Gaming machine

JP2026150229A5Pending Publication Date: 2026-10-22TAKAO KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025038433
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2026-10-22

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

The purpose is to entertain with the occult elements of the game. [Solution] When the system enters a standby state, it transitions to the first demo screen, and when the first demo screen ends, it transitions to the second screen. On the second demo screen, first the player's character 106 is displayed as shown in Figure 21(a), then the words "Put your heart into it" are displayed as shown in Figure 21(b), then it switches to Figure 21(c) where the player's character 106 is shown putting his heart into it, and then the words "Fire!" are displayed as shown in Figure 21(d). When "Fire!" is displayed, a right arrow 107 is also displayed. If the player can fire a game ball during this period and change the second special symbol, a special effect is performed as shown in Figure 21(e) where the player's character 106 attacks the enemy character 108 with the accumulated spirit.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background Art]

[0002] In a gaming machine, a demonstration screen is displayed during a standby state where no game is being played, and the demonstration screen showcases the appeal of the gaming machine by executing a demonstration related to the game. [Prior Art Document] [Patent Document]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2015-013003 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] Meanwhile, some players perform a practice called "demonstration triggering", where they interrupt the game when they cannot win a prize for a long time, trigger the demonstration screen, and then start playing the game again. Although this demonstration triggering actually has no effect on the winning probability, it enhances the entertainment of the game by being adopted as an occult strategy element and a means to change the flow of the game. However, even though such occult-based entertainment exists, the demonstration screen is basically just a simple demonstration, leaving room for improvement. An object of the present invention is to enhance the entertainment of a game on a demonstration screen. [Means for Solving the Problem]

[0005] In view of the above problems, the present invention provides a gaming machine comprising: a win / fail determination means that performs a win / fail determination when predetermined conditions are met by the execution of a game; a performance display means that can perform the display of performance symbols based on the result of the win / fail determination; a bonus state transition means that can transition to a bonus state in which a bonus is granted based on the result of the win / fail determination; and a bonus state transition means that can transition to a bonus state in which the fulfillment of predetermined conditions is more advantageous than the normal state after the bonus state has ended, wherein the gaming machine further comprises: a standby state setting means that transitions to a standby state when it is determined that no game has been executed; and a demo screen display means that displays a demo screen using the performance display means after a predetermined period has elapsed since transitioning to the standby state, wherein the demo screen display means performs a start suggestion demo display as a demo screen to prompt the start of a game at a predetermined timing while the demo screen is being displayed.

[0006] The predetermined timing may be a time predetermined by the gaming machine, such as when a certain period of time has elapsed since the demo screen was displayed, or it may be a time of the player's choosing, such as when the player operates the launch handle or effect buttons.

[0007] With the above configuration, a demo screen is displayed, and a demo suggestion to start is executed at a predetermined timing while the demo screen is being displayed. This allows the player to be prompted to resume playing, and thus enhances the enjoyment of the game by allowing players who decide to resume playing after the demo screen has been displayed to enjoy the timing of their shots.

[0008] Furthermore, in the gaming machine of the present invention, a special display may be executed by the display means when the display of the performance symbols is executed during the start suggestion demo display.

[0009] By resuming gameplay during the introductory demo display, a special display is triggered, creating a sense of exclusivity. This makes players feel that the game is flowing better, thus enhancing their enjoyment of the game. [Brief explanation of the drawing]

[0010] [Figure 1]It is a front view of a pachinko machine. [Figure 2] It is a front view of a game board of a pachinko machine. [Figure 3] It is a rear view of a pachinko machine. [Figure 4] It is a block diagram showing the electrical configuration of a pachinko machine. [Figure 5] It is a table explaining the winning probability and winning symbols in a jackpot lottery. [Figure 6] It is a flowchart of a main routine. [Figure 7] It is a flowchart of a starting opening winning confirmation process. [Figure 8] It is a flowchart of a win / fail determination process. [Figure 9] It is a flowchart of a win / fail determination process. [Figure 10] It is a flowchart of a win / fail determination process. [Figure 11] It is a flowchart of a win / fail determination process. [Figure 12] It is a flowchart of a win / fail determination process. [Figure 13] It is a flowchart of a jackpot game process. [Figure 14] It is a flowchart of a jackpot game process. [Figure 15] It is a flowchart of a jackpot game process. [Figure 16] It is a flowchart of a jackpot game process. [Figure 17] It is an explanatory diagram of effect screens during symbol effect and in a standby state. [Figure 18] It is a timing chart of symbol effects, effect sounds, and volume images from the time of transition to a standby state until the execution of a new jackpot lottery. [Figure 19] It is a flowchart of a standby state process. [Figure 20] It is an explanatory diagram of a first demo screen. [Figure 21] It is an explanatory diagram of a second demo screen. [Figure 22] It is a timing chart of symbol effects, a demo screen, and a valid period in cases where the demo screen is displayed after transition to a standby state, and a special display is performed or not performed. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. The embodiments of the present invention are not limited at all to the following embodiments, and can take various forms as long as they fall within the technical scope of the present invention. Description of Configuration (1) Overall Configuration As shown in FIG. 1, the pachinko machine 50 of the present embodiment has a structure in which each component is held by an outer frame 51 forming a vertically elongated fixed outer holding frame. Hinges 53 are provided on the upper and left sides of the outer frame 51, and the hinges 53 hold a front frame (glass frame) 52 fitted with a plate glass 61 and an inner frame described later so as to be openable and closable with respect to the outer frame 51. Further, behind the plate glass 61 of the front frame 52, the game board 1 (FIG. 2) held by the inner frame is provided.

[0012] Speakers 66 are installed on both left and right sides of the upper portion of the front frame 52, and game sounds are output by these speakers to improve the entertainment of the game. Further, the front frame 52 is provided with a horizontal frame lamp 65 and an upper frame lamp 65 that emit light during performances. The horizontal frame lamp 65 and the upper frame lamp 65 are provided with LEDs, and are lit in a predetermined emission color. In addition, the front frame 52 is provided with an LED for notifying a game abnormality.

[0013] An upper tray 55 and a lower tray 63 are integrally formed at a lower portion of the front frame 52. A shooting handle 64 is provided on the right side of the lower tray 63, and by operating the shooting handle 64 clockwise, a shooting device is activated, and a game ball supplied from the upper tray 55 is shot toward the game board 1. The lower tray 63 is configured to receive prize balls that overflow from the upper tray 55, and by operating the ball release lever, the game balls accumulated in the lower tray 63 can be transferred to a prize box provided at the arcade. In addition, a game button 67 is provided in the center of the upper tray 55, and a volume up button 68 and a volume down button 69 are provided to the side of the game button 67.

[0014] This pachinko machine 50 is a so-called CR machine and is equipped with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards. In addition, a ball dispensing button 57, a settlement button 58, and a settlement display device 59 are provided on the right side of the upper tray 55. In Figure 1, 49 is a cylinder lock that locks the front frame 52 and the inner frame to the outer frame 51. When a predetermined key is inserted into the cylinder lock 49 and the key is turned clockwise, the inner frame is released, and when it is turned counterclockwise, the front frame 52 is released.

[0015] Furthermore, as shown in Figure 2, the game board 1 has a roughly circular game area 3 enclosed by an outer rail 2a and an inner rail 2b. A center case 5 is mounted in the center of the game area 3, and a regular symbol activation gate 22 is installed to the right of the center case 5. When a game ball passes through the regular symbol activation gate 22, multiple types of random numbers for determining whether a regular symbol will be drawn are extracted, and a win / loss determination (regular symbol draw) is performed based on the extracted random numbers.

[0016] Directly below the center case 5 is the first start port 11, where a jackpot lottery (win / loss determination) is conducted, accompanied by a change in the display of the first special symbol (also referred to as the first special symbol or special symbol 1) when a game ball enters. To the right of the center case 5, directly below the normal symbol activation gate 22, is the second start port 12, where a jackpot lottery is conducted, accompanied by a change in the display of the second special symbol (also referred to as the second special symbol or special symbol 2) when a game ball enters.

[0017] The first starting port 11 is located in the area where game balls launched by left-handed shooting (aiming at the left side of the center case 5) mainly flow down (left-handed shooting area), while the second starting port 12 is located in the area where game balls launched by right-handed shooting (aiming at the right side of the center case 5) mainly flow down (right-handed shooting area). Therefore, by hitting left-handed, you can aim for the first starting opening 11, and by hitting right-handed, you can aim for the second starting opening 12.

[0018] Furthermore, the arrangement of the first and second starting ports 11 and 12 is not limited to this. For example, the first and second starting ports 11 and 12 may be placed vertically below the center case 5, or the first starting port 11 may be placed in the right-handed area and the second starting port 12 in the left-handed area. The first starting opening 11 is configured to allow game balls to enter at all times, but the second starting opening 12 is configured as a regular electric mechanism that opens upon winning a regular symbol lottery, and balls can only enter when it is open. However, it may also be configured to allow balls to enter occasionally even when it is closed.

[0019] When a game ball enters the first starting opening 11, multiple types of random numbers corresponding to the first special symbol are extracted and stored as the first reserve memory. When a game ball enters the second starting opening 12, multiple types of random numbers corresponding to the second special symbol are extracted and stored as the second reserve memory. The second start port 12, which is configured as a standard electric mechanism, is opened for a predetermined time when a winning combination is selected in the standard symbol lottery.

[0020] Furthermore, below the center case 5, to the right of the first start opening 11 and below the second start opening 12, a large prize opening 20 consisting of a special electric mechanism is provided. The large prize opening 20 is positioned where game balls shot to the right mainly enter. Of course, the placement of the large prize opening 20 is not limited to this, and for example, the large prize opening 20 may be placed in the left-handed shooting area.

[0021] In the left-hand area of ​​the game board 1, a first special symbol display device 9 and a second special symbol display device 10, each equipped with multiple LEDs (for example, about 7), and a first special symbol reserve count display device 23 and a second special symbol reserve count display device 24, each consisting of 4 LEDs, are installed. In the lower right area of ​​the game board 1, a regular symbol display device 7, consisting of 2 LEDs, and a regular symbol reserve count display device 8, consisting of 4 LEDs, are installed.

