terminated. If it is determined that the changing time has elapsed, a symbol stop command is sent to the sub-integrated control device 90 (S520), and the confirmed special symbol that is currently being displayed in a changing state is displayed (S522). Upon receiving the symbol stop command, the sub-integrated control device 90 sends a control command to the performance display control device 91 to terminate the symbol variation performance on the performance display device 37. It then determines whether the display time for the confirmed symbol has elapsed (S524). In this embodiment, the display time for the confirmed symbol is set to 0.5 seconds. If it determines that the display time for the confirmed symbol has not elapsed, the special symbol game processing is terminated. After the special symbol stop display is made, if the special symbol game processing is executed, it is determined in S504 that the confirmed symbol is still being displayed, so it is determined again in S524 whether the display time for the confirmed symbol has elapsed. If it is determined that the display time for the confirmed symbol has elapsed, the display of the confirmed symbol is terminated (S526), and it is determined whether the confirmed symbol is a jackpot symbol (S528).
[0087] If a winning symbol is determined in S528, the condition device is activated (S530) and the continuous mechanism device is activated (S532) to generate a jackpot, and the jackpot flag is set to the value 1 (S534). During the jackpot game, the time-saving function is stopped, so the a time-saving flag, slight time-saving flag, b time-saving flag, and c time-saving flag are cleared to the value 0 (S536~S542). Then, the variable counter is cleared (S544), a game state specification command is sent to the sub-integrated control device 90 (S546), and the special symbol game processing is terminated. The game state specification command includes the values of the jackpot flag, a time-saving flag, slight time-saving flag, b time-saving flag, c time-saving flag, and variable counter. After the special symbol game processing is terminated, the process returns to the main control processing and proceeds to the next S80 minor jackpot game processing.
[0088] On the other hand, if it is determined in S528 that it is not a jackpot symbol, it is determined whether or not it is a minor jackpot symbol (S548). If it is determined to be a minor jackpot symbol, the value of the minor jackpot flag is set to 1 in order to generate a minor jackpot (S550), and the process proceeds to S552. On the other hand, if it is determined that it is neither a jackpot symbol nor a minor jackpot symbol, but a losing symbol, S550 is skipped and the process proceeds to S552. Then, the a-time reduction flag termination process (S552), the b-time reduction flag setting process (S554), and the c-time reduction flag setting process (S556) are executed, and the game state specification command is sent to the sub-integrated control device 90 (S546), and the special symbol game process is terminated. The game state specification command includes the values of the minor jackpot flag, a-time reduction flag, a-time reduction counter, slight time reduction flag, slight time reduction counter, b-time reduction flag, b-time reduction counter, c-time reduction flag, c-time reduction counter, and variable counter. The following describes a) the time-saving flag termination process, b) the time-saving flag setting process, and c) the time-saving flag setting process in order. In a) the time-saving flag termination process, processing for the slight time-saving game state is also performed, but this may be handled separately as a slight time-saving flag termination process.
[0089] Figure 19 is a flowchart showing an example of the a-time reduction flag termination process. In the a-time reduction flag termination process, it is determined whether the a-time reduction flag is valued at 1 (a-time reduction state is in progress) (S600). If it is determined that the a-time reduction flag is valued at 1, the a-time reduction counter is decremented by 1 (S602), and it is determined whether the a-time reduction counter is valued at 0 (S604). The a-time reduction counter indicates the remaining number of special symbol variations until the a-time reduction state ends, and the a-time reduction counter is set to a predetermined initial value (value 5) at the end of a jackpot game. If it is determined that the a-time reduction counter is not valued at 0, the a-time reduction flag termination process is terminated while maintaining the a-time reduction state. On the other hand, if it is determined that the a-time reduction counter is valued at 0, the a-time reduction flag is set to value 0 (S606) in order to terminate the a-time reduction state, and the a-time reduction flag termination process is terminated.
[0090] If it is determined in S600 that the a-time reduction flag is not valued at 1 but at 0, it is determined whether the slight time reduction flag is valued at 1 or not (S608). If it is determined that the slight time reduction flag is valued at 1, the slight time reduction counter is decremented by 1 (S610), and it is determined whether the slight time reduction counter is valued at 0 or not (S612). The slight time reduction counter indicates the remaining number of spins for the special symbols until the slight time reduction game state ends, and the slight time reduction counter is set to an initial value (value 10000) when the jackpot game ends. If it is determined that the slight time reduction counter is not valued at 0, the a-time reduction flag termination process is terminated while maintaining the slight time reduction game state. On the other hand, if it is determined that the slight time reduction counter is valued at 0, the slight time reduction flag is set to value 0 (S614) in order to terminate the slight time reduction game state, and the a-time reduction flag termination process is terminated.
[0091] Figure 20 is a flowchart showing an example of the b-time reduction flag setting process. In the b-time reduction flag setting process, it is determined whether the b-time reduction flag has a value of 0 (S620). If it is determined that the b-time reduction flag has a value of 0, the fluctuation counter is decremented by 1 (S622), and it is determined whether the fluctuation counter has a value of 0 (S624). The fluctuation counter indicates the remaining number of fluctuations of the special symbols until the planned number of fluctuations is reached, and the fluctuation counter is set to a predetermined initial value (value 900) at the end of the jackpot game. If it is determined that the fluctuation counter does not have a value of 0, the b-time reduction flag setting process is terminated. On the other hand, if it is determined that the fluctuation counter has a value of 0, in order to generate the b-time reduction state, the b-time reduction flag is set to a value of 1 (S626), the b-time reduction counter is set (S628), a b-time reduction start command is sent to the sub-integrated control device 90 (S630), and the b-time reduction flag setting process is terminated. The b-time-saving counter indicates the remaining number of special symbol spins until the b-time-saving state ends, and the b-time-saving counter is set to a predetermined initial value (value 50). The number of time-saving spins in the b-time-saving state is greater than the number of time-saving spins in the a-time-saving state, and when the b-time-saving state occurs, it is possible to hit a jackpot (mainly a special feature jackpot) in most cases. After the b-time-saving state occurs, when the b-time-saving flag setting process is executed, in S620 it is determined that the b-time-saving flag is value 1 (in the b-time-saving state), so the b-time-saving counter is decremented by 1 (S632), and it is determined whether the b-time-saving counter is value 0 or not (S634). If it is determined that the b-time-saving counter is not value 0, the b-time-saving flag setting process is terminated while maintaining the b-time-saving state. On the other hand, if it is determined that the b-time reduction counter is valued at 0, the b-time reduction flag is set to 0 (S636) to terminate the b-time reduction state, and a b-time reduction termination command is sent to the sub-integrated control device 90 (S638), thus terminating the b-time reduction flag setting process. In other words, if the b-time reduction counter becomes valued at 0 without hitting a jackpot (symbol win or special feature win), the b-time reduction state ends and the game transitions to the normal game state. In this embodiment, since the fluctuation counter is not initialized when transitioning to the normal game state, if the game transitions to the normal game state without hitting a jackpot in the b-time reduction state, the b-time reduction state will not occur even if the number of special symbol fluctuations reaches the planned number.Of course, after transitioning from the b-time-saving state to the normal game state, the variable counter may be reset, and if the number of special symbol variations reaches the planned number, the b-time-saving state may be triggered again.
[0092] In this embodiment, the variable counter counts even during the a-time-saving state (a-time-saving flag is value 1) or the slight time-saving game state (slight time-saving flag is value 1). However, it is also possible to omit counting during the a-time-saving state or the slight time-saving game state. Furthermore, in a type of pachinko machine where the variable counter is initialized when the b-time-saving counter becomes value 0 and the game returns to the normal game state without a big win (symbol win or special feature win) being achieved during the b-time-saving state, the variable counter may also count during the b-time-saving state.
