Gaming Machines
The gaming machine uses variable identification information display and effect sound control to enhance player engagement by varying sound effects, addressing the issue of decreased interest in low-reliability game performances.
Patent Information
- Application Number
- JP2020109074
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-06-24
- Publication Date
- 2024-12-16
- Estimated Expiration
- 2040-06-24
AI Technical Summary
Conventional gaming machines experience a decrease in player interest when game performances with low jackpot reliability are executed, leading to a diminished engagement and enjoyment.
A gaming machine that utilizes variable identification information display and effect sound control to output different effect sounds based on predetermined conditions, enhancing game interest by varying the probability and timing of sound effects during game performances.
The implementation of variable sound effects and identification information display increases player engagement and excitement, particularly during game performances with low jackpot reliability, thereby maintaining and enhancing overall game interest.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]
[0002] In conventional gaming machines, a hit / miss judgment is made with a predetermined probability of hitting based on the ball entering the starting hole, and a jackpot game is executed by displaying a variably displayed pattern, and when the hit / miss judgment result is a hit, the pattern is stopped and displayed as a hit pattern, and the big prize opening is opened. In addition, a game presentation (reach presentation, character presentation, etc.) is executed along with the variable display of the pattern, and the possibility that the hit / miss judgment result will be a hit, that is, the possibility that the pattern is stopped and displayed as a hit pattern is shown depending on the execution mode of the game presentation (for example, Patent Document 1).
[0003] In addition, there were multiple jackpots, including jackpots that were relatively advantageous and relatively disadvantageous to the player. In addition, there were multiple game presentations with different execution modes (reach presentations, character presentations, etc.) and different jackpot reliability was indicated depending on the game presentation executed. This increased the player's interest in the game when a game presentation with a high jackpot reliability was executed, and further increased the player's interest in the game when a favorable jackpot was obtained. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 10-57583 Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machine described above, when a game presentation with a high probability of winning a jackpot is executed, it increases the player's interest in the game, but when a game presentation with a low probability of winning a jackpot is executed, it may decrease the player's interest in the game.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and provides a gaming machine that can execute game presentations that increase interest in the game by effectively using presentation sounds that are output together with the game presentations. [Means for solving the problem]
[0007] The first aspect of the invention for solving the above-mentioned problems is a gaming machine comprising: an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a sound effect control means for outputting a predetermined sound effect in association with the varying display of the identification information; A special game execution means for executing a special game when the result of the variable display of the identification information becomes a specific result, The effect sound includes a first effect sound and a second effect sound, the effect sound control means outputs the first effect sound when a first condition is satisfied, and outputs the second effect sound when a second condition different from the first condition is satisfied; When the first condition is satisfied and the second condition is satisfied during output of the first sound effect, both the first sound effect and the second sound effect are output, A second sound effect output determination means for determining whether or not the second sound effect can be output; A first time measuring means for measuring time, The first condition is established upon the start of a game, The second condition is satisfied when the second effect sound output determination means determines that the second effect sound is to be output, When the second sound effect is output, the second sound effect output determination means prohibits a next determination until the first time counting means measures a first time, After the first time has elapsed, it becomes possible to leave the output of the second sound effect for a certain period of time or more, A plurality of presentation modes having different background patterns displayed on at least a display screen, The second effect sound has an output probability that varies depending on the effect mode. It is characterized by the above.
[0008] According to such a gaming machine, the effect sounds that can be output in association with a game include a first effect sound that is output when a first condition is met, and a second effect sound that is output when a second condition different from the first condition is met. If the second condition is met while the first effect sound is being output, the second effect sound is output overlapping the output of the first effect sound. This makes it possible to output the first effect sound and the second effect sound under different condition systems, enhancing the effect of the game effect, and increasing the player's sense of expectation by outputting the second effect sound while outputting the first effect sound. Note that it is sufficient that the first condition and the second condition are partially different, and the same condition may be included in some of the conditions. Effect of the Invention
[0009] According to the gaming machine of the present invention, by effectively using the presentation sounds output together with the game presentation, a highly entertaining gaming machine is provided. [Brief description of the drawings]
[0010] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is a rear view of the gaming machine according to the embodiment of the present invention. FIG. [Diagram 3] FIG. 2 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] 4 is an enlarged view of the main display shown in FIG. 3, showing displays provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing the electrical configuration of the gaming machine. FIG. [Figure 6] This is a table showing the correspondence between the type of win and the opening pattern of the large prize opening. [Figure 7] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a reach determination table, (D) is a normal pattern hit determination table, and (E) is a normal pattern change pattern selection table. [Figure 9]13 is a table showing a fluctuation pattern table. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of an interrupt process. [Figure 12] 13 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing at the time of the initial ball entry. [Figure 14] 13 is a flowchart of a general operation process. [Figure 15] 13 is a flowchart of normal symbol waiting processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] 13 is a flowchart of normal pattern random number shift processing. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 13 is a flowchart of the normal symbol determination process. [Figure 20] 13 is a flowchart of normal electric device processing. [Figure 21] This is a flowchart of special diagram 1 operation processing. [Figure 22] 13 is a flowchart of the special pattern 1 waiting process. [Diagram 23] This is a flowchart of the special drawing 1 correctness determination process. [Figure 24] This is a flowchart of the special chart 1 variation pattern selection process. [Diagram 25] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 26] Special Figure 1 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of processing during special pattern 1 change. [Figure 28] This is a flowchart of the special chart 1 fluctuation interruption processing. [Figure 29] 13 is a flowchart of the special pattern 1 determination process. [Diagram 30]This is a flowchart of special diagram 2 operation processing. [Diagram 31] 13 is a flowchart of the special pattern 2 waiting process. [Diagram 32] This is a flowchart of the special chart 2 pass / fail determination process. [Diagram 33] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 34] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 35] Special Figure 2 is a flowchart of random number shift processing. [Diagram 36] This is a flowchart of processing during special pattern 2 change. [Figure 37] This is a flowchart of the special chart 2 change interruption processing. [Figure 38] 13 is a flowchart of the special pattern 2 determination process. [Figure 39] This is a flowchart of special electric device processing 1 (jackpot play). [Diagram 40] This is a flowchart of the jackpot game start processing. [Diagram 41] 13 is a flowchart of a game status setting process. [Diagram 42] This is a flowchart of special chart operation status setting process 1. [Diagram 43] This is a flowchart of special electric device processing 2 (small hit game). [Diagram 44] This is a flowchart of special chart operation status setting process 2. [Diagram 45] This is a flowchart for processing the number of reserved balls. [Figure 46] 13 is a flowchart of a power interruption monitoring process. [Figure 47] 13 is a flowchart of a sub-control main process. [Figure 48] 13 is a flowchart of a reception interrupt process. [Figure 49] 13 