[0022] The first special symbol display device 9 displays special symbol 1, and the second special symbol display device 10 displays special symbol 2. However, the first and second special symbol display devices 9 and 10 make it impossible or difficult for the player to distinguish between the special symbols by using irregular lighting patterns for each LED when displaying these special symbols. Alternatively, the arrangement of the LEDs constituting the first and second special symbol display devices 9 and 10 may also be made irregular to make it impossible or difficult for the player to distinguish between the displayed special symbols.

[0023] In the center case 5 of the game board 1 shown in Figure 2, an LCD panel for the display of performance symbols 6 (the overall illustration is omitted) is placed in the center. On the performance screen of the LCD panel, a symbol performance is held that notifies the results of the jackpot lottery corresponding to the first and second special symbols by displaying the variation of the performance symbols. Furthermore, the center case 5 is equipped with a warp entrance, warp trough, stage, etc., as is well known.

[0024] Furthermore, below the center case 5 and to the left of the first starting opening 11, general prize winning openings 25-27 are located. Also, below the second starting opening 12 (in other words, to the right of the first and second major prize winning openings 20 and 21), a general prize winning opening 28 is located, and these are configured to allow game balls to enter at all times. Furthermore, numerous game pins are installed in the game area 3 of the game board 1, and an out-out opening is provided at the very bottom of the board.

[0025] Furthermore, as shown in Figure 3, the back of the pachinko machine 50 has a configuration in which an inner frame 70 for detachably attaching the game board 1 is housed in the outer frame 51. Similar to the front frame 52, the inner frame 70 is installed so that it can be opened and closed, with the upper and lower positions of one side edge (right side in Figure 3) connected to a hinge 53 provided on the outer frame 51. A game ball flow passage is formed in the inner frame 70, and a ball tank 71, a tank rail 72, and a payout unit 73 are provided from above (upstream), with a payout device provided inside the payout unit 73. With this configuration, when a game ball enters the prize slot of the game board 1, a predetermined number of game balls (prize balls) stored in the ball tank 71 are dispensed from the payout device and dispensed into the upper tray 55 via the flow passage. In this embodiment, the payout device The machine is configured to dispense game balls (loaned balls) in response to the operation of the ball dispensing button 57.

[0026] Furthermore, the back of the pachinko machine 50 is equipped with a main control device 80, a payout control device 81, a display symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85. The main control device 80, the display symbol control device 82, and the sub-integrated control device 83 are located on the game board 1, while the payout control device 81, the launch control device 84, and the power supply board 85 are located on the inner frame 70. Although the launch control device 84 is not shown in Figure 3, it is located behind the payout control device 81 (on the game board 1 side).

[0027] Furthermore, an external connection terminal board 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent via the external connection terminal board 78 to a hall computer (not shown). (2) Electrical configuration Next, the electrical configuration of the pachinko machine 50 will be explained. As shown in the block diagram of Figure 4, the pachinko machine 50 is configured around the main control unit 80. Note that this block diagram does not show so-called relay boards or power supply boards 85, etc., which simply relay signals. Although detailed illustrations are omitted, the main control unit 80, payout control unit 81, display symbol control unit 82, and sub-integrated control unit 83 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc. In addition, the launch control unit 84 and power supply board 85 are not equipped with a CPU, ROM, RAM, etc., but this is not limited to them, and a CPU, ROM, RAM, etc. may be provided in the launch control unit 84, etc.

[0028] The main control device 80 receives detection signals from the first start port SW11a, which detects game balls that enter the first start port 11; the second start port SW12a, which detects game balls that enter the second start port 12; the normal symbol activation SW22a, which detects game balls that enter the normal symbol activation gate 22; and the general prize port SW25a, which detects game balls that enter the general prize ports 25 to 28. In addition, a detection signal from the count SW20a, which counts the game balls that enter the large prize slot 20, is also input.

[0029] The main control unit 80 operates according to its installed program, generates various commands related to the progress of the game based on the detection signals mentioned above, and outputs them to the payout control unit 81 and the sub-integrated control unit 83. Furthermore, the main control device 80 controls the display of the first special pattern display device 9, the second special pattern display device 10, the first special pattern hold count display device 23, the second special pattern hold count display device 24, the normal pattern display device 7, and the normal pattern hold count display device 8, which are connected via the pattern display device relay terminal board 90.

[0030] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 20 by controlling the large prize opening solenoid 20b, and also controls the opening and closing of the second start opening 12 by controlling the general-purpose mechanism solenoid 12b. Furthermore, the main control unit 80 is equipped with a setting display device 80a, a RAM clear switch 80b, and a setting key switch 80c. The setting display device 80a, RAM clear switch 80b, and setting key switch 80c are positioned in a location that makes them invisible or unusable by the player, but they become visible and usable when the inner frame is opened.

[0031] The setting display device 80a has a 7-segment LED display or the like. As will be described in detail later, the pachinko machine of this embodiment is equipped with a setting change function that allows the user to select one of several setting values, and the probability of winning a jackpot in the jackpot lottery can be changed in stages according to the selected setting value. The setting display device 80a displays the current setting value. It is also possible to have a configuration without the setting display device 80a. However, in the pachinko machine 50 of this embodiment, for example, the setting change function is disabled, and only one setting value can be selected, so the probability of winning a jackpot in the jackpot lottery cannot be changed. Of course, the setting change function may be enabled, and any of several setting values ​​may be set.

[0032] Furthermore, the RAM clear switch 80b is a switch used to initialize (clear) the RAM of the main control unit 80. The RAM clear switch 80b is also used to change the setting value (hereinafter also referred to as setting change). Furthermore, the setting key SW80c is a slot into which a setting key can be inserted. The setting key SW80c has an ON state and an OFF state, and by inserting a setting key into the setting key SW80c and turning it, it is possible to switch between the ON and OFF states. When the setting key SW80c is in the ON state, it is possible to change the jackpot setting.

[0033] Furthermore, the main control unit 80 includes a non-volatile memory (e.g., EEPROM) (not shown) for storing the current setting values. In addition to outputting signals from the main control unit 80 to the test signal terminal, management signals for symbol changes and jackpots are output to the external connection terminal board 78 and sent to the hall computer 87.

[0034] The main control device 80 and the payout control device 81 are capable of bidirectional communication. The payout control device 81 operates the payout motor 30 in response to commands sent from the main control device 80 to pay out prize balls. In this embodiment, the detection signal from the payout switch 31 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 is configured to count the prize balls. Alternatively, the detection signal from the payout switch 31 is input to both the main control device 80 and the payout control device 81, and a configuration in which both the main control device 80 and the payout control device 81 count the prize balls is also conceivable.

[0035] Furthermore, the payout control device 81 receives signals from the glass frame closing SW45, inner frame closing SW46, bulb out SW33, payout SW31, and full SW32. If the full SW32 signals that the lower tray 63 is full, or if the bulb out SW33 signals that there are few or no game balls in the ball tank 71, the payout motor 30 is stopped, and the payout of prize balls is halted. The full SW32 and bulb out SW33 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 restarts the drive of the payout motor 30 when the output of these signals ceases.

[0036] Furthermore, the payout control device 81 operates the payout motor 30 by communicating with the CR unit 56 via the CR unit terminal board 34, thereby dispensing the dispensed balls. The dispensed balls are detected by the payout switch 31, and the detection signal is input to the payout control device 81. The CR unit terminal board 34 is also connected to the settlement display device 59 for bidirectional communication, and the settlement display device 59 is equipped with a ball dispensing button 57 for requesting the dispensing of game balls and a settlement button 58 for requesting settlement.

[0037] Furthermore, the payout control device 81 transmits information regarding prize balls, information indicating the open / closed state of the frames (inner frame 70, front frame 52), etc., to the hall computer 87 via the external connection terminal board 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the pachinko machine 50 is configured to dispense game balls, but it may also be configured as a sealed type that stores the prize balls generated in response to winning, etc., without dispensing them.

[0038] The launch control device 84 controls the launch motor 40 to launch game balls into the game area 3. In addition to the dispensing control device 81, the launch control device 84 also receives rotation signals from the launch handle 64, touch signals from the touch switch 38, and launch stop signals from the launch stop switch 39. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop SW39. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and if the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.

[0039] The sub-integrated control unit 83 receives data and commands transmitted from the main control unit 80. The sub-integrated control unit 83 does not transmit data to the main control unit 80. It then distributes these into data for performance display control, sound control, and lamp control. Commands for performance display control are transmitted to the performance symbol control unit 82, while data for sound control and lamp control are distributed to the respective control units (function units as sound control unit and lamp control unit) included within itself.

[0040] The unit functioning as an audio control device controls the audio output from the speaker 66 by operating the sound LSI based on audio control data, and the unit functioning as a lamp control device controls the side frame and top frame lamps 65 by operating the lamp driver based on lamp control data. Furthermore, the sub-integrated control device 83 is connected to the game button 67, and when a player operates the game button 67, the signal is input to the sub-integrated control device 83.

[0041] Furthermore, a volume up button 68 and a volume down button 69 are connected to the sub-integrated control device 83, and when a player operates these buttons, the signal is input to the sub-integrated control device 83. When an operation signal is received from the volume up button 68, the sub-integrated control device 83 gradually increases the volume of the speaker 66, and when an operation signal is received from the volume down button 69, the sub-integrated control device 83 gradually decreases the volume of the speaker 66.

[0042] The sub-integrated control device 83 and the display symbol control device 82 are capable of bidirectional communication. The performance symbol control device 82 controls the performance symbol display device 6 based on data and commands received from the sub-integrated control device 83 (both transmitted from the main control device 80 and generated by the sub-integrated control device 83) to display performance screens such as the display of changing performance symbols (symbol performance).

[0043] [Explanation of operation] (1) About the settings change function As described above, although the pachinko machine 50 of this embodiment is equipped with a setting change function, the setting value is fixed in advance and cannot be changed. Alternatively, it may be possible to set one of several setting values, and the probability of a jackpot occurring increases as the setting value increases. The setting value is stored in the non-volatile memory of the main control device 80. When the power is turned on, the main control device 80 saves the setting value stored in the non-volatile memory to RAM and sets this setting value as the current setting value.