[0093] Figure 21 is a flowchart showing an example of the c-time-saving flag setting process. In the c-time-saving flag setting process, it is determined whether the confirmed symbol of the special symbol (first special symbol) is a time-saving symbol (S640). If it is determined that the confirmed symbol is a time-saving symbol, it is determined whether the slight time-saving flag has a value of 1 (S642). That is, it is determined whether the current game state is a slight time-saving game state. If it is determined that the slight time-saving flag has a value of 1, in order to generate the c-time-saving state, the c-time-saving flag is set to a value of 1 (S644), the c-time-saving counter is set (S646), and the c-time-saving flag setting process ends. The c-time-saving counter indicates the remaining number of spins for the special symbol until the c-time-saving state ends, and the c-time-saving counter is set to a predetermined initial value (value 5). On the other hand, even if it is determined in S640 that the confirmed symbol of the special symbol is a time-saving symbol, if it is determined in S642 that the slight time-saving flag has a value of 0, the process proceeds to S648. Therefore, even if the confirmed special symbol is a time-saving symbol, the time-saving win is invalid unless the current game state is a slightly time-saving game state. If it is determined in S640 that the confirmed special symbol is a losing symbol and not a time-saving symbol, or if it is determined in S642 that the slightly time-saving flag is value 0, it is determined whether the c time-saving flag is value 1 (c time-saving state in progress) or not (S648). If it is determined that the c time-saving flag is value 0 and not value 1, the c time-saving flag setting process is terminated. On the other hand, if it is determined that the c time-saving flag is value 1, the c time-saving counter is decremented by 1 (S650), and it is determined whether the c time-saving counter is value 0 or not (S652). If it is determined that the c time-saving counter is not value 0, the c time-saving flag setting process is terminated while maintaining the c time-saving state. On the other hand, if it is determined that the c time-saving counter is value 0, the c time-saving flag is set to value 0 (S654) in order to terminate the c time-saving state, and the c time-saving flag setting process is terminated.
[0094] Furthermore, in the time-saving state c, the number of times the first special symbol changes and the number of times the second special symbol changes may be counted separately, and the time-saving state c may be terminated when the number of times either the first or second special symbol changes reaches a predetermined number. If the number of times the special symbols change is counted without distinguishing between the first and second special symbols, for example, if the time-saving state c occurs while the first special symbol is held, even if the held first special symbol changes, it will not result in a small win. In this case, the remaining number of times the second special symbol changes in the time-saving state c will decrease due to the change of the first special symbol, which is disadvantageous to the player. For this reason, as described above, by counting the number of times the first special symbol changes and the number of times the second special symbol changes separately, it is possible to make the second special symbol change a predetermined number of times (5 times) even if the first special symbol held when the time-saving state c occurs changes. The termination conditions for the time-saving state a and the time-saving state b may be similar. The number of times the first special symbol can change may be the number of times it can be stored in reserve, or one or two times more than that, or about twice the number of times it can be stored in reserve. This is because if a player tries to change the first special symbol more times than the number of times it has been stored in reserve while the second special symbol is being played with the right-hand side, it may be an attempt by the player to perform some kind of fraudulent act not intended by the developers, and this can be prevented.
[0095] [Handling of minor wins] Figures 22 and 23 are flowcharts illustrating an example of a minor win game process. In the minor win game process in S80, the CPU 60a of the main control device 60 first determines whether the minor win flag is valued at 1 (S700). If it determines that the minor win flag is not valued at 1 but at 0, the minor win game process is terminated. After terminating the minor win game process, the process proceeds to the next major win game process in S90. On the other hand, if it determines that the minor win flag is valued at 1, it determines whether the minor win game start animation is in progress (S702), whether the second major prize entry point 26 is open (S704), whether the specific area 43 is active (S706), and whether the minor win game end animation is in progress (S708). If any of the judgments in S702 to S708 are negative, a small win game start animation command is sent to the sub-integrated control device 90 (S710) to start the small win game start animation, and the small win game processing is temporarily terminated. Upon receiving the small win game start animation command, the sub-integrated control device 90 starts the small win game start animation on the animation display device 37. Once the small win game start animation is started, when the small win game processing is executed next, it is determined in S702 that the small win game start animation is in progress, and therefore, it is determined whether a predetermined small win game start animation time (for example, 4 seconds) has elapsed (S712). If it is determined that the time allotted for the start of the minor prize game has not elapsed, the minor prize game process is terminated. If it is determined that the time allotted for the start of the minor prize game has elapsed, the second major prize slot 26 is opened by driving the second major prize slot solenoid 26c (S714), and the specific area 43 is activated (S716), and the minor prize game process is terminated. Once the second major prize slot 26 is opened, when the minor prize game process is executed again, it is determined in S704 that the second major prize slot 26 is open. Therefore, based on the detection signal from the second major prize slot switch 26a, it is determined whether the number of game balls that have entered the second major prize slot 26 has reached a specified number (10 in this embodiment) (S718), and whether the elapsed time (opening time) since the opening of the second major prize slot 26 began has reached the maximum opening time (1.6 seconds in this embodiment) (S720). Furthermore, minor wins are not limited to opening the second major prize slot 26 only once; they may also be opened multiple times, up to the maximum total opening time.If it is determined that the number of game balls entering the second large prize slot 26 has not reached the prescribed number, and that the opening time of the second large prize slot 26 has not reached the maximum opening time, the minor prize game processing is temporarily terminated while the second large prize slot 26 remains open. On the other hand, if it is determined that the number of game balls entering the second large prize slot 26 has reached the prescribed number, or if it is determined that the opening time of the second large prize slot 26 has reached the maximum opening time even if the number of balls entering has not reached the prescribed number, the second large prize slot 26 is closed (S722), and the minor prize game processing is terminated.
[0096] When the second large prize slot 26 is closed, the next time the minor prize game processing is executed, it is determined in S704 that the second large prize slot 26 is not open, and in the following S706 it is determined that the specific area 43 is active, so the specific area passage switch 43a determines whether or not the game ball has passed through the specific area 43 (S728). If it is determined that the game ball has not passed through the specific area 43, it is determined whether or not the validity period of the specific area 43 has ended (S730). If it is determined that the validity period has not ended, the minor prize game processing is terminated, and if it is determined that the validity period has ended, a minor prize game termination performance command is sent to the sub-integrated control device 90 to start the minor prize game termination performance (S732), and the minor prize game processing is terminated. When the validity period of the specific area 43 ends and the mini-game ending animation begins, the next time the mini-game processing is executed, it is determined in S706 that the specific area 43 is not valid, and in the following S708 that the mini-game ending animation is in progress, so it is determined whether or not the mini-game ending animation time has elapsed (S724). If it is determined that the mini-game ending animation time has not elapsed, the mini-game processing is terminated, and if it is determined that the mini-game ending animation time has elapsed, the value of the mini-game flag is set to 0 (S726), and the mini-game processing is terminated.
[0097] In S728, if it is determined that the game ball has passed through a specific area 43, it is determined that the win has progressed from a minor win to a bonus win, and the bonus continuous operation device is activated to execute the big win game (S734). Next, if the second major prize opening 26 is open, the second major prize opening 26 is closed (S736, S738), and the specific area 43 is disabled (S740). Next, the big win flag is set to a value of 1 (S742), the a time reduction flag, the slight time reduction flag, the b time reduction flag, and the c time reduction flag are cleared to a value of 0 (S744~S750), and the variable counter is cleared (S752). Then, the minor win flag is set to a value of 0 (S754), and a game state specification command is sent to the sub-integrated control device 90 (S756), ending the minor win game processing. After ending the minor win game processing, the process proceeds to the big win game processing in S90. The game state specification command includes values for the big win flag, small win flag, a time reduction flag, slight time reduction flag, b time reduction flag, c time reduction flag, and variable counter. In the above embodiment, we referred to it as a "slight time reduction flag," but there are four such flags (1st to 4th), and in the above, they are collectively referred to as "slight time reduction flags," but they may also be treated as separate flags.