is a flowchart of a 2 ms timer interrupt process. [Figure 50] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 51] 13 is a flowchart of a received command analysis process. [Figure 52] 13 is a flowchart of the variable performance start processing. [Diagram 53] 13 is a flowchart of a sound effect setting process. [Figure 54] 13 is a flowchart of a setting process for preview performances, etc. [Figure 55] 13 is a flowchart of a counter setting process. [Figure 56] 13 is a flowchart of a sound effect setting process. [Figure 57] 13 is a flowchart of a sound effect setting process. [Figure 58] 1 is a table showing types of sound effects. [Figure 59] A diagram showing the configuration of a movable decorative member. [Figure 60] A diagram showing the configuration of a movable decorative member. [Figure 61] A diagram showing the operating mode of the movable decorative member. [Figure 62] A diagram showing the operating mode of the movable decorative member. [Figure 63] 13 is a flowchart of processing during normal pattern fluctuation in Example 2. [Figure 64] 13 is a flowchart of processing during the change of special pattern 1 in Example 2. [Figure 65] 13 is a flowchart of processing during the change of special pattern 2 in Example 2. [Figure 66] 13 is a flowchart of a game status setting process in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Next, the embodiment of the present invention will be described using an example. In the following, an example will be described in which the present invention is applied to a pachinko game machine capable of executing a winning game in which a predetermined amount of game profit (e.g., prize balls) can be given to a player when a winning symbol is stopped and displayed with the end of the variable display of symbols. EXAMPLES
[0012] As shown in Figs. 1 to 3, the pachinko game machine 1 of the first embodiment includes a game machine frame 50 and a game board 2 attached in the game machine frame 50, and the game board 2 is configured to be freely attached and detached from the game machine frame 50. Fig. 3 shows the game board 2 removed from the game machine frame 50. The game machine frame 50 is configured to include a front frame 51 having a decorative surface, a main frame 52 to which the game board 2 and the like are attached, and an outer frame 53 for attaching the pachinko game machine 1 to an island facility of a hall. The outer frame 53 is fixed to the island facility, and the front frame 51 and the main frame 52 are attached to the outer frame via upper and lower frame hinges 56, 56. The front frame 51 and the main frame 52 are supported on one side end side in the vertical direction (left side of the paper surface of Fig. 1), and are configured to be able to open and close with respect to the outer frame 53, respectively, with the one side end side as an axis. Also, from the closed state shown in Figures 1 and 2, only the front frame 51 can be opened (released), or both the front frame 51 and the main body frame 52 can be opened (released).
[0013] The front frame 51 is also provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 capable of storing game balls and supplying the stored game balls to the launching device side, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a first effect button 63a and a second effect button 63b (collectively, these two effect buttons are also simply referred to as "effect buttons 63") that can be operated by the player during the execution of a game effect that is executed as the game progresses. The multiple effect buttons can be used differently depending on the type of game effect. Furthermore, the configuration of the effect button 63 is not limited to the aspect of this embodiment 1, and may be anything that can detect input from the player, or may be an input detection means (e.g., a retractable type, touch sensor type, etc.) in which the player directly contacts the button portion to input, or may be a non-contact input detection means (e.g., a photoelectric type, etc.) that detects the proximity of a part of the player's body to the button and inputs.
[0014] In addition, the front frame 51 is provided with a decorative frame lamp 66, a speaker 67, and image display devices (second image display device 71, third image display device 72). As shown in FIG. 1, the second image display device 71 and the third image display device 72 are installed so as to protrude toward the front (player side) of the front frame 51 and incline outward so that the player can easily view their display screens 71a and 72a. In addition, like the image display device 7 described later, the second image display device 71 and the third image display device 72 display game effects (characters, effect patterns, etc.), demo effects, information about the game (acquired ball information, number of rounds, number of consecutive games, remaining period of the game state, game mode, reliability and explanation of the game effects, etc.), and information about the settings of the game machine (volume setting information, brightness setting information, etc.) according to whether the game is being played or not, the game status, and the game effects to be played.
[0015] Among these pieces of information, the second image display device 71 and the third image display device 72 may display different pieces of information or may display the same information. Among these pieces of information, the image display device 7 (first image display device), the second image display device 71, and the third image display device 72 may display different pieces of information or may display the same information. Among the image display device 7 (first image display device), the second image display device 71, and the third image display device 72, any two may display the same information, and the remaining one may display different information. Note that the term "image display device" may simply refer to any one or all of the image display device 7, the second image display device 71, and the third image display device 72.
[0016] The image display device 7 is provided in an inner area of the play area 3 formed on the play board 2, and the second image display device 71 and the third image display device 72 are provided in an outer area of the play area 3. As shown in FIG. 1, the second image display device 71 (provided at the non-opening end) is attached to the front frame 51 via a second image display device hinge 75 (hinge portion). Therefore, it is rotatable left and right around the upper and lower second image display device hinges 75 as axes. More specifically, it is configured to be rotatable rightward by a predetermined angle (about 45 degrees) from the state shown in FIG. 1 (normal state). This is a configuration for preventing the second image display device 71, which is provided protruding forward from the front frame 51, from colliding with and being damaged by hall equipment (ball dispensing machine, equipment between machines, etc.) provided adjacent to the frame hinge 56 side (left side of the paper in FIG. 1) of the pachinko gaming machine 1 when the front frame 51 and the main body frame 52 are opened about the upper and lower frame hinges 56, 56 as axes. On the other hand, the third image display device 72 (provided at the open end) is fixed to the front frame 51 and cannot rotate.
[0017] On the game board 2, a game area 3, into which game balls launched by operating a launch handle 60 flow, is surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5. A plurality of game nails 16 for guiding the game balls are protruding from the game area 3. A ball return prevention piece 6 is provided at the tip of the rail member 4, which makes it possible to prevent game balls once guided to the game area from returning to the launching device.
[0018] In addition, an image display device 7 consisting of a liquid crystal display device is provided near the center of the game area 3. The image display device 7 is attached to the game board 2 from the back side of the game board 2. The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also called a "performance pattern display section") in which performance patterns 8L, 8C, and 8R (also called simply "performance patterns") are displayed side by side in the left-right direction, and the performance patterns 8L, 8C, and 8R are displayed in synchronization with the display of the special pattern (first special pattern or second special pattern described later) set as the main character of the game in the game state (low probability low base state, high probability low base state, low probability high base state, high probability high base state). The performance pattern 8L is also called the "left pattern", the performance pattern 8C is also called the "middle pattern", and the performance pattern 8R is also called the "right pattern".
[0019] The display mode of the effect symbol display area 7b shown in Fig. 3 shows one scene when the game state is in a normal state (low probability low base state, state A described later). Although details will be described later, in this low probability low base state, the second start port 21, which is a variable start port into which the game ball launched into the right game area 3B can enter, is set to have a lower ball entry frequency than in the high base state (low probability high base state or high probability high base state), and the probability of determining whether or not the special symbol is a hit (first special symbol hit / miss judgment and second special symbol hit / miss judgment) is low (also called "predetermined probability"), and the change time of the second special symbol based on the ball entering the second start port 21 is set longer (more than twice) than the change time of the first special symbol (all miss variations are 10 minutes).