[0044] In the pachinko machine 50, settings are changed by operating the RAM clear SW80b and the setting key SW80c when the power is turned on. Specifically, when the RAM clear SW80b is ON and the setting key SW80c is ON, the main control unit 80 enters setting change mode when the power to the pachinko machine is turned on. In setting change mode, first the current setting value is displayed on the setting display device 80a, and each time the RAM clear SW80b is operated, the setting value displayed on the setting display device 80a changes sequentially. Then, when the setting key SW80c is operated to the OFF state, the setting displayed on the setting display device 80a at that time changes. The set value becomes the new current set value of the pachinko machine 50. At this time, the main control unit 80 saves the new current set value to non-volatile memory and transmits a setting value command indicating the current set value and a setting change command indicating that a setting change has been made to the sub-integrated control unit 83.

[0045] (2) Overview Next, the operation of the pachinko machine 50 in this embodiment will be described. In the pachinko machine 50, if a jackpot is won in the jackpot lottery, a jackpot game (in other words, a special game) is played. In the jackpot game, the large prize slot 20 is opened for a predetermined total number of rounds (for example, 4R or 10R). After the jackpot game ends, the game transitions to a bonus period, and a time-saving function, or a time-saving function and a probability-changing function, are activated until a predetermined number of consecutive jackpot lotteries are held.

[0046] The probability variation function is a function that increases the probability of winning a jackpot in the jackpot lottery. Hereafter, the game state in which the probability variation function is activated will be referred to as the probability variation state or high probability state, and the game state in which the probability variation function is not activated will be referred to as the low probability state. The probabilities of winning a jackpot in the jackpot lottery in the low probability state and the high probability state are 1 / 300 and 1 / 30, respectively (see Figure 5(a)).

[0047] On the other hand, the time-saving function is a function that increases the frequency of the jackpot lottery for the second special symbol. Specifically, when the time-saving function is activated, the display time of the special symbol's variation on the special symbol display device is shortened. In this embodiment, when the time-saving function is activated, the electric support function is also activated, making it easier for balls to enter the second start port 12. That is, when the electric support function is activated, the probability of winning the regular symbol lottery increases, the opening time of the second start port 12 when a regular symbol lottery is won is lengthened, and the display time of the variation on the regular symbol display device 7 when a regular symbol lottery is performed is shortened. Of course, it is also possible to configure the system so that the electric support function is not activated when the time-saving function is activated. Alternatively, the electric support function may be activated when the time-saving function is activated without shortening the display time of the special symbol's variation. Hereafter, the game state in which the time-saving function is activated will be referred to as the time-saving state. The game state in which neither the probability variation function nor the time-saving function is activated will also be referred to as the normal state. Furthermore, a game state in which the probability variation function or the time reduction function is activated will also be referred to as an advantageous state. In other words, in this embodiment, there is an advantageous state in which the probability variation function and the time reduction function are activated (high probability + time reduction state), and an advantageous state in which the time reduction function is activated (low probability + time reduction state).

[0048] During the bonus period, the game enters a shortened time state, making it easier for balls to enter the second starting gate 12, and increasing the frequency of the jackpot lottery for the second special symbol. Therefore, during the bonus period, players should shoot to the right, aiming to get the balls into the second starting gate 12. On the other hand, when the game is not in a shortened time state, it is difficult to get the balls into the second starting gate 12. Therefore, when the game is not in a shortened time state, players should shoot to the left, aiming to get the balls into the first starting gate 11.

[0049] Furthermore, in the pachinko machine 50, there are multiple types of special symbols (hereinafter also referred to as jackpot symbols) that are displayed on the first and second special symbol display devices 9 and 10 when a jackpot occurs. In other words, there are multiple types of jackpots, and the type of jackpot is determined by the jackpot symbol. As shown in Figures 5(b) and (c), the total number of rounds in the jackpot game and the game state during the bonus period after the jackpot game are determined according to the jackpot symbol. Specifically, each jackpot symbol in Special Symbol 1 is classified into Special 1 Jackpot Symbols 1 and 2, and each jackpot symbol in Special Symbol 2 is classified into Special 2 Jackpot Symbols 1 to 3. Note that each of these classifications contains multiple types of jackpot symbols.

[0050] Furthermore, jackpots where the winning symbols are Special 1 Jackpot Symbol 2, or Special 2 Jackpot Symbols 2 and 3, are configured as probability-changing jackpots, and the bonuses that are given after the jackpot game are due to the probability-changing jackpot. During this period, the probability variation function and the time reduction function are activated. On the other hand, jackpots where the winning symbol is Special 1 Jackpot Symbol 1 or Special 2 Jackpot Symbol 1 are configured as regular jackpots, and during the bonus period following a jackpot resulting from a regular jackpot, the probability variation function is not activated, but the time reduction function is activated. Furthermore, if a jackpot is achieved with a specific winning symbol, the bonus period may not be entered after the jackpot game ends, and the game state after the jackpot game may remain in the normal state.

[0051] Furthermore, if the winning symbols belong to Special 1 Winning Symbol 2 or Special 2 Winning Symbols 2 or 3, the bonus period will continue for 100 rounds. On the other hand, if the winning symbols belong to Special 1 Winning Symbol 1 or Special 2 Winning Symbol 1, the bonus period will continue for 20, 50, or 100 rounds, depending on the winning symbols. It should be noted that the pachinko machine 50 of this embodiment is not limited to the above configuration and can be configured as various types of pachinko machines, such as a so-called Type 1 and Type 2 mixed machine or a limiter machine. In a pachinko machine configured as a Type 1 and Type 2 mixed machine, a big win or a small win occurs in the big win lottery, and when a small win occurs, a small win game is played in which the big prize slot is opened, and when a game ball that enters the big prize slot during the small win game enters a predetermined specific area, a big win game is played.

[0052] (3) Time-saving function In this embodiment, the pachinko machine 50 transitions to a time-saving state without playing a jackpot game when the time-saving start conditions specified for jackpot lottery are met. Specifically, the time-saving start conditions are met when a time-saving win occurs or when the continuous time-saving function is activated. In other words, in this embodiment, a time-saving symbol is provided as the first special symbol, and when the time-saving symbol is confirmed to be displayed in the fluctuation display of the first special symbol during the normal state, a time-saving win occurs and the game transitions to the time-saving state. For example, the probability of winning the time-saving state is 1 / 150 (see Figure 5(a)). However, this probability can be determined as appropriate. The number of consecutive wins, which is the number of big win draws that can be performed during the time-saving state, is 20 as an example. However, the number of consecutive wins can be determined as appropriate. In addition, there may be multiple time-saving symbols, and the number of consecutive wins may be determined according to the type of time-saving symbol that is confirmed to be displayed.

[0053] Furthermore, time-saving symbols may be provided not only in the first special symbol but also in the second special symbol, and time-saving wins may occur in the jackpot lottery for the second special symbol as well. This means that when a jackpot lottery is held based on the remaining reserves in the second special symbol after the time-saving state ends, there is a chance to acquire the time-saving state even if it is not a jackpot. Therefore, even if the time-saving state ends without a jackpot occurring, there is still hope that the time-saving state will be revived. Remaining reserves refer to the reserve memories that exist after the time-saving state ends, which were generated during the time-saving state. Furthermore, the number of continuations for time-saving wins in the second special symbol may be greater than the number of continuations for time-saving wins in the first special symbol. Also, the probability of winning time-saving in the second special symbol may be higher than the probability of winning time-saving in the first special symbol. This increases the expectation of acquiring the time-saving state by consuming the remaining reserves.

[0054] Furthermore, when the pachinko machine 50 continues in a low probability state, and the number of consecutive times a jackpot lottery with a result other than a jackpot (in other words, a jackpot lottery that does not result in a jackpot game) occurs reaches a predetermined upper limit, the continuous time-saving function is activated and the time-saving function is activated. For example, the upper limit may be 800 times. The upper limit can be appropriately determined, for example, within the range of 750 to 900 times. Also, when the time-saving state is transitioned by the continuous time-saving function, the number of consecutive times in the time-saving state is greater than the number of consecutive times in the time-saving state during the bonus period and the number of consecutive times in the time-saving state transitioned when a time-saving is won. In this embodiment, for example, the number of consecutive times in the time-saving state transitioned by the activation of the continuous time-saving function is 1140 times. However, for example, the number of consecutive times can be appropriately determined within the range of 1140 times or less.

[0055] (4) About the main routine First, the main routine in the main control device 80 of the pachinko machine 50 is shown in Figure 6. This will be explained using the flowchart shown. Note that this main routine is started as a timer interrupt handler with a period of 2ms. In S10, the main control unit 80 determines whether the main routine was started by a normal timer interrupt. If the result is positive (S10: yes), the process moves to S20. If the result is negative (S10: no), the process moves to S15.

[0056] In S15, the main control unit 80 performs initial setup of the CPU, I / O, etc., and then transfers processing to S70. On the other hand, if a positive result is obtained in S10, the main control device 80 updates the initial random number (S20), the random number for determining the jackpot (S25), the random number for determining the jackpot symbol (S30), the random number for determining the win (S35), the random number for determining the reach (S40), and the random number for determining the variation pattern (S45).

[0057] The main control device 80 then performs the following: an entry confirmation process to detect when a game ball enters an entry opening such as the start opening (S50); a win / fail determination process to conduct a jackpot lottery based on the entry into the start opening (S55); various output processes to send data and commands to the sub-integrated control device 83, etc., and to send various information to the hall computer 87, etc. (S60); and a fraud monitoring process to detect fraudulent activity by the player (S65).

[0058] In addition to the above, other processes are also performed, such as a normal symbol win / loss determination process that determines whether a normal symbol appears when the game ball passes through the normal symbol activation gate 22, and a normal symbol game process that enables normal symbol gameplay by opening the normal electric mechanism (second start opening 12). Furthermore, following the win / loss determination process, a jackpot game process is performed to execute the jackpot game. In addition, in S70, the main control unit 80 repeatedly updates the initial random number until the next timer interrupt occurs and the main routine is started.

[0059] (5) Regarding the process of confirming entry into the starting gate Next, the start-out entry confirmation process, which detects entries into the first and second start-out openings 11 and 12 and performs actions such as holding and storing the winnings, will be explained using the flowchart shown in Figure 7. This process is configured as a subroutine called from the entry confirmation process executed from the main routine.

[0060] In S100, the main control device 80 determines whether a game ball has entered the first start port 11 based on the detection signal from the first start port SW11a. If the determination is positive (S100: yes), the process moves to S105; if the determination is negative (S100: no), the process moves to S115. In S105, the main control device 80 determines whether the number of reserved memories (first reserved memory) for the special drawings corresponding to the first start port 11 has reached its maximum value (for example, 4). If the determination is positive (S105: yes), the process moves to S115; if the determination is negative (S105: no), the process moves to S110.