[0098] [Big Win Game Processing] Figures 24 and 25 are flowcharts illustrating an example of jackpot game processing. In the jackpot game processing at S90, the CPU 60a of the main control device 60 first determines whether the jackpot flag is valued at 1 (in jackpot game) (S800). If it determines that the jackpot flag is not valued at 1 but at 0, the jackpot game processing is terminated. On the other hand, if it determines that the jackpot flag is valued at 1, it determines whether the first jackpot entry opening 25 is open (S802), whether the jackpot game start animation is in progress (S804), whether the jackpot game end animation is in progress (S806), and whether the interval between openings is in progress (S808). If any of the determinations at S802 to S808 are negative, it sends a jackpot game start animation command to the sub-integrated control device 90 (S810) and terminates the jackpot game processing. Upon receiving the jackpot game start animation command, the sub-integrated control device 90 starts the jackpot game start animation. Once the jackpot game start animation has started, when the next jackpot game processing is executed, it is determined in S804 that the jackpot game start animation is in progress, and therefore it is determined whether the jackpot game start animation time has elapsed (S812). If it is determined that the jackpot game start animation time has not elapsed, the jackpot game processing is terminated. If it is determined that the jackpot game start animation time has elapsed, the first large prize slot 25 is opened by driving the first large prize slot solenoid 25c (S814), and the jackpot game processing is terminated.
[0099] When the first large prize slot 25 is opened, the next time a jackpot game is executed, S802 determines that the first large prize slot 25 is open. Based on the detection signal from the first large prize slot switch 25a, it is determined whether the number of game balls that have entered the first large prize slot 25 has reached a predetermined number (10 in this embodiment) (S816), and whether the elapsed time since the first large prize slot 25 was opened (opening time) has reached the maximum opening time (30 seconds in this embodiment) (S818). If it is determined that the number of game balls that have entered the first large prize slot 25 has not reached the predetermined number, and the opening time of the first large prize slot 25 has not reached the maximum opening time, the jackpot game is terminated while the first large prize slot 25 remains open. On the other hand, if it is determined that the number of game balls entering the first large prize slot 25 has reached a predetermined number, or if it is determined that the opening time of the first large prize slot 25 has reached the maximum opening time even if the number of balls entering has not reached a predetermined number, the first large prize slot 25 is closed (S820), and it is determined whether or not the current round of game is the final round (S822). The number of rounds in a jackpot game is set by the jackpot symbols and minor jackpot symbols, so the determination of whether or not the current round of game is the final round is made by determining whether or not the number of repetitions of the round game has reached a number determined according to the jackpot symbols and minor jackpot symbols. If it is determined that the current round of game is not the final round, an opening interval is generated (S824), and the jackpot game processing is terminated. When an opening interval occurs, the main control device 60 sends an opening interval generation command to the sub-integrated control device 90. When an interval between openings occurs, the next time a jackpot game is executed, it is determined in S808 that an interval between openings is occurring, and it is determined whether the interval time (for example, 2 seconds) has elapsed (S826). If it is determined that the interval time has not elapsed, the jackpot game is temporarily terminated with the first jackpot opening 25 closed. If it is determined that the interval time has elapsed, the first jackpot opening 25 is reopened (S814), and the jackpot game is terminated.
[0100] After repeating round games in which the first large prize winning opening 25 is opened and closed with an interval between openings, if it is determined in S822 that this round game is the final round, a jackpot game termination performance command is sent to the sub-integrated control device 90 (S828), and the jackpot game processing is terminated. Upon receiving the jackpot game termination performance command, the sub-integrated control device 90 starts the jackpot game termination performance. Once the jackpot game termination performance has started, when the next jackpot game processing is started, it is determined in S806 that the jackpot game termination performance is in progress, and it is determined whether or not the jackpot game termination performance time has elapsed (S830). If it is determined that the jackpot game termination performance time has not elapsed, the jackpot game processing is terminated, and if it is determined that the jackpot game termination performance time has elapsed, the operation of the continuous mechanism operation device is stopped (S832), and the operation of the condition device is stopped (S834).
[0101] Next, it is determined whether the jackpot that caused the current jackpot is a jackpot without a time-saving feature (S836). If it is determined that the jackpot is a jackpot with a time-saving feature and not a jackpot without a time-saving feature, the a time-saving feature flag is set to a value of 1 in order to generate the a time-saving feature state (S838), and the a time-saving feature counter is set to a predetermined value (value 5) in order to generate the a time-saving feature state (S840). Then, the variable counter is set to an initial value (value 900) (S866), the jackpot flag is set to a value of 0 in order to end the jackpot game (S868), a jackpot game termination command is sent to the sub-integrated control device 90 (S870), and a game state specification command is sent to the sub-integrated control device 90 (S872), ending the jackpot game processing. The game state specification command includes the values of the jackpot flag, the a time-saving feature flag, and the a time-saving feature counter.
[0102] On the other hand, if it is determined in S836 that the jackpot is a jackpot without time reduction, it is determined whether the current jackpot is a first slight time reduction jackpot, that is, whether it is a jackpot without time reduction in the normal game state (S842). If it is determined to be a first slight time reduction jackpot, the value 1 is set to the first slight time reduction flag (S846), and the first slight time reduction counter setting process is performed to set the first slight time reduction counter (S848). If it is determined in (S842) that it is not a first slight time reduction jackpot, it is determined whether the current jackpot is a second slight time reduction jackpot, that is, whether it is a jackpot without time reduction in the first slight time reduction game state (S850). If it is determined to be a second slight time reduction jackpot, the value 1 is set to the second slight time reduction flag (S852), and the second slight time reduction counter setting process is performed to set the second slight time reduction counter (S854). If it is determined in (S850) that this is not a second-slightly shortened jackpot, it is determined whether this jackpot is a third-slightly shortened jackpot, that is, whether it is a jackpot without shortening time while in the second-slightly shortened game state (S856). If it is determined to be a third-slightly shortened jackpot, the value 1 is set to the third-slightly shortened flag (S858), and the third-slightly shortened counter setting process is performed to set the third-slightly shortened counter (S860). If it is determined in (S856) that this is not a third-slightly shortened jackpot, it is determined to be a fourth-slightly shortened jackpot, the value 1 is set to the fourth-slightly shortened flag (S862), and the fourth-slightly shortened counter setting process is performed to set the fourth-slightly shortened counter (S864). In this embodiment, since the second special symbol does not include a jackpot symbol without shortening time, the slightly shortened game state does not occur when a jackpot is won with the second special symbol, and the a-slighted state occurs. When the time-saving counter setting process and the first to fourth slight time-saving counter setting process are completed, the variable counter is set to an initial value (value 900) (S866). Then, in order to end the jackpot game, the jackpot flag is set to a value of 0 (S868), a jackpot game termination command is sent to the sub-integrated control device 90 (S870), and a game state specification command is sent to the sub-integrated control device 90 (S872), ending the jackpot game process. The game state specification command includes the values of the jackpot flag, slight time-saving flag, and slight time-saving counter.
[0103] In this embodiment, when a special symbol (first special symbol) displayed during normal gameplay is confirmed to be a jackpot symbol, after the jackpot game ends, there are two possibilities: transitioning to a time-saving game state (a time-saving state) or transitioning to a slightly time-saving game state. If transitioning to the slightly time-saving game state, and the special symbol (first special symbol) displayed during that slightly time-saving game state results in another jackpot that transitions to the slightly time-saving game state, then after the jackpot game ends, the probability of transitioning to a time-saving game state (a time-saving state) is higher than in the slightly time-saving game state before the jackpot. In this way, even if the game ends in a no-time-saving state (slightly time-saving game state) and this continues, the possibility of transitioning to a time-saving game state (a time-saving state) is increased, thus preventing a decline in the player's motivation to play.
[0104] Furthermore, the game transitions to a time-saving game state (a time-saving state) based on the confirmation display of a time-saving symbol. This means that even if a player does not transition to the time-saving game state with their first win, they still have a chance to transition to the time-saving game state during the slight time-saving game state without having to win another first win, thus preventing a decline in the player's motivation to play. In addition, even if a special symbol (first special symbol) that is displayed during normal gameplay is confirmed to be a time-saving symbol, the game does not transition to the time-saving game state; that is, there is no direct transition from normal gameplay to the time-saving game state. Moreover, during the slight time-saving game state, the game is played by aiming for the first start opening 23 and shooting to the left, just like in normal gameplay, and the probability of winning is the same low probability as in normal gameplay. As a result, the advantage for the player is the same as in normal gameplay, preventing excessive profits for the player and balancing the benefits for the player and the arcade.