[0020] In addition, the third starting hole 26, which is a fixed starting hole through which a game ball launched into the right game area 3B can enter, has a lower ball entry frequency (ball entry possibility) than the first starting hole 20, which is a fixed starting hole through which a game ball launched into the left game area 3A can enter, although the ball entry frequency does not change depending on whether the base is low or high.
[0021] Therefore, in the normal state (low probability low base state), it is considered more advantageous for the player to perform a game in which a game ball is shot into the left game area 3A (first game area) and the ball enters the first start hole 20 to variably display the first special symbol (determination of whether the first special symbol is hit or not) than to shoot a game ball into the right game area 3B (second game area) and the ball enters the second start hole 21 or / and the third start hole 26 to variably display the second special symbol (determination of whether the second special symbol is hit or not). In other words, in the normal state, it can be said that the game state is one in which the first special symbol (performance symbol) is the main player in displaying the variably (the main player in determining whether the first special symbol is hit or not). For this reason, in the normal state (state A), the performance symbols 8L, 8C, and 8R on the performance symbol display area 7b are intended to perform the variably display and the stop display in synchronization with the first special symbol.
[0022] Also, each of the performance symbols 8L, 8C, and 8R is composed of a plurality of symbols (identification information) representing, for example, numbers from "1" to "9". Depending on the display mode (stop display mode) of the left, center, and right performance symbols stopped (derived display) in the performance symbol display area 7b, the result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also called the "first special symbol display section") described later (see FIG. 4) and the result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also called the "second special symbol display section") (the result of the special symbol hit / miss judgment) are displayed (informed) so that the player can easily recognize them. Note that the first special symbol, the second special symbol, and any one (or all) of the performance symbols may be simply referred to as "symbol" or "identification information". Also, the special symbol hit / miss judgment is simply referred to as "hit / miss judgment" or "first hit / miss judgment". In addition, the control unit (main control unit 80) that executes the special symbol win / loss judgment is also referred to as the "win / loss judgment execution means" or the "first win / loss judgment execution means."
[0023] For example, if the result of the special pattern hit / miss judgment is a big hit (first specific hit), the performance pattern is displayed as a three-digit identical pattern (double number) such as "777" (also called "big hit pattern"). Also, if the result is a small hit (second specific hit), the performance pattern is displayed as a pre-set chance pattern such as "135" or a pattern dedicated to small hits such as "3★3" (also called "small hit pattern"). Note that when a small hit occurs, the mode of displaying the pattern dedicated to small hits may be changed to a mode of displaying the same pattern for the small hit pattern and the miss pattern. Also, if there are multiple small hits (first small hit, second small hit, etc.) as a small hit, different small hit patterns (first small hit pattern, second small hit pattern) may be displayed so that they can be distinguished, or the same (common) small hit pattern may be displayed so that they are difficult to distinguish.
[0024] In addition, when the result of the special symbol hit / miss judgment is a miss, the performance symbols are displayed as a random pattern with at least one different symbol among the three symbols such as "637" and "373" (also called a "miss symbol"). This allows the player to easily grasp the progress of the game (the result of the special symbol hit / miss judgment) by looking at the performance symbols that are stopped and displayed. In other words, the player does not generally grasp the result of the special symbol hit / miss judgment directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but by looking at the performance symbols displayed in the performance symbol display area 7b. In addition, the manner of displaying the change in the performance symbols includes, for example, a mode of scrolling up and down, left and right, diagonally, etc., a mode of displaying the performance using only the first performance symbol display unit 7b, and a mode of displaying the performance using one or both of the second performance symbol display unit 71a and the third performance symbol display unit 72a in addition to the first performance symbol display unit 7b. In addition to this, the device may have a configuration in which a performance is displayed using only the second performance pattern display unit 71a or the third performance pattern display unit 72a.
[0025] In addition, on the display screen 7a of the image display device 7, in addition to displaying game effects (effect pattern game effects) using the effect patterns as described above, winning game effects (big win game effects, small win game effects) executed in conjunction with winning games (big win game, small win game), demo effects for waiting for customers, etc. are displayed. In addition to effect patterns such as numbers, effect images other than effect patterns such as background images and character images are also displayed in the effect pattern game effects, winning game effects, and demo effects. In addition, although details will be described later, the display mode on the effect pattern display area 7b is different depending on the game state (state A, state B, or state C), whether the game is played by launching a game ball into the left game area 3A or the right game area 3B, etc. In addition, the pachinko game machine 1 of this embodiment 1 is a game machine that is capable of varyingly displaying both the first special pattern and the second special pattern in parallel (at the same time), and this type of game machine is also called a "simultaneous variation machine (parallel variation machine)."
[0026] The display screen 7a of the image display device 7 has a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special symbol holds described later, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special symbol holds described later. Depending on the display mode (display number) of the first effect hold 9a or the second effect hold 9b in the effect hold display area, the number of stored first special symbol holds displayed on the first special symbol hold display device 43a (see FIG. 4) described later and the number of stored second special symbol holds displayed on the second special symbol hold display device 43b can be clearly shown to the player. The display position of the first effect hold display section and the display position of the second effect hold display section may change depending on the game state, game mode, or game performance (reach performance, etc.) to be executed. Also, there are cases where only one of the first effect pending display section and the second effect pending display section (for example, only the effect pending display section corresponding to the main special pattern) is displayed.
[0027] As shown in FIG. 3, a center ornament 10 is provided in the vicinity of the center of the game area 3 and in front of the image display device 7 so as to surround the performance pattern display area 7b. A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center ornament 10. A hollow warp section 12 is provided at the left side of the center ornament 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 are more likely to enter the first starting hole 20 described later than game balls not guided to the stage section 11. Furthermore, a decorative member 13 having an electric decoration member such as an LED (board lamp 5) that can be turned on depending on the game state and that is shaped like letters, figures, etc. is provided at the top of the center ornament 10.
[0028] In addition, a movable decorative member 14 (moving lens member) that can move with the game performance is provided at the top of the center decorative body 10 and behind the decorative member 13. In Fig. 3, only a part of the movable decorative member 14 (a part of the lower frame 202d) is visible, but for example, with the execution of a game performance (variable display of performance patterns) that has a relatively high probability of winning, the movable decorative member 14 falls downward (operates in a predetermined operating mode), and the movable decorative member 14 covers at least a part of the front of the display screen 7a (covers an area larger than before the operation), and most of the movable decorative member 14 becomes visible. This increases the player's interest in the game and increases his or her sense of expectation for a win.
[0029] In other words, there are a case where a game presentation involving the movement of the movable decorative member 14 is executed in conjunction with the varying display of the performance pattern (first execution mode), and a case where a game presentation not involving the movement of the movable decorative member 14 is executed (second execution mode), and it can be made possible that the result of the varying display of the performance pattern will be a jackpot (possibility of executing a jackpot game) is higher in the case where a game presentation involving the movement of the movable decorative member 14 is executed (first execution mode) than in the case where a game presentation not involving the movement of the movable decorative member 14 is executed (second execution mode). The specific structure (configuration) of the movable decorative member 14 (moving lens member) will be described later.