[0061] In S110, the main control unit 80 extracts random numbers used for determining the jackpot, random numbers used for determining the jackpot symbols, random numbers used for determining whether a reach occurs in the symbol animation, and random numbers used for determining the variation pattern to determine the variation time of special symbols. The extracted random numbers are then stored as first reserve memory, and a first reserve count command indicating how many first reserve memories have been created is generated and sent to the sub-integrated control unit 83, after which processing proceeds to S115.

[0062] In addition, in S110, the main control device 80 converts the random numbers for determining the jackpot related to the first reserved memory (exchange In other words, by determining whether the first numerical data is a specific value, a pre-read is performed to determine whether a jackpot will occur in the jackpot lottery based on the first reserved memory, whether a specific reach will occur in the symbol display that notifies the result of the jackpot lottery, and whether a time-saving bonus will be won, for both the high-probability state and the low-probability state. Then, a pre-read command indicating the pre-read result is transmitted to the sub-integrated control device 83.

[0063] In addition, for example, before storing the extracted random numbers as the first reserved memory, lookahead may be performed based on the random numbers, or the extracted random numbers may be stored in a memory area separate from the memory area provided for the first reserved memory, and lookahead may be performed based on the random numbers stored in the separate memory area. In S115, the main control device 80 determines, based on the detection signal from the second start port SW12a, whether a game ball has entered the second start port 12. If the determination is positive (S115: yes), the process proceeds to S120; if the determination is negative (S115: no), this process ends.

[0064] In S120, the main control unit 80 determines whether the number of reserved memories (second reserved memory) for special drawings corresponding to the second start port 12 has reached its maximum value (for example, 4). If the determination is positive (S120: yes), this process ends; if the determination is negative (S120: no), the process moves to S125. In S125, the main control unit 80 extracts random numbers for determining the jackpot, random numbers for determining the jackpot symbols, random numbers for determining a reach, random numbers for determining the variation pattern, etc. Then, it stores the extracted random numbers as a second reserve memory, generates a second reserve count command indicating how many second reserve memories have been created, and sends it to the sub-integrated control unit 83, thereby ending this process.

[0065] Furthermore, the main control unit 80 may perform the above-mentioned lookup on the random numbers for determining the jackpot related to the second reserved memory (in other words, the second numerical data) and send the lookup command to the sub-integrated control unit 83. (6) Regarding the process for determining whether the result is correct or incorrect Next, the process of determining whether a jackpot is won or lost, which involves drawing a jackpot using random numbers stored in the pending memory, will be explained using the flowcharts in Figures 8 to 12. This process is executed from the main routine. After this process is completed, the jackpot game process for playing the jackpot game is executed.

[0066] First, with respect to Figure 8, in S200, the main control device 80 determines whether the continuous operation device for the special features is in operation, that is, whether a jackpot game is being played. If the determination is positive (S200: yes), this process ends; if the determination is negative (S200: no), the process moves to S205. In S205, the main control device 80 determines whether the first special figure or the second special figure is currently being displayed in a variable state. If the determination is positive (S205: yes), the process proceeds to S320 in Figure 11; if the determination is negative (S205: no), the process proceeds to S210.

[0067] In S210, the main control device 80 determines whether the first or second special drawing is being displayed in a confirmed state. If the determination is positive (S210: yes), the process proceeds to S330 in Figure 12; if the determination is negative (S210: no), the process proceeds to S215 in Figure 9. Next, with respect to Figure 9, in S215, the main control unit 80 determines whether the first and second reserved storages exist. If either of the reserved storages exists (S215: yes), the process proceeds to S220; otherwise (S215: no), this process ends.

[0068] In S220, the main control unit 80, if a second reserved memory exists, will... The first one to occur is selected, and if there is no second reserved memory and only the first reserved memory exists, the first one to occur from the first reserved memory is selected. In other words, in this embodiment, the second reserved memory is consumed first. In S225, the main control unit 80 determines whether or not the probability change flag, which indicates that the machine is in a probability change state, is set. If the determination is positive (S225: yes), the process moves to S230; if the determination is negative (S225: no), the process moves to S235.

[0069] In S230, the main control unit 80 determines whether or not a jackpot will be won in the jackpot lottery based on the random number for jackpot determination related to the selected reserved memory and the win / fail determination table (probability variation table) corresponding to the probability variation state, and consumes the reserved memory. Then, the process moves on to S240. Meanwhile, in S235, the main control unit 80 determines whether or not a jackpot will be won in the jackpot lottery based on the random number for jackpot determination related to the selected reserved memory and the win / fail determination table (normal table) corresponding to when it is not in a probability variation state, and consumes the reserved memory. Then, the process moves on to S240.

[0070] In S240, the main control device 80 determines whether or not a jackpot has occurred in the jackpot lottery. If the determination is positive (S240: yes), the process moves to S245. If the determination is negative (S240: no), the process moves to S265 in Figure 10. In S245, the main control unit 80 determines the jackpot symbols based on the random numbers used to determine the jackpot symbols related to the stored reserved memory. Based on the determination using the random numbers for determining the jackpot symbols, the jackpot symbols corresponding to the first special symbol and the second special symbol are randomly selected according to a predetermined distribution rate. Then, the process moves on to S250.

[0071] In S250, the main control device 80 determines the variation time of the special symbols based on the random number for determining the variation pattern related to the consumed held memory and the variation pattern table. Specifically, the variation pattern table has the variation times of the special symbols registered, and the variation time of the special symbols is determined by selecting one of the variation times registered in the variation pattern table based on the random number for determining the variation pattern. In this embodiment, there is a time-saving variation pattern table used when the time-saving function is activated and a normal variation pattern table used when the time-saving function is not activated. The average value of the variation times registered in the time-saving variation pattern table is smaller than the average value of the variation times registered in the normal variation pattern table.

[0072] Furthermore, in this embodiment, the player transitions to the time-saving state due to three factors: a big win, activation of the continuous time-saving function, and winning a time-saving bonus. However, different time-saving variation pattern tables corresponding to each factor may be provided. In addition, as time-saving variation pattern tables corresponding to each factor, a time-saving variation pattern table corresponding to the high-probability state and a time-saving variation pattern table corresponding to the low-probability state may be provided. Also, the average values ​​of the variation times registered in each time-saving variation pattern table may be different. During the time-saving state, the variation time of the special symbols may be determined using the time-saving variation pattern table corresponding to the factor that led to the transition to the time-saving state and whether or not the probability variation function was activated. Of course, during the time-saving state, the same time-saving variation pattern table may be used regardless of the factor that led to the transition to the time-saving state.

[0073] In the following S255, the main control device 80 determines the type of jackpot, the total number of rounds in the jackpot game, the game state after the jackpot game, and the number of times the probability variation state and time reduction state will continue during the bonus period, based on the jackpot symbols, and then proceeds to S260. On the other hand, in S265 of Figure 10, which is the next step when it is determined in S240 that the jackpot lottery has been lost, the main control device 80 determines whether the probability variation flag has been cleared, and in the following S270, it determines whether the continuous counter is greater than 0. If a positive determination is obtained in S265 and S270, the main control device 80 proceeds to S275 to decrement the continuous counter, and in the following S280, it determines whether the continuous counter is 0, and if a positive determination is obtained, If this is the case (S280: yes), the system proceeds to S285 in order to activate the continuous time-saving function. In addition, if the main control unit 80 obtains a negative determination in S265 or S270, or if it obtains a negative determination in S280, the system proceeds to S295.

[0074] The consecutive counter is used to count the number of consecutive wins while the low probability state continues, and to determine whether the number of consecutive wins has reached its upper limit. An upper limit is set on the consecutive counter when the pachinko machine 50 is powered on and when a jackpot occurs. When the number of consecutive wins reaches the upper limit, the consecutive counter becomes 0, the consecutive time-saving function is activated and the machine transitions to a time-saving state, and after the activation of the consecutive time-saving function, the upper limit is not set on the consecutive counter until a new jackpot occurs. Therefore, once the consecutive time-saving function is activated, even if the time-saving state transitioned by the activation ends, the consecutive counter remains 0 until a new jackpot occurs. Accordingly, in S270, it is determined whether or not the machine has transitioned to a time-saving state due to the activation of the consecutive time-saving function.

[0075] In S285, the main control unit 80 determines the variation time of the special symbols based on the random numbers for determining the reach, the random numbers for determining the variation pattern, and the variation pattern table related to the consumed reserved memory. In the following S290, the main control unit 80 sets the number of consecutive times to transition to the new time-saving state in order to activate the continuous time-saving function or to activate the time-saving function due to a time-saving win, and then proceeds to S260 in Figure 9.

[0076] On the other hand, in S295, the main control device 80 determines whether or not a time-saving bonus has been won based on the random number for determining the jackpot related to the stored reserve memory. If the determination is positive (S295: yes), the main control device 80 decides to display the time-saving bonus symbol (S300) and proceeds to S305. If there are multiple types of time-saving bonus symbols, the type of time-saving bonus symbol to display may be determined based on the random number for determining the jackpot, or the random number for determining the jackpot and the random number for determining the jackpot symbol. On the other hand, if the determination is negative (S295: no), the process proceeds to S310.

[0077] In S305, the main control device 80 determines whether the game state is in the normal state. If a positive determination is obtained (S305: yes), the device proceeds to S285. If a negative determination is obtained (S305: no), the device proceeds to S310. In S310, the main control unit 80 determines the variation time of the special symbols based on the random numbers for reach determination, random numbers for variation pattern determination, and variation pattern table related to the consumed reserved memory. Then, in the following S315, the main control unit 80 updates the counters indicating the remaining number of jackpot draws that can be performed during the probability variation state (hereinafter referred to as the remaining probability variation draws) and the counters indicating the remaining number of jackpot draws that can be performed during the time reduction state (hereinafter referred to as the remaining time reduction draws), and proceeds to S260 in Figure 9.

[0078] In S260, the main control unit 80 sends a first reserve count command to the sub-integrated control unit 83, indicating the number of first reserve memories after the jackpot lottery, and a second reserve count command indicating the number of second reserve memories after the jackpot lottery. It also starts the display of the special symbols corresponding to the consumed reserve memories and starts the symbol animation by sending a variation start command to the sub-integrated control unit 83 indicating the variation time of the special symbols. Furthermore, it sends a symbol specification command to the sub-integrated control unit 83 to instruct which animation symbols to stop displaying, and then terminates this process.