[0105] Furthermore, while it is stated that a jackpot with the second special symbol will only transition to a time-saving game state (a time-saving state) after the jackpot game ends, it may also transition to a slightly time-saving game state or to a normal game state. In this case, the probability of transitioning to the time-saving game state may be higher when a jackpot is hit with the second special symbol than when a jackpot is hit with the first special symbol.
[0106] Furthermore, after transitioning to a time-saving game state, the game may transition to a slightly time-saving game state with a predetermined probability after the end of that time-saving game state. In this way, players can expect to win (win a symbol or a special feature) during the time-saving game state, and even after the time-saving game state has ended, they can expect to be able to return to the time-saving game state because there is a possibility of transitioning to the slightly time-saving game state.
[0107] Next, we will describe the various processes executed by the sub-integrated control device 90 upon receiving various commands from the main control device 60. As mentioned above, the commands that the sub-integrated control device 90 receives from the main control device 60 include initial commands, return commands, first special symbol variation instruction commands, second special symbol variation instruction commands, symbol stop commands, game state specification commands, minor win game start effect commands, minor win game end effect commands, big win game start effect commands, and big win game end effect commands. The processes that the sub-integrated control device 90 performs upon receiving various commands include symbol variation effect processing, which displays effect symbols on the effect display device 37 in conjunction with the variation of special symbols; game state indication effect processing, which displays effects according to the game state along with the symbol variation effect; and big win game effect processing, which executes a big win game effect upon the occurrence of a big win. These processes are repeatedly executed at predetermined intervals. The details of the game state indication effect processing will be described below. Furthermore, the symbol variation effect processing and the jackpot game effect processing are not essential to the essence of this invention, so their explanations will be omitted.
[0108] [Game state indication processing] Figure 26 is a flowchart showing an example of a game state indication effect processing performed by the CPU 90a of the sub-integrated control device 90. In the game state indication effect processing, the CPU 90a of the sub-integrated control device 90 first determines whether or not it has received a game state specification command transmitted from the main control device 60 in S546 of the special symbol game processing (S900). If it determines that it has not received a game state specification command, it terminates the game state indication effect processing. On the other hand, when it is determined that a game state specification command has been received, the system determines whether the game is in a time-saving game state (a time-saving state, b time-saving state, or c time-saving state) (S902), whether it is in the first slight time-saving game state (S904), whether it is in the second slight time-saving game state (S906), whether it is in the third slight time-saving game state (S908), or whether it is in the fourth slight time-saving game state (S910), based on the values of the a time-saving flag, slight time-saving flag, b time-saving flag, and c time-saving flag included in the received game state command.
[0109] If it is determined that the game is neither in a shortened time game state nor a slightly shortened time game state, it is determined that the game is in a normal game state, and the performance display device 37 displays a performance for the normal game state (S912), ending the game state indication performance process. The performance display is performed when the sub-integrated control device 90 sends a performance display command to the performance display control device 91, and the performance display control device 91 controls the performance display device 37 according to the received performance display command. The performance display for the normal game state can be performed, for example, by displaying an image for the normal game state as the background image for a symbol variation performance that displays the performance symbols 371L, 371C, and 371R in a variable manner.
[0110] If it is determined in S902 that the game is in a time-saving game state, the performance display device 37 displays a performance for the time-saving game state (S914), and the game state indication performance process ends. The performance display for the time-saving game state can be done by displaying an image for the time-saving game state as the background image for the symbol variation performance. In addition, although time-saving state a, time-saving state b, and time-saving state c are treated as time-saving game states and the performance display for the time-saving game state is shown, each may have a different performance display.
[0111] If it is determined in S904 that the game is in the first slightly shortened game state, the performance display device 37 displays a performance for the first slightly shortened game state (S916) and the game state indication performance processing ends. If it is determined in S906 that the game is in the second slightly shortened game state, the performance display device 37 displays a performance for the second slightly shortened game state (S918) and the game state indication performance processing ends. If it is determined in S908 that the game is in the third slightly shortened game state, the performance display device 37 displays a performance for the third slightly shortened game state (S920) and the game state indication performance processing ends. If it is determined in S910 that the game is in the fourth slightly shortened game state, the performance display device 37 displays a performance for the fourth slightly shortened game state (S922) and the game state indication performance processing ends.
[0112] This allows players to check the current game state by looking at the background image of the symbol variation animation, and use this as a basis for deciding whether or not to continue playing. Note that the game state indication animation is not limited to what is displayed as the background image of the symbol variation animation; it may also indicate the game state by displaying numbers, letters, characters, symbols, etc.
[0113] In S904, S906, S908, and S910, the system determines whether the game is in a shortened time game state and displays an animation corresponding to that state. However, if the system determines that the number of special symbol variations since the shortened time game state was established exceeds a predetermined value, the system may terminate the game state indication animation process by displaying an animation for the normal game state on the animation display device 37, even though the game is in a shortened time game state. Internally, the game is in a shortened time game state, but the animation display is the same as for the normal game state, resulting in a so-called latent state. This allows players to expect to continue playing in the shortened time game state, and even in games that are not being played, players can expect to be in a shortened time game state even if they are in the normal game state, thereby increasing the utilization rate of the pachinko machine 1.
[0114] Furthermore, while the display was initially set to show the effects for the shortened time game state until the number of special symbol variations exceeded a predetermined value after the shortened time game state was activated, and then switched to show the effects for the normal game state once the number of variations exceeded the predetermined value, it is also possible to set the display to show the effects for the normal game state until the number of special symbol variations exceeded a predetermined value after the shortened time game state was activated, and then switch to show the effects for the shortened time game state once the number of variations exceeded the predetermined value.
[0115] Furthermore, it is possible to determine by lottery whether or not to display the special effects for the short-time-saving game state during the short-time-saving game state, and how many times such effects will be displayed. It is also possible to conduct a lottery to determine when the special effects for the short-time-saving game state will revert to the special effects for the normal game state. These lotteries may be conducted in such a way that the special effects for the short-time-saving game state are more likely to be displayed during the short-time-saving game state than during the normal game state. Furthermore, in this embodiment, corresponding performance displays were implemented such that the first mini-time-saving game state performance display was shown when in the first mini-time-saving game state, and the second mini-time-saving game state performance display was shown when in the second mini-time-saving game state. However, the likelihood of performance displays being implemented may be made to differ depending on the mini-time-saving game state. For example, when in the first mini-time-saving game state, the first mini-time-saving game state performance may be implemented with a probability of 70%, the second mini-time-saving game state performance with a probability of 20%, the third mini-time-saving game state performance with a probability of 6%, and the fourth mini-time-saving game state performance with a probability of 4%. When in the second mini-time-saving game state, the first mini-time-saving game state performance may be implemented with a probability of 20%, the second mini-time-saving game state performance with a probability of 70%, the third mini-time-saving game state performance with a probability of 6%, and the fourth mini-time-saving game state performance with a probability of 4%. Furthermore, if in the third mini-time-saving game state, the first mini-time-saving game state animation will be performed with a probability of 3%, the second mini-time-saving game state animation with a probability of 7%, the third mini-time-saving game state animation with a probability of 80%, and the fourth mini-time-saving game state animation with a probability of 10%. If in the fourth mini-time-saving game state, the first mini-time-saving game state animation will be performed with a probability of 1%, the second mini-time-saving game state animation with a probability of 3%, the third mini-time-saving game state animation with a probability of 7%, and the fourth mini-time-saving game state animation with a probability of 90%. In this way, even if the first mini-time-saving game state animation is performed, there is still a possibility that the player is in the fourth mini-time-saving game state, and regardless of which animation is displayed, the player can expect to be in the fourth mini-time-saving game state.