[0030] A fixed winning device 19 equipped with a non-variable first starting hole 20 in which the ease of entry of a gaming ball does not change is provided below the image display device 7 in the gaming area 3. A random number for determining whether a special symbol has been hit or not is acquired based on the entry of a gaming ball into the first starting hole 20, and when a predetermined condition (variation start condition) is established, a hit or miss determination for the first special symbol (first special symbol hit or miss determination) is executed, and the first special symbol starts to be displayed variably, and after a predetermined time has passed, the first special symbol is displayed stationary based on the result of the hit or miss determination.
[0031] Above the right area (right game area 3B) of the center decorative body 10 in the game area 3, there is provided a gate 28 (also called a normal start port, a passing port, a ball entry port, or a specific start port) through which game balls can pass (enter). Game balls that enter from the upstream side of the gate 28 pass through the gate 28 and flow downstream in the game area 3. This gate 28 also serves as a start gate 29 (also called a role link gate or an operating gate) for starting a jackpot game. In other words, this gate is both the gate 28 and the start gate 29. When a game ball enters (passes) the gate 28, the game ball is detected by the gate sensor 28a, and a random number for determining whether or not the normal pattern is a hit is acquired. When a predetermined condition (variable condition) is established, a normal pattern hit / miss determination (also called a "second hit / miss determination") is executed, and the normal pattern starts to be displayed variably. After a predetermined time has elapsed, the normal pattern is displayed stationary based on the result of the normal pattern hit / miss determination. When the winning normal pattern is displayed stationary, the movable member 23 operates (opens) and the second start port 21, which is a variable start port, is opened. In addition, the control unit (main control unit 80) that operates (opens) the movable member 23 to execute a normal pattern hit / miss determination as to whether or not the second start port 21 is opened is also called a "hit / miss determination execution means" or a "second hit / miss determination execution means." In addition, this gate sensor 28a also serves as a start gate sensor 29a for starting a jackpot game. In other words, the sensor that detects the ball entering this gate is the gate sensor 28a and also the start gate sensor 29a.
[0032] In addition, as will be described later in detail, when the ball passes through the gate 28 (start gate 29), the function of the start gate 29 is exercised only when the conditions for executing the jackpot game are met (also called the jackpot executable state or jackpot waiting state). Therefore, when the game ball passes through the gate 28 (start gate 29) when the conditions (jackpot waiting state) are not met, control processing for normal symbols is performed and the jackpot start processing is not executed. In addition, when the game ball passes through the start gate 29 (gate 28) when the conditions are met (jackpot waiting state), the waiting jackpot game starts, and a round game starts in which a predetermined jackpot winning hole (first jackpot winning hole 30) is opened (ball winning state).
[0033] In the right area (right game area 3B) of the center ornament 10 in the game area 3, below (downstream) of the gate 28 (start gate 29), a first large prize winning device 31 (also called "first variable ball winning port") equipped with a first large prize winning port 30 is provided. The first large prize winning device 31 is equipped with an opening and closing member 32, and opens and closes the first large prize winning port 30 by operating the opening and closing member 32. The opening and closing member 32 has an upper surface that is a game ball passage having a substantially rectangular shape (long plate shape), and in the closed state, it closes the entrance of the first large prize winning port 30 and allows game balls to pass through the upper surface of the opening and closing member 32. In addition, as shown in FIG. 3, the upper surface of the opening and closing member 32 is formed in an inclined shape from the upstream side to the downstream side (from left to right on the paper). As a result, when the opening / closing member 32 is in the closed state, a game ball that flows down to the entrance of the first large prize opening 30 passes over the top surface of the opening / closing member 32 and flows downstream in the game area without entering the first large prize opening 30.
[0034] The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 5), and the opening / closing member 32 retracts toward the back surface of the game board 3, so that the upper surface of the opening / closing member 32 that formed the game ball passage disappears. As a result, when the opening / closing member 32 is in the open state, the game balls that flow down to the entrance of the first large prize opening 30 enter the first large prize opening 30. In this way, the opening / closing member 32 that opens and closes the entrance of the first large prize opening 30 is a retractable opening / closing member, and when in the open state (when open), the game balls that flow down smoothly enter the first large prize opening 30, and when in the closed state (when closed), the game balls that flow down can be guided in any direction (such as the second start opening 21, the third start opening, or the second large prize opening 35, which will be described later) by the inclined upper surface passage. The first large prize opening 30 allows game balls to enter only when the opening / closing member 32 is in the open state. In other words, the first large prize opening device 31 (first variable ball opening) can be changed between a ball entry prohibited state (closed state) in which game balls cannot enter and a ball entry permitted state (open state) in which game balls can enter, by the opening / closing operation of the opening / closing member 32.
[0035] In the right area (right game area 3B) of the center ornament 10 in the game area 3, a game area below (downstream) the first large winning hole 30 is provided with a second fixed winning device 25 equipped with a non-variable third starting hole 26 in which the ease of ball entry does not change. Based on the ball entry into the third starting hole 26, a random number for determining whether or not a special symbol is a winner is acquired, and when a predetermined condition (variation start condition) is established, a win / loss determination (second special symbol win / loss determination) for the second special symbol is executed, and the second special symbol starts to display a variable display, and after a predetermined time has elapsed, the second special symbol is displayed stationary based on the result of the win / loss determination. In addition, the game ball passage branches (upper and lower stages) below (downstream) the first large winning hole 30, and an upper stage game ball passage where the third starting hole 26 is provided and a lower stage game ball passage where the second starting hole 31 and the second large winning hole 35 are provided are formed. 3, the game ball guided to the upper game ball passage either enters the third start hole 26 by contacting the game nail 16 provided near the third start hole 26, or flows downstream without entering the third start hole 26 and flows into the out hole 34. Also, since the third start hole 26 is a fixed winning device that can always receive a ball, if a jackpot is won in a left-handed play (the so-called first win) and the first jackpot game is played in a right-handed play, the game ball can be made to enter (retain) the third start hole 26 during the jackpot game, and the variable display of the second special symbol can be executed immediately after the end of the jackpot game.
[0036] In the right area (right game area 3B) of the center ornament 10 in the game area 3, below (downstream) of the first large winning hole 30, there is provided a variable winning device 22 (also called a "variable starting hole" or "variable starting hole") equipped with a variable second starting hole 21 that changes the ease of entry of the game ball. Based on the entry of the game ball into the second starting hole 21, a random number for determining whether or not the special symbol has been hit is obtained, and when a predetermined condition (variation start condition) is established, a hit or miss determination of the second special symbol (second special symbol hit or miss determination) is executed, and the second special symbol starts to be displayed variably, and after a predetermined time has passed, the second special symbol is displayed stationary based on the result of the hit or miss determination.