[0079] Next, with respect to Figure 11, in S320, which is performed while the first or second special drawing is being displayed, the main control device 80 determines whether the time for the special drawing to change has elapsed. If the determination is positive (S320: yes), the process proceeds to S325, and if the determination is negative (S320: no), this process is terminated. In S325, the main control unit 80 terminates the display of the special symbol variation, displays the confirmed special symbol, and sends a symbol confirmation command to the sub-integrated control unit 83 to display the confirmed performance symbol, thereby ending this process.

[0080] Next, with respect to Figure 12, in S330, which is performed during the confirmation display of the special drawing, the main control device 80 determines whether the duration of the confirmation display of the special drawing has ended. If the determination is positive (S330: yes), the process proceeds to S335, and if the determination is negative (S330: no), this process ends. In S335, the main control unit 80 finishes displaying the confirmed special drawing and proceeds to S340.

[0081] In S340, the main control device 80 determines whether the special symbol that was displayed as confirmed is the one that resulted in a jackpot. If the determination is positive (S340: yes), the process moves to S345; if the determination is negative (S340: no), the process moves to S380. In S345, the main control unit 80 refers to the probability change flag indicating that the game is in a probability change state, and if the probability change flag is set, it clears the probability change flag (S350), and then proceeds to S355.

[0082] In S355, the main control unit 80 refers to the time-saving flag indicating that the time-saving state is in effect, and if the time-saving flag is set, it clears the time-saving flag (S360), and then proceeds to S365. The main control unit 80 then executes the condition device activation start process (S365) and the continuous feature device activation start process (S370), and also sends commands to the sub-integrated control unit 83 to notify the winner of the jackpot lottery, as well as commands to notify the type of jackpot game and the details of the bonuses (S375), and then terminates this process.

[0083] On the other hand, in S380, which is accessed if a negative result is obtained in S340, the main control device 80 refers to the probability variation flag, and if the flag is set (S380: yes), it refers to the remaining number of probability variation rounds (S385). If the remaining number of probability variation rounds is 0 (S385: yes), it clears the probability variation flag (S390) and proceeds to S395. In S395, the main control unit 80 checks the time-saving flag. If the time-saving flag is set (S395: yes), it checks the remaining number of time-saving attempts (S400). If the remaining number of time-saving attempts is 0 (S400: yes), it clears the time-saving flag (S405) and proceeds to S410.

[0084] In S410, the main control device 80 determines whether the continuous time-saving function or the time-saving function triggered by a time-saving win will be activated. If a positive determination is obtained (S410: yes), the process proceeds to S415; if a negative determination is obtained (S410: no), the process proceeds to S430. In S415, the main control unit 80 sets the time-saving flag, and in the following S420, it sets the activation of the continuous time-saving function or the remaining number of jackpot draws that can be performed during the time-saving state to which a time-saving win occurs, and then proceeds to S430.

[0085] In S430, the main control unit 80 executes a state specification command transmission process to send a state specification command to the sub-integrated control unit 83 that notifies it of the current game state and the remaining number of probability variation rounds and time reduction rounds, and then terminates this process. (7) Regarding the processing of jackpot games Next, the process for executing a jackpot game will be explained using the flowcharts in Figures 13-16. This process is executed immediately following the win / loss determination process.

[0086] In S500, the main control device 80 determines whether the continuous mechanism for the special feature is in operation, that is, whether a jackpot game is being played. If the determination is positive (S500: yes), the process proceeds to S510; if the determination is negative (S500: no), this process ends. In S510, the main control device 80 determines whether or not the large prize opening 20 is open. If the determination is positive (S510: yes), the process moves to S550 in Figure 14. If the determination is negative (S510: no), the process moves to S515.

[0087] In S515, the main control device 80 determines whether or not it is during the interval between rounds in a jackpot game. If the determination is positive (S515: yes), the process moves to S600 in Figure 15. If the determination is negative (S515: no), the process moves to S520. In S520, the main control device 80 determines whether or not the game is in the process of ending a jackpot. If the determination is positive (S520: yes), the process proceeds to S645 in Figure 16. If the determination is negative (S520: no), the process proceeds to S525.

[0088] In S525, the main control device 80 determines whether the time for the jackpot start animation, which is performed after a jackpot is won in the jackpot lottery and before the jackpot game begins, has elapsed. If the determination is positive (S525: yes), the process proceeds to S530; if the determination is negative (S525: no), this process ends. In S530, the main control unit 80 executes a big prize opening process to open the big prize opening 20 according to the opening pattern corresponding to the winning symbols (executing the first round of the jackpot game), and sets the opening counter indicating the number of rounds to 1 (S535), and then terminates this process. At this time, the main control unit 80 may also send a command to the sub-integrated control unit 83 indicating that the first round has started.

[0089] Next, with respect to Figure 14, in S550, which occurs while the large prize opening 20 is open, the main control device 80 determines whether the number of game balls that have entered the large prize opening 20 has reached 10. If the determination is positive (S550: yes), the process moves to S560, and if the determination is negative (S550: no), the process moves to S555. In S555, the main control device 80 determines whether the opening time of the large prize opening 20, which is determined according to the opening pattern, has ended. If the determination is positive (S555: yes), the process proceeds to S560; if the determination is negative (S555: no), this process ends.

[0090] In S560, the main control device 80 executes a large prize opening closing process to close the large prize opening 20, and then proceeds to S565. In S565, the main control unit 80 executes a jackpot interval process to set the interval between each round of the jackpot game, and then terminates this process. Next, with respect to Figure 15, in S600, which occurs during the interval between rounds, the main control device 80 determines whether or not the final round has been reached based on the opening counter and the opening pattern of the jackpot game. If the determination is positive (S600: yes), the process moves to S605, and if the determination is negative (S600: no), the process moves to S615.

[0091] In S605, the main control device 80 executes a jackpot ending animation process, which is an animation that is performed when a jackpot game ends, and clears the release counter (S610), and then terminates this process. On the other hand, in S615, the main control device 80 determines whether or not the interval time for the jackpot game has elapsed. If the determination is positive (S615: yes), the process proceeds to S620; if the determination is negative (S615: no), this process ends.

[0092] In S620, the main control unit 80 executes a large prize opening process to open the large prize opening 20, and also increments the opening counter indicating the number of rounds (S625), and then terminates this process. At this time, the main control unit 80 sends a command indicating the newly started round. This may also be transmitted to the sub-integrated control unit 83. Next, with respect to Figure 16, in S645, which is performed during the ending animation of a jackpot game, the main control device 80 determines whether the time for the ending animation has ended or not. If the determination is positive (S645: yes), the process proceeds to S650, and if the determination is negative (S645: no), this process ends.

[0093] In the following steps S650 and S655, the main control device 80 stops the continuous operation device for the special features and the condition device, and then proceeds to S660. In S660, the main control unit 80 determines whether the game state after a big win is a probability variation state and a time reduction state. If the determination is positive (S660: yes), the process moves to S665, and if the determination is negative (S660: no), the process moves to S680.

[0094] In S665, the main control device 80 sets the number of consecutive wins in the previously determined probability variation state and time reduction state according to the winning symbols. It also sets the probability variation flag and time reduction flag (S670) and proceeds to S695. On the other hand, in S680, the main control device 80 determines whether or not the game enters a time-saving state after the jackpot game ends. If the determination is positive (S680: yes), the process moves to S685, and if the determination is negative (S680: no), the process moves to S695.

[0095] In S685, the main control device 80 sets the number of consecutive playtimes determined in advance according to the winning symbols. It also sets the time-saving flag (S690) and proceeds to S695. In steps S695 and S700, the main control unit 80 sends a jackpot termination command to the sub-integrated control unit 83 to terminate the jackpot game's effects, and a state specification command to notify the game state after the jackpot game has ended, as well as the number of times the probability variation state and time reduction state will continue, and then terminates this process.

[0096] (8) Regarding the direction The pachinko machine 50 of this embodiment is configured to award both a jackpot and a time-saving bonus in the jackpot lottery. However, as described above, the pachinko machine 50 of this embodiment can also be configured to award both a jackpot, a minor jackpot, and a time-saving bonus in the jackpot lottery. In the following description, the features of the pachinko machine 50 of this embodiment are described in the case where they are applied to a configuration in which a jackpot and / or minor jackpot and a time-saving bonus occur in the jackpot lottery. In the following description, "win" means either or both of a jackpot and a minor jackpot.

[0097] In the pachinko machine 50, the sub-integrated control device 83 controls the symbol display control device 82, etc., based on commands from the main control device 80, and performs various effects via the display screen 800 of the symbol display device 6 and the speaker 66, etc. Specifically, when the sub-integrated control device 83 receives a variation start command from the main control device 80, it starts a symbol effect 810 on the display screen 800 to announce the result of the jackpot lottery (see Figures 17(a) and (b)). In the symbol effect 810, as an example, the variation display of three effect symbols is performed, and after all of these effect symbols are displayed as stopped, they are further displayed as confirmed to announce the result of the jackpot lottery. The sub-integrated control device 83 is configured to display the confirmed effect symbols when it receives a symbol confirmation command from the main control device 80, and the symbol effect starts with the start of the variation display of the special symbols and ends with the end of the variation display of the special symbols.

[0098] Furthermore, as a form of symbol presentation 810, there is a reach presentation that suggests that a win or a time-saving feature will be obtained in the jackpot lottery (in other words, the result of the jackpot lottery). Note that "suggesting" may mean indicating that a win or a time-saving feature will occur in the jackpot lottery with a predetermined expectation (in other words, a predetermined probability), or it may mean indicating that a win or a time-saving feature will occur in the jackpot lottery with 100% probability. The reach presentation includes normal reaches with low expectations and SP reaches with high expectations.

[0099] Furthermore, in this embodiment, multiple symbol animations are provided that are performed in different ways, and each symbol animation differs in, for example, the type of animation symbols, background image, and characters that appear. The symbol animation is performed in a way that corresponds to the game state and the animation mode described later. Of course, even in the same game state or animation mode, the system may be configured so that multiple symbol animations can be performed.