[0116] In this embodiment, during the short-time mini-game state performance, a background image for the symbol variation performance, numbers, letters, characters, symbols, characters, etc., which are determined for each short-time mini-game state during the short-time mini-game state, are displayed. However, during the short-time mini-game state, a display based on the short-time mini-game state may be implemented according to predetermined conditions (such as lottery for each variation, predetermined number of variations, predetermined time, ball entry into a predetermined location, etc.). For example, during the first short-time mini-game state, the first short-time mini-game state performance is displayed with a probability of 70%, the second short-time mini-game state performance is displayed with a probability of 20%, the third short-time mini-game state performance is displayed with a probability of 6%, and the fourth short-time mini-game state performance is displayed with a probability of 4% according to the predetermined conditions for the background image, numbers, letters, characters, symbols, characters, etc. By providing the short-time mini-game state performances that are easy to execute in each short-time mini-game state in this way, it is possible to suggest which short-time mini-game state it is. Also, when the predetermined conditions are satisfied, display is performed with the same probability, and the short-time mini-game state is suggested by the short-time mini-game state performance. For performances other than the first to fourth short-time mini-game state performances, the same performance display as other game states (it may be a performance display for the short-time mini-game state or the same performance display as during the normal game state) may be used, and since it can be made common with other game states for performances other than the first to fourth short-time mini-game state performances, the production cost can be reduced.
[0117] In the pachinko machine 1 of this embodiment described above, as game states that can be transitioned to after the end of the jackpot game, there are at least a short-time game state (easy ball entry state) where it is easier for game balls to enter the second starting port 24 than in the normal game state, and a short-time mini-game state (specific game state) where it is more difficult for game balls to enter the second starting port 24 than in the short-time game state. After the end of the jackpot game, it transitions to the short-time mini-game state, hits the jackpot during the short-time mini-game state, and when it transitions to the short-time mini-game state again after hitting the jackpot again after the end of the jackpot game, the probability of transitioning to the short-time game state when hitting the jackpot in the short-time mini-game state that has entered again is set to be high. This means that even if a player hits a jackpot but fails to transition to a time-saving mode after the jackpot game ends, the transition to a time-saving mode is easier during the slight time-saving mode, thus preventing a decline in the player's motivation to play. Moreover, unless a jackpot during the slight time-saving mode transitions from the normal mode to the slight time-saving mode guarantees a transition to the full time-saving mode, frequent occurrences of the time-saving mode can be avoided, preventing excessive benefits for the player and balancing the benefits for both the player and the arcade.
[0118] In the first embodiment, even if a time-saving win (time-saving symbol) is drawn during the time-saving state c (time-saving state a), the time-saving win is invalidated. However, the remaining number of spins in the time-saving state c (time-saving state a) at the time of the time-saving win may be overwritten with the initial value (value 5).
[0119] In this embodiment, the time-saving game state includes a time-saving state a, which is entered after a jackpot game is executed and the jackpot game ends; a time-saving state b, which is entered when the number of special symbol variations reaches a predetermined number; and a time-saving state c, which is entered when a special symbol is confirmed to be a time-saving symbol during the slight time-saving game state. However, time-saving states b and c may be omitted.
[0120] Furthermore, in the first embodiment, the c-time-saving state was given the same functions (normal symbol probability change function, time-saving function, opening extension function) and performance as the a-time-saving state, but the functions may be different from the a-time-saving state, or the performance (probability of normal symbols winning, normal symbol variation time, opening time of the second start port 24) may be different. For example, the c-time-saving state may have higher performance than the a-time-saving state. In this case, even if the game transitions to a slightly time-saving game state after the end of a big win game, a better benefit can be obtained than in the a-time-saving state by winning a time-saving symbol during the slightly time-saving game state. Also, the c-time-saving state may omit some functions or have lower performance than the a-time-saving state. Even in this case, if the time-saving state is configured such that it is more advantageous to shoot to the right aiming at the second start opening 24 than to shoot to the left aiming at the first start opening 23, then there is still an advantage for the player in winning a time-saving symbol during the time-saving game state, and this can prevent a decrease in the player's motivation to play when the game transitions to the time-saving game state after the end of a big win.
[0121] (Second example) (Outline configuration of the pachinko machine in the second embodiment) The pachinko machine 1 of the first embodiment is configured to have different transition rates to the time-saving game state depending on the number of time-saving game states. As shown in Figure 8, the first to fourth time-saving game states were either time-saving state a or it was difficult for the ball to enter the second starting port 24, but it is not limited to these. In this embodiment, multiple time-saving states a may be provided so that the rate of entering time-saving state a, which is most advantageous for the player, changes. The basic configuration of the pachinko machine in this embodiment is almost the same as that of the first embodiment, and the differences will be explained in detail. As shown in Figure 27, similar to the embodiment described above, the probability of hitting a jackpot with a special symbol (probability of winning with a symbol) varies depending on the setting value. The probability of hitting a jackpot with setting 1 is 1 / 320, with setting 2 it is 1 / 310, with setting 3 it is 1 / 300, with setting 4 it is 1 / 290, with setting 5 it is 1 / 280, and with setting 6 it is 1 / 270.
[0122] The probability of a minor win is 0% for the first special symbol and 1 / 40 for the second special symbol. In other words, in this embodiment, the first special symbol will never be the winning symbol for a minor win. However, it is possible for the first special symbol to be the winning symbol for a minor win. However, it is desirable that the probability of a minor win for the first special symbol be lower than the probability of a minor win for the second special symbol. When a minor win occurs, the second large prize slot 26 is opened during the minor win game, and when a game ball enters the opened second large prize slot 26 and passes through a specific area 43, a big win (prize win) occurs, and the big win game is executed. In this embodiment, if the game ball is fired into the second large prize slot 26 without stopping during the minor win game, the game ball that enters the second large prize slot 26 will basically pass through the specific area 43. Furthermore, the probability of passing through a specific area 43 during a minor win game is set to 2 / 3, so that a major win is not guaranteed even if a minor win occurs.
[0123] In this implementation, there are no time-saving symbols, but it is possible that time-saving symbols may be won. Also, there may be a time-saving game state b that is entered when the special symbol variation display is executed a predetermined number of times (900 times) without a big win occurring.
[0124] In the pachinko machine 1 of this embodiment, there are two game states: a normal game state and time-saving 1-5 game states. The time-saving 1-5 game states are easy ball entry states in which it is easier for game balls to enter the second starting port 24 than in the normal game state. In this embodiment, the time-saving game state includes a time-saving state a (time-saving 1-5 game states) which is entered after a jackpot game is played and the jackpot game ends. The time-saving state a is a game state that activates a normal symbol probability change function in which the probability of winning with a normal symbol is higher than in the normal game state, a normal symbol time-saving function in which the variation time of normal symbols is shortened compared to the normal game state, and an opening extension function in which the opening time of the second starting port 24 when a normal symbol is won is extended compared to the normal game state. The number of time-saving rounds (number of continuations) in the time-saving state a is 50 rounds in the time-saving 1-4 game states and 100 rounds in the time-saving 5 game state. During the 1-4 time-saving game modes, there is approximately a 70% chance of hitting the jackpot, while in the 5 time-saving game mode, the probability is approximately 90%. Therefore, the player's advantage differs significantly between the 1-4 time-saving game modes and the 5 time-saving game mode. In addition, the average reel spin time also differs for each time-saving game mode.
[0125] As shown in Figure 28, in normal gameplay, the game progresses by shooting to the left (launching the game ball into the first game area 211), and when a game ball enters the first start opening 23, the display of the first special symbol starts to change. When the first special symbol stops and displays as a jackpot symbol (symbol win), a jackpot is won, and a jackpot game is executed in which the first large prize opening 25 is opened. The first large prize opening 25 and the second large prize opening 26 cannot accept game balls when shooting to the left, but they can accept game balls when shooting to the right (launching the game ball into the second game area 212). When the first special symbol is a jackpot symbol (symbol win), a time-saving state is entered after the jackpot game ends.