[0037] The variable winning device 22 includes a movable member 23 (also called an "opening / closing member"), and opens and closes the second starting hole 21 by operating the movable member 23. This opening and closing operation allows the second starting hole 21 to change from a first state (closed state) to a second state (open state) in which the probability of a game ball entering the hole is higher than that of the first state. In this embodiment 1, the second starting hole 21 allows a game ball to enter the hole only when the movable member 23 is in the open state, and does not allow a game ball to enter the hole when the movable member 23 is in the closed state. Note that the second starting hole 21 does not have to be completely unable to enter the hole when the movable member 23 is in the closed state, as long as it is more difficult for a game ball to enter the hole when the movable member 23 is in the closed state than when the movable member 23 is in the open state.
[0038] Similarly to the opening / closing member 32, the movable member 23 has an upper surface that is a substantially rectangular (long plate-like) game ball passage, and in the closed state, it closes the entrance of the second starting port 21 and allows game balls to pass through the upper surface of the movable member 23. As shown in Fig. 3, the upper surface of the movable member 23 is formed in an inclined shape from the upstream side to the downstream side (from right to left on the paper). As a result, when the movable member 23 is in the closed state, the game ball that has flowed down to the entrance part of the second starting port 21 passes through the upper surface of the movable member 23 and flows down in the downstream direction of the game area without entering the second starting port 21.
[0039] In addition, the movable member 23 is driven by the second start port solenoid 24 (see FIG. 5), and the movable member 23 retracts toward the back surface of the game board 3 (perpendicular to the game board surface), so that the movable member 23, which formed the game ball passage, disappears from the entrance of the second start port 21. As a result, when the movable member 23 is in the open state, the game ball that has flowed down to the entrance of the second start port 21 enters the second start port 21. In this way, the movable member 23 that opens and closes the entrance of the second start port 21 is a retractable opening and closing member similar to the opening and closing member 32, and when in the open state (when opened), the game ball that has flowed down smoothly enters the second start port 21, and when in the closed state (when closed), the game ball that has flowed down is guided in any direction (the second large winning port 35 described later) by the inclined upper surface passage.
[0040] In addition, in the right area (right game area 3B) of the center ornament 10 in the game area 3, below (downstream) of the second starting hole 21, a second large prize winning device 36 (also called "second variable ball winning hole") equipped with a second large prize winning hole 35 is provided. The second large prize winning device 36 is equipped with an opening and closing member 37, and the second large prize winning hole 35 is opened and closed by the operation of the opening and closing member 37. The opening and closing member 37, like the opening and closing member 32, has an upper surface that is a game ball passage having a substantially rectangular shape (long plate shape), and in the closed state, it closes the entrance of the second large prize winning hole 35 and allows game balls to pass through the upper surface of the opening and closing member 37. In addition, as shown in FIG. 3, the upper surface of the opening and closing member 37 is formed in an inclined shape from the upstream side to the downstream side (from the right to the left on the paper). As a result, when the opening / closing member 37 is in the closed state, a game ball that flows down to the entrance of the second large prize opening 35 passes over the top surface of the opening / closing member 37 and flows downstream in the game area without entering the second large prize opening 35.
[0041] The opening / closing member 37 is driven by the second large prize opening solenoid 38 (see FIG. 5), and the opening / closing member 37 is retracted toward the back surface of the game board 3 (perpendicular to the game board surface), so that the opening / closing member 37 forming the game ball passage disappears from the entrance of the second large prize opening 35. As a result, when the opening / closing member 37 is in the open state, the game balls that have flowed down to the entrance of the second large prize opening 35 will enter the second large prize opening 35. In this way, the opening / closing member 37 that opens and closes the entrance of the second large prize opening 35 is a retractable opening / closing member similar to the opening / closing member 32, and when in the open state (when opened), the game balls that have flowed down can be smoothly inserted into the second large prize opening 35, and when in the closed state (when closed), the game balls that have flowed down can be guided in any direction (out opening 34) by the inclined upper passage. The second large prize opening 35 allows game balls to enter only when the opening / closing member 37 is in the open state. In other words, the second large prize opening device 36 (second variable ball opening) can be changed between a ball entry prohibited state (closed state) in which game balls cannot enter and a ball entry permitted state (open state) in which game balls can enter, by the opening / closing operation of the opening / closing member 37.
[0042] In addition, in the game area below the left area (left game area 3A) of the center ornament 10 in the game area 3, multiple (3) general ball entrances 27 are provided. The game area 3 in which various ball entrances are arranged can be divided into a left game area (first game area) 3A on the left side of the center in the left-right direction and a right game area (second game area) 3B on the right side. A hitting method in which a game ball is shot so that it flows down the left game area 3A is called a left hit, and a hitting method in which a game ball is shot so that it flows down the right game area 3B is called a right hit. In this pachinko game machine 1, in the normal state (low probability low base state, state A) at the start of the game, a left hit is used to aim for the ball to enter the first starting hole 20. That is, the normal state at the start of the game is a left-handed game that mainly revolves around hitting the ball into the first starting hole 20 with a left hand hit (determining whether the first special symbol is a winning symbol or not).
[0043] On the other hand, if a jackpot is determined based on the ball entering the first starting hole 20 (first special symbol hit / miss judgment), the jackpot game and the end of the jackpot game (special game) (low probability high base state, high probability high base state, or high probability low base state) become a game in which the ball is aimed at entering the gate 28, the first large prize winning hole 30, the second starting hole 21, the third starting hole 26, or the second large prize winning hole 35 by hitting with the right hand. In other words, the jackpot game and the low probability high base state (state B), the high probability high base state (state B), or the high probability low base state (state C) become a right-hit game mainly aiming at the ball entering the second starting hole 21 and / or the third starting hole 26 (second special symbol hit / miss judgment) by hitting with the right hand. When game balls enter the first start hole 20, the second start hole 21, the third start hole 26, the first large prize hole 30, the second large prize hole 35, and the general prize hole 27, a predetermined number of game balls (also called "prize balls" or "game profit") are paid out (awarded) at each of the prize holes. In this embodiment, the number of prize balls (amount of game profit) paid out based on a ball entering the first large prize hole 30 is set to be greater than the number of prize balls (amount of game profit) paid out based on a ball entering the second large prize hole 35. Specifically, the first large prize hole 30 is set to pay out 15 prize balls for one ball entering, and the second large prize hole 35 is set to pay out 10 prize balls for one ball entering.
[0044] As shown in Figs. 3 and 4, a main display 40 is disposed at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying and stopping the first special symbol, a second special symbol display 41b (second special symbol display section) for displaying and stopping the second special symbol, and a normal symbol display 42 (normal symbol display section) for displaying and stopping the normal symbol (also called "specific identification information"). The main display 40 also includes a first special symbol reserve display 43a for displaying the number of hit / miss judgment information (first special symbol reserve) stored for the first special symbol, a second special symbol reserve display 43b for displaying the number of hit / miss judgment information (second special symbol reserve) stored for the second special symbol, and a normal symbol reserve display 44 for displaying the number of operation reserves (normal symbol reserve) stored for the normal symbol display 42.