[0100] Furthermore, the sub-integrated control device 83 performs a hold animation 820, which displays the hold symbols corresponding to the first and second hold memories on the animation screen 800, based on the hold count command from the main control device 80. After the hold memories have been consumed, an in-spin animation 830 is performed, which displays the in-spin symbol in place of the hold symbol corresponding to the hold memory. The in-spin animation 830 is performed in parallel with the symbol animation 810, and in the in-spin animation 830, for example, by displaying a different type of in-spin symbol than usual, it may be suggested that a win in the jackpot lottery or a time-saving bonus has been won, the result of which is announced in the symbol animation 810.

[0101] In addition, the sub-integrated control device 83 may, for example, perform a pre-announcement performance on the performance screen 800, along with the symbol performance 810, that suggests or announces that a win will occur in the jackpot lottery whose result is announced in the symbol performance 810. The pre-announcement performance starts after the execution of the jackpot lottery that suggests a win. Furthermore, the sub-integrated control device 83, for example, based on a pre-read command corresponding to the first or second reserved memory received from the main control device 80, performs a pre-read animation via the animation screen 800 that suggests that the jackpot lottery based on the target reserved memory will result in a win. The pre-read animation is started after a ball enters the first or second start gate 11 or 12 (more specifically, after the target reserved memory is generated) and until the jackpot lottery resulting from the ball entry is performed (in other words, until the target reserved memory is consumed), or during the execution of the symbol animation 810 corresponding to the jackpot lottery based on the target reserved memory.

[0102] Furthermore, the sub-integrated control device 83, as one of the aforementioned effects, performs a jackpot effect via the effect screen 800 based on a command from the main control device 80 to inform the player of the progress of the jackpot game. The jackpot effect is performed in a manner that corresponds to, for example, the total number of rounds in the jackpot game or the game state after the jackpot game. For example, the current round, the total number of prize balls won by the player in the jackpot game, the difference in the number of balls in the jackpot game, and the total number of prize balls and the difference in the number of balls in jackpot games played during a winning streak are displayed. The difference in the number of balls refers to the total number of prize balls minus the number of game balls launched.

[0103] Furthermore, the pachinko machine 50 is equipped with multiple types of performance modes, and the various performances such as the symbol performance 810 described above are performed in a manner corresponding to the performance mode. The performance mode is determined, for example, according to the current game state. In this embodiment, as an example, there is a normal mode, which is a performance mode that is entered during the normal state, and a special mode, which is a performance mode that is entered when the game is in a time-saving state and low probability state, or a time-saving state and high probability state.

[0104] (9) Standby status Here, the state in which no game is being played on the pachinko machine 50 is described as the standby state. Specifically, for example, the state in which there is no reserve memory for the special symbols and no special symbol variation display or jackpot game is being played may be considered the standby state. Alternatively, for example, the state in which there is no reserve memory for the special symbols and regular symbols and no special symbol variation display or jackpot game is being played may be considered the standby state.

[0105] When the sub-integrated control device 83 transitions to a standby state, it displays a standby screen on the performance screen 800. The standby screen is the screen that was displayed on the performance screen 800 immediately before transitioning to the standby state, and it displays the performance symbols that were confirmed in the performance 810 that took place immediately before the transition. Then, when a predetermined standby condition is met while the sub-integrated control device 83 is in the standby state, it displays a demo screen on the performance screen. The standby condition may be, for example, a predetermined standby time (for example, 120 seconds) that has elapsed after transitioning to the standby state. It is preferable that the standby time is always a constant length, regardless of the game state or the performance sound of the performance that took place in the performance immediately before transitioning to the standby state (details will be described later).

[0106] The demo screen displays information about the Pachinko Machine 50. Specifically, the demo screen may display videos such as those related to the characters and concepts of the Pachinko Machine 50's performance, videos introducing parts of the performance (for example, the reach performance), or videos introducing mini-games played on the Pachinko Machine 50. In addition, the demo screen may also display information about the manufacturer of the Pachinko Machine 50 (for example, the manufacturer's logo), the name of the Pachinko Machine 50 model, warnings about addiction to the game, and notices prohibiting play by those under 18. Furthermore, in this embodiment, the demo screen displays a prompt to the player to fire, but details will be described later.

[0107] (10) Regarding sound effects The sub-integrated control device 83 outputs sound effects along with the symbol display. The sound effects consist of, for example, background music, voices, and various sound effects. In this embodiment, multiple types of sound effects are provided, and the sound effects are classified into at least specific sound effects and normal sound effects. In other words, in this embodiment, at least one sound effect belonging to specific sound effects and at least one sound effect belonging to normal sound effects are provided. Although sounds similar to sound effects may be output while the demo screen is displayed, it is preferable that the normal sound effects and specific sound effects are different from the sounds output while the demo screen is displayed.

[0108] Specific sound effects are configured to be output in response to a single symbol animation, and in principle, the output of the specific sound effect ends when the corresponding symbol animation ends. On the other hand, normal sound effects are output in response to a single symbol animation, or continuously output during multiple consecutive symbol animations. Furthermore, it is preferable that both normal and specific sound effects begin outputting at the start of a symbol animation. However, normal and specific sound effects may also begin outputting after the start of a symbol animation. Also, for example, the output of a specific sound effect may be started in place of a normal sound effect during a symbol animation in which a normal sound effect is output, or conversely, the output of a normal sound effect may be started in place of a specific sound effect during a symbol animation in which a specific sound effect is output.

[0109] Furthermore, while normal sound effects are output for a wider variety of symbol animations than specific sound effects, specific sound effects are output for specific types of symbol animations and are output less frequently than normal sound effects. Therefore, symbol animations that typically produce normal sound effects occur consecutively. In this case, it is preferable that the normal sound effects for each symbol animation are output without interruption. On the other hand, symbol animations that produce specific sound effects occur sporadically. Of course, it is also possible for symbol animations that produce specific sound effects to occur consecutively.

[0110] Furthermore, in this embodiment, as an example, the average expectation level of a symbol animation that produces a specific sound effect is higher than the average expectation level of a symbol animation that produces a normal sound effect. However, this is not limited to this, and the average expectation level of a symbol animation that produces a specific sound effect may be lower than the average expectation level of a symbol animation that produces a normal sound effect, or these expectation levels may be about the same.

[0111] Furthermore, both normal sound effects and specific sound effects can be output in any game state. In addition, in each game state, one or more sound effects belonging to normal sound effects may be output, as well as one or more sound effects belonging to specific sound effects may be output. Furthermore, in this embodiment, For example, the normal sound effects output in each game state are different, and the specific sound effects output in each game state are also different. However, the same normal sound effect or specific sound effect may be output in different game states.

[0112] (11) Regarding volume adjustment The sub-integrated control device 83 does not display the volume level image 840, which indicates the current volume, on the performance screen 800 while a normal symbol animation or other performance is being executed (see Figure 17(a)). However, when the volume up button 68 and volume down button 69 (hereinafter also simply referred to as volume buttons) are operated while a symbol animation or other performance is being executed, the sub-integrated control device 83 adjusts the volume of the performance sound output from the speaker 66 in real time according to the operation, while continuing the performance. At this time, the sub-integrated control device 83 displays the volume level image 840 on the performance screen 800 in response to the operation of the volume buttons, and updates the displayed volume level image 840 according to whether the volume is increased or decreased (Figure 17(b)). Then, after the volume buttons are no longer operated, the sub-integrated control device 83 erases the volume level image 840 after a predetermined display time (for example, 3 seconds) has elapsed. Note that during the execution of the performance, the volume may be adjusted without displaying the volume level image 840 when the volume buttons are operated. Note that the example in Figure 17 is a display example of the normal state.

[0113] In this embodiment, for example, the volume level image 840 is configured to show the current volume using a bar graph. However, it is not limited to this, and the volume level image 840 may also show the current volume using, for example, a numerical value. (12) Operation during standby If the first and second reserve memories are zero after the non-winning symbol animation has finished, the sub-integrated control device 83 transitions to the standby state described above. The non-winning symbol animation refers to a symbol animation that notifies that the jackpot lottery has not resulted in a win. Furthermore, a symbol animation that indicates the occurrence of a time-saving bonus may or may not be considered a non-winning symbol animation. The output of the sound and the display of the sound image during the standby state that is entered after the non-winning symbol animation has finished will be described below.

[0114] (12-1) Sound effects during standby If the sub-integrated control device 83 is outputting a normal sound during a non-winning symbol animation, it will continue outputting the normal sound when it transitions to a standby state after the non-winning symbol animation ends, and will stop outputting the normal sound when a predetermined output duration has elapsed (see Figures 18(a) and (b)). This encourages the player to maintain their excitement even after the symbol animation has ended. It also encourages the player not to be aware that the symbol animation has ended, thereby suppressing the player's sense of stagnation and preventing a loss of the sense of speed in the game.

[0115] Here, the output duration when the game state is normal is defined as the first output duration A, and the output duration when the game is in a predetermined advantageous state is defined as the second output duration B. In this embodiment, as an example, the second output duration B is 15 seconds and the first output duration A is 10 seconds, so the second output duration B is longer than the first output duration A. By doing this, in the predetermined advantageous state, it is possible to further promote the continuation of the feeling of excitement and to suppress the loss of the sense of speed in the game.

[0116] In this embodiment, as an example, the predetermined advantageous state is the high probability + time reduction state. However, it is not limited to this; for example, the low probability + time reduction state may also be designated as the predetermined advantageous state, or both the high probability + time reduction state and the low probability + time reduction state may be designated as the predetermined advantageous state. Furthermore, in advantageous states other than the predetermined advantageous state, the output of the normal sound effects during the standby state may be stopped at the same timing as in the normal state.

[0117] Furthermore, as mentioned above, after transitioning to the standby state, the demo screen is displayed after a standby period (for example, 120 seconds) has elapsed, but the first and second output durations A and B are shorter than the standby period. However, the second output duration B may be set to the same length as the standby period, so that the output of the normal sound effects stops when the demo screen is displayed. Furthermore, it is preferable that the first and second output durations A and B are constant regardless of the normal sound effect output. However, the first or second output durations A and B may be set to different lengths depending on the normal sound effect output.

[0118] On the other hand, if a specific sound effect is output during a non-winning symbol animation, the sub-integrated control device 83, after transitioning to a standby state following the end of the non-winning symbol animation, will terminate the output of the specific sound effect at the end of the non-winning symbol animation, regardless of the game state (see Figure 18(c)). As described above, the specific sound effect is output during symbol animations with a high expectation level, but by terminating the output of the specific sound effect at the end of a non-winning symbol animation, it is possible to reliably inform the player that a symbol animation with a high expectation level occurred but no win occurred.