[0126] When a jackpot is hit with the first special symbol and the game transitions to the a-time-saving state after the jackpot game ends, the probability of winning with a regular symbol becomes higher than in the normal game state, and the opening time of the second start gate 24 when a regular symbol is won is extended compared to the normal game state. Therefore, by shooting to the right and passing the game ball through the regular symbol activation gate 222 located in the second game area 212, the player can frequently open the second start gate 24, and easily enter the second start gate 24 to make the second special symbol appear in a variable display. The probability of a minor win with the second special symbol is 1 / 40, and since the game ball that enters the second large prize gate 26, which is open during the minor win game, passes through a specific area 43, a jackpot (prize win) can be generated with a higher probability in the a-time-saving state compared to the normal game state. Furthermore, there are multiple time-saving states, ranging from Time-Saving 1 to Time-Saving 5. Time-Saving 5 is the most advantageous time-saving state for the player, while the degree of advantage in Time-Saving 1 to 4 is almost the same.
[0127] If a jackpot is hit with the first special symbol from the normal game state and the player does not enter the time-saving 5 game state, the player enters the time-saving 1 game state. If a jackpot is hit during the time-saving 1 game state, the player is more likely to enter the time-saving 5 game state than in the normal game state. If the player does not enter the time-saving 5 game state, the player enters the time-saving 2 game state. If a jackpot is hit during the time-saving 2 game state, the player is more likely to enter the time-saving 5 game state than in the time-saving 1 game state. If the player does not enter the time-saving 5 game state, the player enters the time-saving 3 game state. If a jackpot is hit during the time-saving 3 game state, the player is more likely to enter the time-saving 5 game state than in the time-saving 2 game state. If the player does not enter the time-saving 5 game state, the player enters the time-saving 4 game state. If a jackpot is hit during the time-saving 4 game state, the player will always transition to time-saving state a.
[0128] In the pachinko machine 1 of this embodiment described above, there are multiple time-saving game states (easy ball entry states) in which it is easier for the game balls to enter the second starting port 24 than in the normal game state. If the player does not transition to the time-saving game state that is most advantageous to them, they will be placed in another time-saving game state. If the player hits a jackpot during that time-saving game state, the transition rate to the time-saving game state that is most advantageous to them is high. If the player still does not transition to the time-saving game state that is most advantageous to them, they will be placed in a time-saving game state with an even higher transition rate to the time-saving game state that is most advantageous to them. As a result, even if a player enters a shortened play state and fails to transition to the most advantageous shortened play state despite multiple jackpots, each time the player transitions to a shortened play state different from the most advantageous one, it becomes easier to transition to the most advantageous shortened play state, thus preventing a decline in the player's motivation to play. Moreover, if a player enters a shortened play state different from the most advantageous one during or from normal play, and a jackpot during that shortened play state does not guarantee a transition to the most advantageous shortened play state, frequent transitions to the most advantageous shortened play state can be avoided, preventing excessive benefits for the player and balancing the benefits for both the player and the arcade.
[0129] In the second embodiment, the same method as the short-time-saving game state presentation described in the first embodiment may be used to display the presentation based on the short-time-saving game states 1 to 4, indicating or suggesting the short-time-saving state.
[0130] (Third embodiment) (11. Outline configuration of the pachinko machine in the third embodiment) The pachinko machine 1 of the first embodiment was configured to have different transition rates to the time-saving game state depending on the multiple slight time-saving game states after a big win, but it is not limited to this. In the third embodiment, if a time-saving win leads to a slight time-saving game state, and another time-saving win occurs during the slight time-saving game state, the transition rate to the time-saving game state is made higher than the slight time-saving game state before the time-saving win. The basic configuration of the pachinko machine in this embodiment is almost the same as that of the first embodiment, and the differences will be explained in detail. As shown in Figure 29, similar to the first embodiment described above, the probability of hitting a jackpot with a special symbol (probability of winning with a symbol) varies depending on the setting value. The probability of hitting a jackpot with setting 1 is 1 / 320, with setting 2 it is 1 / 310, with setting 3 it is 1 / 300, with setting 4 it is 1 / 290, with setting 5 it is 1 / 280, and with setting 6 it is 1 / 270.
[0131] The probability of winning a time-saving bonus is 1 / 70 for the first special symbol and 0% for the second special symbol. In other words, the second special symbol cannot be used to win a time-saving bonus. However, it is possible for the second special symbol to be used to win a time-saving bonus.
[0132] The probability of a minor win is 0% for the first special symbol and 1 / 4 for the second special symbol. In other words, in this embodiment, the first special symbol will never be the winning symbol for a minor win. However, it is possible for the first special symbol to be the winning symbol for a minor win. However, it is desirable that the probability of a minor win for the first special symbol be lower than the probability of a minor win for the second special symbol. When a minor win occurs, the second large prize slot 26 is opened during the minor win game, and when a game ball enters the opened second large prize slot 26 and passes through a specific area 43, a big win (prize win) occurs, and the big win game is executed. In this embodiment, if the game ball is fired into the second large prize slot 26 without stopping during the minor win game, the game ball that enters the second large prize slot 26 will basically pass through the specific area 43. However, the probability of passing through a specific area 43 during a minor win is set to 2 / 3, so that a major win is not guaranteed even if a minor win occurs.
[0133] In this implementation, there may be a time-saving game state (b) that is entered when the special symbol variation display is executed a predetermined number of times (900 times) without a big win occurring.
[0134] In the pachinko machine 1 of this embodiment, there are three game states: a normal game state, four slightly shortened game states, and a shortened game state. In the first to fourth slightly shortened game states, it is easier to get the game balls into the second start port 24 than in the normal game state. However, in reality, it is almost impossible to get the game balls into the second start port 24 during the slightly shortened game state, just like in the normal game state. In this embodiment, the number of times (continuations) of the slightly shortened game state is set to 10,000, and basically a jackpot is expected before the slightly shortened game state ends. Alternatively, the game may continue until a jackpot or shortened game is achieved without setting a limit on the number of times. The time-saving game state is a game state in which the following functions are activated: a normal symbol probability variation function that increases the probability of winning with normal symbols compared to the normal game state; a normal symbol time-saving function that shortens the variation time of normal symbols compared to the normal game state; and an opening extension function that extends the opening time of the second start opening 24 when a normal symbol is won compared to the normal game state. The number of time-saving rounds (continuation rounds) in the time-saving game state is 5 time-saving rounds. The slight time-saving game state can be entered when a big win or a time-saving win occurs. If a time-saving win occurs during the slight time-saving game state and the game does not enter the regular time-saving game state, the game enters the slight time-saving game state, which is a state in which it is easier to transition to the regular time-saving game state than the slight time-saving game state before the time-saving win.
[0135] Next is an explanatory diagram illustrating the flow of gameplay for Pachinko Machine 1. As shown in Figure 30, in normal gameplay, the game progresses by shooting to the left (launching the game ball into the first game area 211), and when a game ball enters the first start opening 23, the display of the first special symbol changes. When the first special symbol stops and displays as a jackpot symbol (symbol win), a jackpot is won, and a jackpot game is executed in which the first large prize opening 25 is opened. The first large prize opening 25 and the second large prize opening 26 cannot accept game balls when shooting to the left, but they can accept game balls when shooting to the right (launching the game ball into the second game area 212). When the first special symbol is a jackpot symbol (symbol win), after the jackpot game ends, either a time-saving state or a slightly time-saving game state may occur.
[0136] When a jackpot is hit with the first special symbol and the game transitions to a time-saving state after the jackpot game ends, the probability of winning with a regular symbol becomes higher than in the normal game state, and the opening time of the second start gate 24 when a regular symbol is won is extended compared to the normal game state. Therefore, by shooting to the right and passing the game ball through the regular symbol activation gate 222 located in the second game area 212, the player can frequently open the second start gate 24, and easily enter the second start gate 24 to make the second special symbol appear in a variable display. As described above, the probability of a minor win with the second special symbol is 1 / 4, and since the game ball that enters the second large prize gate 26, which is open during a minor win game, passes through a specific area 43, a jackpot (prize win) can be generated with a high probability in the time-saving state. Furthermore, in this embodiment, if a jackpot is hit with the second special symbol, a time-saving game state is triggered with 100% probability after the jackpot game ends, providing an opportunity to achieve consecutive jackpots. It is assumed that if a jackpot is hit with the second special symbol, a time-saving game state is triggered with 100% probability after the jackpot game ends. However, similar to the case of a jackpot with the first special symbol, it may also include cases where a time-saving game state is triggered after the jackpot game ends, or a slightly time-saving game state is triggered. In this case, the probability of triggering a time-saving game state may be higher when a jackpot is hit with the second special symbol than when a jackpot is hit with the first special symbol.