[0045] The main display 40 also includes a win indicator 48 that indicates that the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a round indicator 45 that indicates the number of rounds of the winning game to be executed when the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a game status indicator 46 that indicates that the probability fluctuation function is activated, and a launch direction indicator 47 that indicates the launch direction of the game ball, i.e., whether it should be hit to the right or left. The display of the various indicators included in the main display 40 is controlled by a main control unit described later.
[0046] The first special symbol is displayed based on the entry of a game ball into the first starting hole 20. The second special symbol is displayed based on the entry of a game ball into the second starting hole 21 or the third starting hole 26. In the following description, the first special symbol and the second special symbol are sometimes collectively referred to as special symbols. Also, the first special symbol display device 41a and the second special symbol display device 41b are sometimes collectively referred to as the special symbol display unit 41. Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b are sometimes collectively referred to as the special symbol reserve display unit 43.
[0047] In the special symbol display section 41, the special symbol (identification information) is displayed variably for a predetermined time, and then displayed in a stopped state, and the result of the hit / miss judgment (special symbol hit / miss judgment, big hit lottery) based on the ball entering the first start hole 20, the second start hole 21, or the third start hole 26 is notified by the stopped special symbol (stopped symbol). The stopped special symbol is one special symbol selected from a plurality of types of special symbols by the special symbol hit / miss judgment. When the stopped symbol is a predetermined specific special symbol (specific identification information) (i.e., a big hit symbol or a small hit symbol), a special game (a big hit game, a small hit game) is played in which the first big win hole 30 or the second big win hole 35 is opened in an opening pattern according to the type of the stopped specific special symbol. The opening pattern of the big win hole (the first big win hole 30 and the second big win hole 35) in the special game will be described later.
[0048] Specifically, as shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. For example, if the result of the first special symbol hit / miss judgment is the first big hit (4R first big hit), the three LEDs of "ijn" are turned on and the rest are turned off. Also, if the result is the second big hit (4R second big hit), the four LEDs of "jnkl" are turned on and the rest are turned off. Also, if it is a miss, the two LEDs of "lo" can be turned on and the rest are turned off. Also, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays a special symbol according to the result of the second special symbol hit / miss judgment. As with the first special symbol display 41b, the stop display mode is determined to be a different display mode depending on the result of the second special symbol hit / miss judgment (big hit, small hit, miss). In addition, before the special pattern is displayed in a stationary state (before the derived display), the special pattern is displayed in a varying manner for a predetermined varying time, and the manner in which the varying display is performed can be, for example, such that each LED lights up in a predetermined order so that light flows repeatedly from left to right.
[0049] Here, among the stop display modes (display results of the variable display) of the special symbols and the performance symbols, the stop display mode corresponding to the result of the special symbol hit / miss judgment being a hit (big hit or small hit) is also called the "hit mode", "specific mode", "specific display mode" or "specific display result", and the stop display mode corresponding to the result of the special symbol hit / miss judgment is also called the "miss mode", "non-specific mode", "non-specific display mode" or "non-specific display result". In addition, the stop display mode corresponding to the result of the special symbol hit / miss judgment being a big hit is also called the "big hit mode", and the stop display mode corresponding to the result of the special symbol hit / miss judgment being a small hit is also called the "small hit mode". Furthermore, any or all of the image display device, the first special symbol display 41a (first special symbol display unit), the second special symbol display 41b (second special symbol display unit) and the special symbol display unit 41 are also called the "variable display means" or the "identification information display means".
[0050] In this pachinko game machine 1, when a game ball enters the first start hole 20, the second start hole 21, or the third start hole 26, various information (also called "acquired information") such as a random number for determining whether or not a special pattern has been hit is acquired based on the ball entry, and the acquired various information is temporarily stored in a special symbol reservation memory unit 85 formed in the RAM of the main control unit 80. In detail, if the information is acquired based on the ball entering the first start hole 20, it is stored in the first special symbol reservation memory unit 85a as a first special symbol reservation (also called "first acquired information"), and if the information is acquired based on the ball entering the second start hole 21 or the third start hole 26, it is stored in the second special symbol reservation memory unit 85b as a second special symbol reservation (also called "second acquired information"). An upper limit is set for the number of special symbol reservations that can be stored in each special symbol reservation memory unit 85, and the upper limit value in this embodiment 1 is four. The first special chart reservation memory unit 85a and the second special chart reservation memory unit 85b are also referred to as the "first acquired information storage means" and the "second acquired information storage means", respectively, and are also collectively referred to as the "acquired information storage means".
[0051] The reserved special symbols stored in the reserved special symbols storage unit 85 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means judging the random numbers for judging the hit / miss of the special symbols corresponding to the reserved special symbols, and executing the variable display of the special symbols to show the judgment result. Therefore, in this pachinko game machine 1, when the variable display of the special symbols based on the ball entering the first start hole 20, the second start hole 21, or the third start hole 26 cannot be executed immediately at the time of the ball entering, that is, during the variable display of each special symbol or during the execution of a special game based on the hit / miss of any special symbol, the right to judge the hit / miss of the special symbol for the ball entering can be reserved (reserved) up to a predetermined number (four each).
[0052] The number of reserved special drawings is displayed on the first special drawing reserved display 43a and the second special drawing reserved display 43b. Specifically, the first special drawing reserved display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, when the reserved number is 0, the display mode is "u□v□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is 1, the display mode is "u□v●", in which the LED of u is off and the LED of v is on in red. When the reserved number is 2, the display mode is "u●v□", in which the LED of u is on in red and the LED of v is off. When the reserved number is 3, the display mode is "u●v●", in which both LEDs are on in red. When the reserved number is 4 (the upper limit), the display mode is "u▲v▲", in which both LEDs are on in green. In addition, the second special chart reservation indicator 43b is composed of two LEDs of "wx", and displays the number of second special chart reservations by controlling the display of the LEDs according to the number of second special chart reservations. For example, when the reservation number is 0, the display mode is "w□x□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and the reservation numbers 1 to 4 are also determined in the same way as the first special chart reservation indicator 43a.
[0053] The normal symbol is displayed based on the passage of the game ball through the gate 28 (detected by the gate sensor 28a). The normal symbol display 42 displays the normal symbol for a predetermined period of time, then stops, and notifies the result of the normal symbol hit / miss judgment based on the passage of the game ball through the gate 28 by the stopped normal symbol (stopped symbol). The stopped normal symbol is one normal symbol selected from a plurality of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (a winning normal symbol), an auxiliary game (also called a "specific game") is played to open the second start hole 21 in an opening pattern according to the current game state. The means (main control unit) for executing the auxiliary game (specific game) is also called an auxiliary game execution means (specific game execution means). The opening pattern of the second start hole 21 will be described later.