[0119] Furthermore, even if the game transitions to a standby state after a non-winning symbol animation in which a specific sound effect is output has finished, the output of the specific sound effect may continue until the first or second output duration A or B has elapsed, just as when a normal sound effect is output during a non-winning symbol animation. In other words, the output of the specific sound effect may stop at the same timing as a normal sound effect. Furthermore, if the system transitions to a standby state after the end of a non-winning symbol animation in which a specific sound effect is output, the output of the specific sound effect may be stopped at the end of the non-winning symbol animation, and the output of the normal sound effect may be started (see Figure 18(d)). The normal sound effect may be stopped at the same timing as when the normal sound effect is output during a non-winning symbol animation. In other words, the normal sound effect may be stopped when the first output duration A has elapsed in the normal state, and when the second output duration B has elapsed in the predetermined advantageous state.

[0120] With the above configuration, the output of a specific sound effect stops when the non-winning symbol effect ends, so it is possible to reliably inform the player that a high-probability symbol effect occurred but no win occurred. In addition, since the normal sound effect is output after the non-winning symbol effect ends, it is possible to encourage the player to maintain their excitement and prevent a loss of the sense of speed in the game.

[0121] Then, while in standby mode, if a normal sound effect is output during the aforementioned output duration, a ball enters the first or second start port 11 or 12, a jackpot lottery is held, and a symbol animation begins. In this case, a normal sound effect is output in accordance with the new symbol animation, or the output of the normal sound effect is stopped and the output of a specific sound effect corresponding to the symbol animation is started. (12-2) Volume image during standby When the sub-integrated control device 83 transitions to a standby state after the non-winning symbol animation ends, it displays a volume image on the animation screen 800 indicating that the volume can be adjusted after a predetermined waiting time (for example, 5 seconds) has elapsed (see Figures 18(a) to (d)). In this embodiment, for example, the volume level image 840 described above is used as the volume image (see Figure 17(c)). However, it is not limited to this, and other images such as an icon that does not indicate the current volume (for example, an image resembling a speaker), an image that indicates volume up / down, or text indicating that the volume can be changed may also be used as the volume image.

[0122] Furthermore, the waiting time may always be constant, regardless of the game state after the non-winning symbol animation ends, or whether the sound output during the non-winning symbol animation was a normal sound or a specific sound. Of course, the waiting time may vary depending on the game state and the classification of the sound. Alternatively, there may be no waiting time, and the sound image may be displayed immediately after transitioning to the standby state.

[0123] Furthermore, if the volume button is operated while the volume image is displayed in standby mode, the volume will be adjusted accordingly, and the volume level image 840 displayed as the volume image will be updated. If the volume button is operated during the waiting time, the volume level image 840 may be displayed and the volume may be adjusted, similar to when the volume button is operated during a performance. After the operation of the volume button is finished and the aforementioned display time has elapsed, the display of the volume level image 840 may end.

[0124] Furthermore, the display of the volume image continues at least until the output of the normal sound effects stops. That is, the timing at which the display of the volume image stops during standby mode is referred to as the stop timing. In both the normal state and the predetermined advantageous state, the stop timing occurs after the output of the normal sound effects stops (in other words, after the first or second output duration has elapsed). Of course, the stop timing may also occur at the time the output of the normal sound effects stops. By doing this, even though the output of the normal sound effects continues during standby mode, the display of the volume image, which was not previously displayed, allows the player to understand that all the results of the jackpot lottery have been announced and that there are no remaining reserved memories. In addition, the player who sees the volume image can adjust the volume in real time to the optimal level while listening to the output of the normal sound effects.

[0125] Specifically, when the volume image is displayed while the system is in standby mode, if a ball enters the first or second start port 11 or 12 and the symbol animation begins, the volume image display stops. Also, if the normal animation sound is being output at this time, the output of the normal animation sound stops. Therefore, the timing of the volume image stopping coincides with the stopping of the normal animation sound. Furthermore, if the volume image is displayed while in standby mode, the display of the volume image will end when the demo screen is started. Here, the first and second output durations A and B described above are shorter than the standby time until the demo screen is started to display. Therefore, when the demo screen is started to display, the output of the normal sound effects is stopped, and the timing of the volume image stopping occurs after the time when the output of the normal sound effects stops.

[0126] Of course, this is not the only example; the timing for stopping the sound and image during standby mode may occur before the demo screen is displayed, but after the normal sound effect output has stopped. Furthermore, in advantageous states other than those predetermined as advantageous states, the timing for stopping the volume image is determined in the same way as in the normal state and the predetermined advantageous states. (13) Regarding the handling of the waiting state Next, the standby state processing, which controls the output of sound effects and the display of volume images during standby mode, will be explained using the flowchart in Figure 19. This processing is performed periodically by the sub-integrated control unit 83.

[0127] In S900, the sub-integrated control unit 83 determines whether or not it is in a standby state. If a positive determination is obtained (S900: yes), the process proceeds to S930; if a negative determination is obtained (S900: no), the process proceeds to S905. In S905, the sub-integrated control device 83 determines whether the non-winning symbol animation has ended based on the variation start command and symbol confirmation command received from the main control device 80. If a positive result is obtained (S905: yes), the process proceeds to S910; if a negative result is obtained (S905: no), this process ends.

[0128] In S910, the sub-integrated control unit 83 determines whether the number of items in the first and second hold storage is 0 based on the hold count command received from the main control unit 80. If a positive determination is obtained (S910: yes), the process proceeds to S915; if a negative determination is obtained (S910: no), this process terminates. In S915, the sub-integrated control device 83 transitions to a standby state, and in the following S920, it determines whether a specific sound effect was output during the last non-winning symbol animation. If a positive determination is obtained (S920: Yes), the output of the specific sound effect is stopped (S925), and this process is terminated. At this time, the output of the normal sound effect may be started. On the other hand, if a negative determination is obtained (S920: No), this process is terminated. If a normal sound effect was output during the last non-winning symbol animation, the output of the normal sound effect will continue even after transitioning to the standby state.

[0129] On the other hand, in S930, which is the step to when the system is in standby mode, the sub-integrated control unit 83 determines whether the waiting time mentioned above has elapsed after transitioning to standby mode. If a positive determination is obtained (S930:Yes), the display of the volume image is started (S935) and the process ends. On the other hand, if a negative determination is obtained (S930:No), the process proceeds to S940. In S940, the sub-integrated control device 83 determines whether the output duration described above has elapsed after transitioning to the standby state. Specifically, if the current game state is the normal state, it is determined whether the first output duration A has elapsed, and if it is a predetermined advantageous state, it is determined whether the second output duration B has elapsed. If a positive determination is obtained (S940: Yes), the process proceeds to S945, and if a negative determination is obtained (S940: No), the process proceeds to S950.

[0130] In S945, if the sub-integrated control unit 83 is currently outputting a normal sound effect, it stops outputting the normal sound effect and terminates this process. Meanwhile, in S950, the sub-integrated control device 83 determines whether the timing for the demo screen to be displayed or the timing for the start of a new symbol animation has arrived. Specifically, if the waiting time has elapsed after transitioning to the standby state, it is considered that the timing for the demo screen to be displayed has arrived. Also, if a ball enters the first or second start opening 11 or 12, it is considered that the timing for the start of a new symbol animation has arrived. If an affirmative determination is obtained (S950:Yes), the process proceeds to S955; if a negative determination is obtained (S950:No), this process ends.

[0131] In S955, if the sub-integrated control unit 83 is outputting a normal sound effect, it stops outputting the normal sound effect, erases the volume image displayed on the performance screen 800, and proceeds to S960. In S960, if it is the timing to start displaying the demo screen, the demo screen is started, or if it is the timing to start a new symbol effect, the symbol effect is started, and this process ends.

[0132] (13) About the demo screen Next, we will explain examples of the demo screen displayed on the production screen 800 using Figures 20 and 21. Figure 20(a) is a standby screen showing the standby state when the game state is a probability variation state and a time reduction state (hereinafter simply referred to as the probability variation state). Even in the probability variation state, when the game transitions to the standby state, a sound image is displayed, but the display of the sound image stops after the stop timing. In the probability variation state, the performance symbols (three symbols, 3, 5, and 6 in this example) are displayed in the center, and since the probability variation state is also a time reduction state and requires right-hand play, a right-hand play indicator 101 is displayed in the upper right corner. The word "probability variation" is displayed at the top to indicate that it is a probability variation state, and the remaining number of times in the probability variation state is also displayed. When it is time to start displaying the demo screen, the demo screen starts as shown in Figure 20(b). On the demo screen, first, a machine information indicator 102 is displayed, which in this embodiment indicates that the machine is "P Tachikichi". In this embodiment, when the game transitions to the demo screen, the performance symbols and the right-hand play indicator are not displayed. Of course, the performance symbols and the right-hand play indicator may be displayed even when the game transitions to the demo screen. Subsequently, as shown in Figure 20(c), a character image 103 that appears on the machine is displayed, and as shown in Figures 20(d) and 20(e), a demo video 104 of some of the effects performed on the machine is displayed. Note that when the effects are displayed as an effect, the effect symbols are displayed in a variable manner, but in the demo video 104, the effect symbols are omitted to avoid misleading the player. After the demo video 104 is finished, the name of the manufacturer 105 is displayed as shown in Figure 20(f). This is considered the first demo screen in this embodiment.

[0133] Then, when the first demo screen finishes, the second demo screen is displayed. In this embodiment, the second demo screen is only executed during the probability variation state. Therefore, in the normal state or the low probability + time reduction state, only the first demo screen is executed, and after the first demo screen finishes, the system transitions to the standby screen.