[0137] If a jackpot is hit with the first special symbol and the game transitions to a slightly reduced play state after the jackpot game ends, as mentioned above, in the slightly reduced play state, it is almost impossible to get the game ball into the second start opening 24, just like in the normal play state. Therefore, the game will proceed by aiming for the first start opening 23 instead of the second start opening 24 and shooting to the left. If a jackpot is hit from the normal state and the game does not transition to a reduced play state, the game will enter the first slightly reduced play state. Also, if a reduced play jackpot occurs during the normal play state, the game will enter the first slightly reduced play state. If a jackpot is hit during the first slightly reduced play state, it is more likely to enter the reduced play state than in the normal play state. If a jackpot is hit during the first slightly reduced play state but the game does not transition to the reduced play state, the game returns to the first slightly reduced play state, the same as before the jackpot, after the jackpot game ends. If a time-saving jackpot is hit during the first slightly reduced play state but the game does not transition to the reduced play state, the game returns to the second slightly reduced play state. If a jackpot is hit during the second slightly reduced play state, it is more likely to enter the reduced play state than in the first slightly reduced play state. If a jackpot is hit during the second slightly reduced play state but the game does not transition to the reduced play state, the game returns to the first slightly reduced play state. After the game ends, the game returns to the same second-stage slightly reduced play state as before the big win. If a time-saving win occurs during the second-stage slightly reduced play state but the game does not enter the time-saving play state, the game returns to the third-stage slightly reduced play state. If a big win occurs during the third-stage slightly reduced play state, the game is more likely to enter the time-saving play state than in the second-stage slightly reduced play state. If a big win occurs during the third-stage slightly reduced play state but the game does not transition to the time-saving play state, the game returns to the same third-stage slightly reduced play state as before the big win after the game ends. If a time-saving win occurs during the third-stage slightly reduced play state but the game does not enter the time-saving play state, the game returns to the fourth-stage slightly reduced play state. In the fourth-stage slightly reduced play state, if a big win or time-saving win occurs during the fourth-stage slightly reduced play state, the game transitions to the time-saving play state.
[0138] In the pachinko machine 1 of this embodiment described above, there are multiple time-saving game states (easy ball entry states) in which it is easier for the game balls to enter the second starting port 24 than in the normal game state. If the player does not transition to the most advantageous time-saving game state through a time-saving win, they will enter a different slightly time-saving game state. If the player wins a time-saving win during that slightly time-saving game state, the transition rate to the most advantageous time-saving game state for the player is high. If the player still does not transition to the most advantageous time-saving game state, they will enter a time-saving game state with an even higher transition rate to the most advantageous time-saving game state for the player. This allows the game to transition to the most advantageous time-saving game state for the player more easily each time it transitions to a slightly advantageous time-saving game state, thus preventing a decline in the player's motivation to play. Moreover, if the game transitions to a slightly advantageous time-saving game state during or from the normal game state, and does not 100% lead to the most advantageous time-saving game state for the player, it is possible to avoid frequent transitions to the most advantageous time-saving game state for the player, thereby preventing excessive benefits for the player and balancing the benefits for the player and the game establishment.
[0139] In the third embodiment, the same method as the short-time-saving game state presentation described in the first embodiment may be used to display the presentation based on the first to fourth short-time-saving game states, indicating or suggesting the short-time-saving game state. In particular, in the third embodiment, the state does not change when a big win occurs, as in the first and second embodiments, but the short-time-saving game state is changed by a time-saving win, making it difficult for the player to understand that the game state has changed. For example, the combination of time-saving symbols for the presentation symbols may be the same as that for losing, or multiple combinations of time-saving symbols may be provided so that it is difficult to tell which combination is which even when a combination of time-saving symbols is displayed. In this way, the player will not know when the change occurred, and the short-time-saving game state will be suggested using the same method as the short-time-saving game state presentation described in the first embodiment, so the player can play while predicting or expecting the short-time-saving game state.
[0140] In the first to third embodiments, the state transitioned one step at a time each time a slight time reduction or time reduction occurred, but it is also possible to skip steps and transition to a state. For example, in the first embodiment, when a jackpot was hit during the first slight time reduction game state, there was a 50% chance of transitioning to the a time reduction state and a 50% chance of transitioning to the second slight time reduction game state, but it is also possible to have a 50% chance of transitioning to the a time reduction state, a 30% chance of transitioning to the second slight time reduction game state, a 15% chance of transitioning to the third slight time reduction game state, and a 5% chance of transitioning to the fourth slight time reduction game state. In this way, even if a jackpot is hit during the first slight time reduction game state and the state does not transition to the a time reduction state, a transition to the fourth slight time reduction game state can be expected, and by implementing the game state and suggestive visual displays described above, players can play while predicting the state.
[0141] In the first embodiment, when a time-saving symbol was won, the game transitioned to a time-saving game state. However, in the third embodiment, when a time-saving symbol is won, the game may change to a slightly time-saving game state based on the game state at the time of winning, or the game may change to a game state with a different transition rate to the time-saving game state. Similar to the third embodiment, the second embodiment may also include a time-saving symbol, and if the time-saving symbol is won during the time-saving game state, the game state may change to a different state based on the game state at the time of winning, or if the game state does not become a predetermined time-saving game state, the game state may change to a different state with a predetermined transition rate to the time-saving game state.
[0142] In the first to third embodiments, in multiple slightly shortened game states and shortened game states that are not the most advantageous to the player, the opening times of the first to fourth slightly shortened game states were different, and the average fluctuation time of the special symbols in the shortened game states 1 to 4 was different. However, only the transition rate to the shortened game state or slightly shortened game state that is most advantageous to the player differs, and everything else can be kept the same.
[0143] In the first embodiment, the probability of a minor win was 1 / 4, and the condition for ending the time-saving game state was that the special symbol changed for a predetermined number of spins. However, the condition for ending the time-saving game state may also be the number of spins of the normal symbol. In that case, although the probability of winning with the normal symbol was 1 / 1.1 in the first embodiment, this probability may be lowered (for example, to 1 / 40), and the probability of a minor win may be set to 1 / 1.1. When the normal symbol wins, the second start opening 24 opens, and if a ball enters, it results in a big win or a minor win (bonus item win) with the second special symbol. In this type of pachinko machine, a slightly shortened game state is provided, similar to the first example. In this slightly shortened game state, the probability of winning with a regular symbol is approximately the same as in normal play, and / or even if a regular symbol is won, the opening time of the second start port 24 is short and no balls enter. This is the most advantageous game state for the player, in which the probability of winning with a regular symbol is higher than in normal play, and / or the opening time of the second start port 24 is longer. The termination condition for this shortened game state may be the number of times the regular symbol changes, and this can be used in the first to third embodiments.
[0144] In the first and third embodiments, winning a jackpot or a time-saving symbol in Special Feature 1 resulted in either a time-saving game or a slightly time-saving game, but it is also possible to transition to a normal game state that is neither of these. This makes it difficult to understand the current game state. Furthermore, in the first to third embodiments, the slightly shortened time and shortened time game states gradually increased to states that were more advantageous to the player, but they may also decrease. For example, in the first embodiment, if a jackpot is hit during the second slightly shortened time game state, the probability of shortened time game a is 60% and shortened time game 3 is 40%, but it is also possible for the distribution to decrease to shortened time game a is 60%, shortened time game 3 is 35%, and shortened time game 1 is 5%, or for the distribution to remain the same. Similarly in the second embodiment, it is also possible for the distribution to transition to the normal game state, decrease to a state that is less advantageous to the player, or remain the same.