[0054] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two LEDs, "st," and displays the normal symbol according to the result of the normal symbol hit / miss judgment by the way in which they are lit. For example, if the judgment result is a hit, the winning normal symbol is displayed as "s■t■" (for example, ■: lit, □: unlit), which is a stop-and-forget normal symbol. If the judgment result is a miss, the losing normal symbol is displayed as "s□t■," which is a mode in which only the t LED is lit. Before the normal symbol is displayed as a stop-and-forget normal symbol, a variable display of the normal symbol is executed for a predetermined variable time. The variable display mode is, for example, a mode in which both LEDs alternately light up and go out.
[0055] When a game ball passes through the gate 28, this pachinko game machine 1 acquires various information (also called "acquired information") such as a random number for determining whether a normal pattern is a hit or a miss based on the passage, and the acquired various information is temporarily stored as a normal pattern reserve in a normal pattern reserve memory unit 86 formed in the RAM of the main control unit 80. An upper limit is set for the number of normal pattern reserves that can be stored in the normal pattern reserve memory unit 86, and the upper limit in this embodiment 1 is four. The normal pattern reserves stored in the normal pattern reserve memory unit 86 are consumed when it becomes possible to display a variable normal pattern based on the normal pattern reserve. The consumption of a normal pattern reserve refers to determining the random number for determining whether a normal pattern is a hit or a miss corresponding to the normal pattern reserve, and executing a variable normal pattern display to show the result of the determination. Therefore, in this pachinko game machine 1, when the display of the normal pattern based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, i.e., while the display of the normal pattern is being executed or while the auxiliary game is being executed, the right to determine whether the normal pattern is correct or not for that passage can be reserved (suspended) up to a specified number.
[0056] The number of reserved regular maps is displayed on the reserved regular map display 44. Specifically, the reserved regular map display 44 is composed of two LEDs, "qr", and displays the number of reserved regular maps by turning on the LEDs according to the number of reserved regular maps. For example, when the reserved number is 0, the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is 1, the display mode is "q□r●", in which the LED of q is off and the LED of r is lit in red. In addition, the reserved numbers 2 to 4 are also determined in the same way as the first reserved regular map display 43a.
[0057] Next, the electrical configuration of the pachinko game machine 1 will be described based on Fig. 2 and Fig. 5. The pachinko game machine 1 of the present embodiment 1 includes a main control board 80 (also called the "main control unit", "main control unit" or "game control unit") that controls game profits such as special symbol hit / miss judgment, normal symbol hit / miss judgment, and transition of game state, a sub-control board 90 (also called the "sub-control unit", "sub control unit" or "performance control unit") that controls performances executed as the game progresses, a payout control board 110 (also called the "payout control unit") that controls payout of game balls, an image control board 100 (image control unit) that controls display of the performance symbols 8 displayed on the image display device 7, the symbols displayed on the performance display device 102, the third performance hold display device 103a, and the fourth performance hold display device 103b, etc. 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko game machine 1, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided above this main control board case, and a sub-control board storage case that stores the sub-control board 90 is provided above the image control board storage case. Also, a payout control board case that stores the payout control board is provided below and to the left of the main control board case, and a power supply board case that stores the power supply board 109 is provided to the right of that.
[0058] The main control board 80 is equipped with a one-chip microcomputer for game control (hereinafter, "game control microcomputer") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc. via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The RAM of the game control microcomputer 81 is provided with the above-mentioned special chart reservation memory section 85 (first special chart reservation memory section 85a and second special chart reservation memory section 85b) and normal chart reservation memory section 86.
[0059] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start hole sensor 20a, the second start hole sensor 21a, the third start hole sensor 26a, the gate sensor 28a (start gate sensor 29a), the first large prize hole sensor 30a, the second large prize hole sensor 35a, and the general ball entry hole sensor 27a. These various sensors are also referred to as "detection means."
[0060] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The third start hole sensor 26a is provided in the third start hole 26 and detects a game ball that has entered the third start hole 26. The gate sensor 28a (start gate sensor 29a) is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The general ball entrance sensor 27a is provided in each general ball entrance 27 and detects a game ball that enters the general ball entrance 27.
[0061] As solenoids, the second start port solenoid 24, the first large prize port solenoid 33, and the second large prize port solenoid 38 are connected. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The first large prize port solenoid 33 is for driving the opening and closing member 32 of the first large prize device 31. The second large prize port solenoid 38 is for driving the opening and closing member 37 of the second large prize device 36. Furthermore, the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, the normal symbol reserve display 44, the round display 45, the game status display 46, the launch direction display 47, and the win display 48 are connected to the main control board 80. That is, the display control of these main displays 40 is performed by a game control microcomputer 81 (main control unit 80).
[0062] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135, and is also connected to a launching device 112 via a launching control board 111 (also called a "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1). The card unit 135 is installed adjacent to one end of the pachinko game machine 1 (usually the left side of the paper in FIG. 1), and enables ball lending based on information stored in an inserted prepaid card (play value storage medium) or the like when a player performs a predetermined ball lending operation.
[0063] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also called a "payout control microcomputer") that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores a program for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The payout control microcomputer 116 drives a payout motor 121 of a payout device 120 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 81 or a signal from a card unit 135 connected to the pachinko game machine 1 via an input / output circuit 117. The paid out game balls are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the touch of the player to the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. Then, the launching motor 113 is controlled to launch the game ball with a strength corresponding to the magnitude of the detection signal of the launching volume 115.
[0064] The main control board 80 also transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional (one-way) communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction regulating means. As shown in FIG. 5, the sub-control board 90 is equipped with a one-chip microcomputer 91 for performance control ("microcomputer for performance control") that controls the performance of the pachinko game machine 1 according to a program. The microcomputer 91 for performance control includes a ROM that stores a program for controlling game performance as the game progresses, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The microcomputer 91 for performance control transmits and receives data to and from other boards, etc. via an input / output circuit 95. The input / output circuit 95 may be built into the microcomputer 91 for performance control. The ROM may also be external.
[0065] The sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. Based on a command received from the main control board 80, the performance control microcomputer 91 of the sub-control board 90 causes the CPU (VDP) of the image control one-chip microcomputer 101 ("image control microcomputer") of the image control board 100 to control the display of the image display device 7 (first image display device), the second image display device 71, the third image display device 72, the performance display device 102, the third performance hold display device 103a, and the fourth performance hold display device 103b. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores image data such as still image data and video data to be displayed on the image display device, specifically, characters, items, figures, letters, numbers, and symbols (including performance patterns, hold patterns, etc.) and background images. The CPU (VDP) of the image control board 100 reads image data from the ROM based on a command from the performance control microcomputer 91. Then, the CPU executes display control based on the read image data.