[0134] In the second demo screen, first the player's character 106 is displayed as shown in Figure 21(a), then the message "Put your heart into it" is displayed as shown in Figure 21(b), then the screen switches to Figure 21(c) where the player's character 106 appears to be putting its heart into it, and then the message "Fire!" is displayed as shown in Figure 21(d). A right arrow 107 is also displayed when "Fire!" is displayed. The "Fire!" message is displayed for a predetermined period (5 seconds in this embodiment). If the player fires a game ball during this period and causes the second special symbol to change, a special display is executed as a special effect, as shown in Figure 21(e), in which the player's character 106 attacks the enemy character 108 with the accumulated energy. Since the special display is executed when the second special symbol also begins to change, the special symbol is shown changing in the upper left corner, indicating that the special symbol is changing, and the right-hand shooting display 101 is also displayed. After the special display ends, the game transitions to the normal display indicating the probability variation state, as shown in Figure 21(f). The special display ends when the predetermined time for the special display is executed. Additionally, while the special display is active, the second special symbol is being manipulated, so the normal animation display is also being executed simultaneously (with the special display being given priority). When the special display ends, the normal animation display will start running from the point where the time elapsed during the special display has passed.

[0135] The second demo screen displays messages that encourage the player to fire. It prompts the player to prepare to fire by saying "Get fired up," and then displays "Fire!" to indicate that it's time to fire. Although it has an occult feel to it, displaying the demo can change the flow of the game and show the timing of the shot to the player who is trying to hit a jackpot. Furthermore, since it is better to have multiple timings for the first demo screen rather than a fixed duration, the end timing of the first demo screen may be made to vary. This makes it difficult to determine the firing timing, adding to the enjoyment of waiting for the firing timing. Incidentally, the player character is a character that appears in the presentation to indicate whether or not it is a jackpot. For example, it is used in reach sequences where a jackpot is achieved if player character 106 defeats enemy character 108 in battle. Therefore, if player character 106 attacks enemy character 108 in the special display when the game resumes, it can make the player feel like a jackpot is imminent.

[0136] Since it is preferable to demonstrate the gaming machine on the second demo screen as well, it is preferable to display a message encouraging the player to launch the game by incorporating characters related to the gaming machine. If a jackpot draw does not occur during the special display, the second demo screen will end and the game will return to the standby screen. The special display is only executed when the second special symbol is changing; if a jackpot draw occurs while the first special symbol is displaying "Release!", the special display will not be executed. However, it is also possible to execute the special display during the first special symbol's change.

[0137] Figure 22 is a timing chart showing the changes in the demo screen. As mentioned above, after the non-winning symbol animation ends, the game enters a standby state, and after a predetermined amount of time has elapsed, a demo screen is displayed.

[0138] Figure 22(a) is a timing chart for when the jackpot lottery is not performed. The first demo screen (see Figure 20) is displayed when it is time for the demo screen to be displayed, and the second demo screen (see Figure 21) is displayed when it is time for the first demo screen to end. The validity period shown in Figure 22 indicates the period during which the special display can be executed, and is the predetermined period during which "Unleash!" is displayed in Figure 21(d). The example shown in Figure 22(a) is an example in which the jackpot lottery is not performed during this validity period, and when it is time for the second demo screen to end, it returns to the standby screen. Although not shown, after returning to the standby screen and a predetermined amount of time has elapsed, the demo screen is displayed again. Note that the time until the demo screen is displayed again may be different from the time after the special symbols stop moving and the reserve memory becomes 0, and may be a shorter time because it is more likely that the player is not playing when the reserve memory becomes 0.

[0139] Figure 22(b) is a timing chart for when the jackpot lottery is started during the validity period. Naturally, the same process continues until the validity period ends if the jackpot lottery is not performed. When the jackpot lottery is performed during the validity period, the display switches to the special display shown in Figure 21(e). After the special display ends, the display switches back to the normal presentation display.

[0140] Figure 22(c) is a timing chart for when the jackpot lottery is executed while the second demo screen is being displayed and before the validity period begins. Even while the second demo screen is being displayed, if the jackpot lottery is executed before the validity period begins, the special display will not be executed and the normal performance display will start from the beginning. It is desirable to make the validity period the duration of the "Fire!" display, as this is visually interesting, but since the timing can be difficult to understand, the validity period may be made before the "Fire!" display if the second demo screen is being displayed, or the validity period may be extended for a while even after the "Fire!" display ends.

[0141] According to the configuration of this embodiment, during the demo screen display, an image prompting the player to fire is displayed, providing a timing for players who might interrupt the game to change the flow by displaying a demo, thereby enhancing the enjoyment of the game. Furthermore, by displaying a special display showing the player's character 106 attacking when the game is resumed at the right time, the player can feel that the flow is favorable, thus enhancing the enjoyment of the resumed game.

[0142] It should be noted that intentionally displaying demos is something that players enjoy on their own, and it is common to display a demo to change the flow of the game when a certain number of jackpot draws have been performed and the player thinks they will not be able to hit a jackpot (in this embodiment, within the remaining number of draws in the probability variation state). Therefore, if the second demo screen appears when the game is stopped immediately after transitioning to the probability variation state, the sense of specialness will be lost, so the second screen may be displayed only after a predetermined number of jackpot draws have been performed in the probability variation state. In that case, if the number of draws is less than the predetermined number, only the first demo screen may be displayed, or a different third demo screen may be displayed instead of the second demo screen.

[0143] Additionally, the second demo screen may include a countdown timer to indicate when it is time to resume gameplay, along with any accompanying audio output. Furthermore, although this embodiment explains that the second demo screen is displayed only during the probability variation state, if the time-saving state is activated, it is a limited state with a more advantageous period than the normal state, so the second demo screen that indicates the timing of firing to the player may also be displayed in the low probability + time-saving state. Alternatively, the second demo screen may also be displayed in the normal state, in which case a right arrow 107 is displayed to indicate shooting to the right as shown in Figure 22(d), but this may be changed to a left arrow or the arrow may be omitted. Also, in the normal state or the low probability + time-saving state, instead of the second demo screen, a different third demo screen may be displayed to encourage the start of the game. In the normal state or the low probability + time-saving state, there are times when the player is not getting a big win and wants to change the flow, so it is possible to provide the enjoyment of changing the flow by displaying a demo at this time. [Other embodiments]

[0144] In the above embodiment of the pachinko machine 50, a special display is executed across the entire performance screen 800 during special displays. However, when the normal performance display starts, the special display may also be executed on a part of the performance screen at the same time. In this case, the partial display may include words such as "Great Luck," "Good Luck," or "Bad Luck," similar to the results of a fortune-telling slip, to help players determine if it is a good time. However, as mentioned above, this is somewhat superstitious, so it is not certain that a good result necessarily indicates a good time. In this embodiment, the special display was used to indicate the timing, but instead of a special display, the special display may be replaced by a special lamp color or sound.

[0145] Furthermore, while the second demo screen is displayed after the first demo screen has finished, other conditions may be used. For example, the second demo could be displayed at the player's discretion, such as when the player operates the firing button or confirms contact with the firing handle. If the player chooses the timing, it is preferable to allow switching to the second demo screen while the first demo screen is still being displayed, but it is also acceptable to allow the second demo screen to be executed while the standby screen is displayed. In this embodiment, the second demo screen is executed after the first demo screen has finished executing. However, it is also possible to have a demo display prompting the player to launch a game ball, such as the second demo screen, executed while the first demo screen is running. In this case, the player will be suddenly prompted to launch a game ball while the first demo screen is running, which can add an element of surprise and enhance the overall enjoyment.

[0146] Furthermore, the pachinko machine 50 of the above embodiment is equipped with a time-saving function and a probability variation function, and is provided with two advantageous states: a high probability + time-saving state and a low probability + time-saving state. However, it is not limited to this, and the pachinko machine 50 may be equipped with only a time-saving function, or it may be further equipped with an advantageous state in which only the probability variation function is activated.

[0147] Furthermore, in this embodiment, the probability variation state was used to make it easier to win a jackpot. However, even if a gaming machine of type 2, which does not have a probability variation state but allows for a jackpot to be generated by winning a minor jackpot with a second special symbol and entering a specific area within the large prize entry point, and which makes it easier to change the second special symbol during the time-saving state, thereby enabling jackpots to be generated at a higher probability than in the normal state, the same effect can be obtained even if it has the configuration of this embodiment.

[0148] In this embodiment, the demo screen is set until a predetermined number of jackpot draws, such as 100, have been performed in the advantageous state. For example, it is common to perform the demo screen to change the flow of the game when 50 jackpot draws have been performed and a jackpot must be hit in the remaining 50 draws. However, the second demo screen may also be performed in gaming machines where the advantageous state is set to 10,000 times, or when the next jackpot is almost guaranteed.

[0149] In this embodiment, the explanation was given using a pachinko machine, which is a game played by flicking game balls, but it may also be applied to a pachislo machine, which is a reel-type game machine that rotates reels. In the case of a pachislo machine, a special display may be executed when a medium such as a token is bet during the valid period, or it may be executed when a win / loss determination is made by pulling the lever and the reels start to rotate.

[0150] [Correspondence with the claims] The following shows the correspondence between the terms used in the description of the above embodiments and the terms used in the claims. The pachinko machine 50 in the above embodiment corresponds to an example of a gaming machine, and the performance symbol display device 6 corresponds to an example of a performance display means. The high probability + time reduction state corresponds to an example of an advantageous state. S960 of the standby state processing corresponds to an example of a demo screen display means. The second demo screen corresponds to a start suggestion demo display. [Explanation of Symbols]

[0151] 1...Game board, 3...Game area, 5...Center case, 6...Performance symbol display device, 7...Normal symbol display device, 8...Normal symbol reserve count display device, 9...First special symbol display device, 10...Second special symbol display device, 11...First start gate, 12...Second start gate, 20...Big prize gate, 22...Normal symbol activation gate, 50...Pachinko machine, 80...Main control device, 81...Payout control device, 82...Performance symbol control device, 83...Sub-integrated control device.

Claims

[Claim 1] A win / loss determination means that performs a win / loss determination when predetermined conditions are met by the execution of the game, A performance display means capable of displaying performance symbols based on the result of the aforementioned success or failure determination, A means for transitioning to a reward state that allows transitioning to a reward state in which a reward is granted based on the result of the aforementioned determination of whether or not it is correct, In a gaming machine equipped with an advantageous state transition means that, after the termination of the aforementioned special state, allows the player to transition to an advantageous state in which the fulfillment of the predetermined conditions is more favorable than the normal state, A standby state setting means that, when it is determined that the aforementioned game is not being played, transitions to a standby state, The system includes a demo screen display means that, after a predetermined period has elapsed since transitioning to the standby state, causes the performance display means to display a demo screen. The aforementioned demo screen display means is characterized by displaying a start suggestion demo display on the demo screen at a predetermined timing while the demo screen is being displayed, prompting the start of the game.