[0145] In conventional gaming machines, a jackpot leads to a time-saving game state (or a slightly time-saving game state), and if a jackpot is hit there, it becomes the most advantageous game state for the player. However, according to the present application, it is possible to realize a gameplay that gradually progresses through multiple stages, making it easier to reach the most advantageous game state for the player, thereby suppressing excessive benefits for the player and balancing the benefits for the player and the gaming establishment.
[0146] In this example, the shortened game state was set to 10,000 spins, but it could be a smaller number such as 100 spins, or multiple spin counts could be set. This way, players need to win with a predetermined symbol within a predetermined number of spins, which can create a sense of tension. Also, by setting multiple spin counts, players can play while trying to predict how long it will last or whether it will return to the normal state.
[0147] In the embodiment, the game state was shown or suggested during gameplay, but the game state may be shown or suggested not only during gameplay but also during non-gameplay. Notifications may also be made on a demo screen during non-gameplay, or when predetermined conditions (such as the time elapsed since entering non-gameplay mode or predetermined operations performed during non-gameplay) are met during non-gameplay. In this way, players can check the game machine during non-gameplay and decide whether to play or not.
[0148] In the embodiments, the gaming machine of the present invention was described in relation to a Type 1 and Type 2 mixed pachinko machine, but it is not limited to this and may also be applied to a Type 1 pachinko machine. For example, the game state to which the player can transition after the end of a jackpot game may include a probability variation game state with a time-saving game state and a slight time-saving game state. After the end of a jackpot game, the player transitions to the slight time-saving game state, and if a jackpot is hit during the slight time-saving game state, the probability of generating the time-saving game state is higher than in the normal state. The longer the slight time-saving game state continues, the higher the probability of generating the time-saving game state. In addition, a Type 1 pachinko machine may have a time-saving game state and a slight time-saving game state, but may not have a probability variation game state.
[0149] In this embodiment, the game balls supplied from the island equipment of the gaming hall are dispensed into the upper tray 11 as prize balls or loan balls, but it may also be a so-called sealed-type pachinko machine. A sealed-type pachinko machine operates by circulating game balls sealed inside. Furthermore, the pachinko machines in this embodiment and its modifications may also be applied to so-called managed gaming machines. A managed gaming machine restricts external access to the main control device, and the frame control device (corresponding to the payout control device in this embodiment) can transmit information other than specific information (information that affects the performance of the game or information that may affect the outcome of the game) to the main control device. The frame control device is connected to the CR unit and is configured to communicate with the outside only through the frame control device.
[0150] The correspondence between the main elements of the invention described in the section on the main elements of the examples and the means for solving the problem will be explained. In this embodiment, the first start port 23 corresponds to the "first start port," the second start port 24 corresponds to the "second start port," the CPU 60a of the main control device 60 that executes the S560 of the first special symbol variation display related processing and the S560b of the second special symbol variation display related processing corresponds to the "win / loss determination means," the CPU 60a of the main control device 60 that executes the S582 of the first special symbol variation display related processing and the S582b of the second special symbol variation display related processing, the first special symbol display device 31 and the second special symbol display device 32 correspond to the "symbol display means," and the CPU 60a of the main control device 60 that executes the S552~S556 (a time reduction flag termination processing, b time reduction flag setting processing, c time reduction flag setting processing) of the special symbol game processing and the S836~S864 of the jackpot game processing corresponds to the "game state control means." Furthermore, the correspondence between the main elements of the examples and the main elements of the invention described in the section on means for solving the problem is not intended to limit the elements of the invention described in the section on means for solving the problem, as the examples are merely one example to specifically illustrate a form for carrying out the invention described in the section on means for solving the problem. In other words, the interpretation of the invention described in the section on means for solving the problem should be based on the description in that section, and the examples are merely one specific example of the invention described in the section on means for solving the problem.
[0151] Although embodiments of the present invention have been described above using examples, the present invention is not limited in any way to these embodiments, and can be implemented in various forms without departing from the spirit of the invention. [Explanation of Symbols]
[0152] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame release switch, 4 Glass plate, 5 Inner frame, 5a Inner frame release switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 Lamp, 16 Performance button, 16a Performance button switch, 20 Game board, 21 Game area, 211 First game area, 212 Second game area, 21a Outer rail, 21b Inner rail, 21c Nails, 221,222 Normal symbol activation gate, 221a,222a Gate switch, 23 First start port, 23a First start port switch, 24 Second start port, 24a Second start port switch, 24b Opening / closing wings, 24c Second start port solenoid, 25 First large prize port, 25a First large prize port switch, 25b Opening / closing wings, 25c First large prize slot solenoid, 26 Second large prize slot, 26a Second large prize slot switch, 26b Opening / closing plate, 26c Second large prize slot solenoid, 28 Normal prize slot, 28a Normal prize slot switch, 29 Out slot, 31 First special symbol display device (First special symbol display device), 32 Second special symbol display device (Second special symbol display device), 33 First special symbol hold count display device (First special symbol hold count display device), 34 Second special symbol hold count display device (Second special symbol hold count display device), 35 Normal symbol display device (Normal symbol display device), 36 Normal symbol hold count display device (Normal symbol hold count display device), 37 Performance display device, 371L, 371C,371R Performance Symbol (Pseudo Symbol), 372a 1st Reserved Symbol, 372b 2nd Reserved Symbol, 373 Character Symbol, 374 Launch Direction Indicator, 38 Center Mechanism, 40 Distribution Device, 41 Warp Exit, 42 Distribution Wing, 42c Distribution Solenoid, 43 Specific Area, 43a Specific Area Pass Switch, 44 Non-Specific Area, 50 CR Unit, 51 CR Unit Terminal Board, 52 Settlement Display Device, 53 Ball Dispensing Button, 53a Ball Dispensing Switch, 54 Settlement Button, 54a Settlement Switch, 60 Main Control Device, 60a CPU, 60b ROM, 60c RAM, 61 Game Board Relay Terminal Board, 62 Symbol Display Device Relay Terminal Board, 63 Performance Relay Terminal Board, 64 Back Wiring Relay Terminal Board, 65 External Connection Terminal Board, 70 Payout Control Device, 71 72 Dispensing relay terminal board, 73 Dispensing device, 74 Dispensing motor, 75 Dispensing switch, 76 Full switch, 77 Ball out switch, 78 Ball tank, 79 Tank rail, 80 Launch control device, 81 Launch stop switch, 82 Touch switch, 83 Launch motor, 90 Sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 Display control device, 95 Power supply board, 95a Power switch, 98 Probability setting switch, 99 RAM clear switch, 100 Hall computer.
Claims
[Claim 1] The first starting opening allows game balls to be inserted at all times, The second starting opening changes the probability of the game ball entering, A win / loss determination means that determines whether a game ball enters the first start port or the second start port, A pattern display means that displays a pattern based on the result of the correct / incorrect determination, A game state control means for controlling the game state, Equipped with, Based on the fact that the symbols displayed by the symbol display means have stopped at a predetermined winning symbol, the game states to which the player can transition include at least a first specific game state and a second specific game state, which are different from the normal game state, a third specific game state, and an easy ball entry state, in which it is easier for game balls to enter the second start opening than in the normal game state. Based on the fact that the symbols displayed by the symbol display means during the first specific game state have stopped at the predetermined winning symbols, it is possible to transition to at least the second specific game state or the ball entry easy state. The probability of transitioning to the easy ball entry state based on stopping on the predetermined winning symbol during the first specific game state is higher than when stopping on the predetermined winning symbol during the normal game state, and lower than when stopping on the predetermined winning symbol during the second specific game state. Based on the fact that the symbols displayed by the symbol display means during the second specific game state have stopped at the predetermined winning symbols, it is possible to transition to at least the third specific game state or the ball entry easy state. The probability of transitioning to the easy ball entry state based on the predetermined winning symbol stopping during the second specific game state is higher than the probability of stopping during the first specific game state, and lower than the probability of stopping during the third specific game state. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Pinball game machine
JP2016116543A