[0066] The performance indicator 102 is made up of two LEDs, one of which performs a variable display and a stop display in accordance with the variable display and stop display of the first special symbol, and the other LED performs a variable display and a stop display in accordance with the variable display and stop display of the second special symbol, and displays the stop display in a display mode that indicates the display result of the first special symbol or the second special symbol (the result of the special symbol hit / miss judgment) by the lighting / extinguishing or color of the corresponding LED. Similarly, the third performance hold indicator 103a and the fourth performance hold indicator 103b each consist of two LEDs. And, by the lighting / extinguishing or color combination of the two LEDs, the third performance hold indicator 103a is displayed and controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the first performance hold display area 9c and the number of reserved items displayed on the first special symbol hold indicator 43a. In addition, the fourth effect hold display 103b is controlled to display in a display mode that shows the same number of reserved items as the number of reserved items displayed in the second effect hold display area 9d and the number of reserved items displayed on the second special chart hold display 43b.
[0067] By displaying the character pattern on a part or almost the whole of the display screen 7a (performance pattern display section), or by moving the movable decorative member 14 in front of the display screen 7a (performance pattern display section) to cover a part or almost the whole of the display screen 7a (performance pattern display section), a part or all of the performance pattern 8, the first performance hold display section 9c, or the second performance hold display section 9d may become invisible. Even when such a covered state occurs, the performance display device 102, the third performance hold display device 103a, and the fourth performance hold display device 103b are provided as auxiliary devices so that the change display and stop display of the performance pattern, the number of reserved items, etc. can be reliably confirmed. Note that the display modes of the performance display device 102, the third performance hold display device 103a, and the fourth performance hold display device 103b are always visible without being hindered by the movement of the movable decorative member 14, etc. Moreover, instead of or in addition to the image control one-chip microcomputer 101 on the image control board 100, a VDP (Video Display Processor) may be provided.
[0068] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the CPU of the image control board 100 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM of the image control board 100. In addition, based on commands received from the main control board 80, the performance control microcomputer 91 determines light pattern data (data that determines the on / off status, light color, etc., also known as lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.
[0069] Furthermore, the performance control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. The movable decorative member 14 is a so-called movable gimmick (movable member) provided on the center decorative body 10, although only a part of it is visible in FIG. 3. The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. A CPU may be implemented in the lamp control board 107, and in this case, the CPU may be made to execute the lighting control of the lamp and the operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented in the lamp control board 107, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.
[0070] In addition, a first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.) are connected to the sub-control board 90. Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90.
[0071] Next, the control related to the special symbol hit / miss judgment in the pachinko game machine 1 of the present embodiment 1 will be described. The results of the special symbol hit / miss judgment include "big hit", "small hit", and "miss". In the case of a "big hit", a "big hit symbol" is displayed on the special symbol display section 41. In the case of a "small hit", a "small hit symbol" is displayed on the special symbol display section 41. In the case of a "miss", a "miss symbol" is displayed on the special symbol display section 41. When a big hit or a small hit is judged, a "special game" is executed to open the first big winning hole 30 or the second big winning hole 35 in an opening pattern according to the type of the special symbol that is stopped and displayed. The special game executed when a big hit is obtained is called a "big hit game", and the special game executed when a small hit is obtained is called a "small hit game".
[0072] There are several types of winning, and depending on the result of the special symbol hit / miss judgment (specific result), the winning type corresponding to the result (specific result) is executed. That is, depending on whether the result of the special symbol hit / miss judgment is the first specific result, the second specific result, the second specific result, or another specific result, the winning type (including big win and small win) will be different. In addition, depending on the winning type, the special game to be executed may also be different, and the amount of game profit that can be acquired by the special game may differ, and the game state after the special game ends may differ. Specifically, as shown in FIG. 6, the types of winning include "4R (round) 1st big win", "4R 2nd big win", "15R 3rd big win", "4R 4th big win", "2R 5th big win", "2R 6th big win", "2R 7th big win", and "2R 8th big win". In the "15R 3rd jackpot", the number of times (number of rounds) the large prize opening (first large prize opening 30) is opened is 15 times. In the "4R 1st jackpot", "4R 2nd jackpot", and "4R 4th jackpot", the number of times (number of rounds) the large prize opening (first large prize opening 30) is opened is 4 times. In the "2R 5th jackpot", "2R 6th jackpot", "2R 7th jackpot", and "2R 8th jackpot", the number of times (number of rounds) the large prize opening (first large prize opening 30) is opened is 2 times. In this way, in all jackpots, the first large prize opening 30 is opened, and the second large prize opening 35 is not opened. For this reason, the first large prize opening 30 is also called the "large prize opening for jackpots (variable entry opening for jackpots)".
[0073] In addition, the "4R 1st jackpot", "15R 3rd jackpot", "4R 4th jackpot", "2R 5th jackpot", and "2R 6th jackpot" shift the game state after the jackpot game ends to a high probability state (activates the probability variable function), which will be described later. Therefore, these five types of jackpots are also called "probability variable jackpots (high probability jackpots)". This high probability state (probability variable function) continues until the next jackpot occurs. In addition, the "4R 2nd jackpot", "2R 7th jackpot", and "2R 8th jackpot" shift the game state after the jackpot game ends to a low probability state (does not activate the probability variable function), which will be described later. Therefore, these three types of jackpots are also called "low probability jackpots (low probability jackpots, normal jackpots)".
[0074] In addition, for the "4R 1st jackpot", "15R 3rd jackpot", and "4R 4th jackpot", after the jackpot play ends, the "2nd special symbol time-saving function" is activated, which sets the variable time of the 2nd special symbol to a short time, and the high base generation function is not activated. As a result, the game state after the end of these jackpot games becomes a high probability low base state (state C). This high probability low base state continues until the next jackpot occurs. In addition, the playability of the high probability low base state (state C) will be described in detail later, but as described above, by playing right-hand on the right play area 3B where various ball entrances are arranged, the second special symbol hit / miss judgment is performed, a small hit is generated, and the game balls can be increased in the period between the previous jackpot and the next jackpot (between jackpots). In addition, by making small hits occur frequently in the high probability low base state between jackpots, it is possible to expect the acquisition of many game balls in a short period of time due to small hits. In other words, it is a period that is advantageous to the player and can increase his / her interest in the game.
[0075] In addition, the "4R 2nd jackpot", "2R 7th jackpot", and "2R 8th jackpot" activate the "2nd special symbol time-saving function" and the "high base generation function" after the jackpot game ends. As a result, the game state after the end of these jackpot games becomes a low-probability high base state. In the case of the "4R 2nd jackpot" and the "2R 8th jackpot", the low-probability high base state ends when the next jackpot occurs or when the special symbol variable display is executed 100 times. If the game ends based on the special symbol variable display being executed 100 times, the game state is set to a low-probability low base state (normal state). In addition, in the case of the "2R 7th jackpot", the low-probability high base state ends when the next jackpot occurs or when the special symbol variable display is executed 50 times. When the special symbol variable display is completed 50 times, the game state is set to the low probability low base state (normal state). In addition, as described in detail later, in the low probability high base state, the right-hand hit game is performed in the right play area 3B where various ball entrances are arranged as described above, and the second special symbol hit / miss judgment is performed, and the game is played in anticipation of the next big hit.
[0076] In addition, the "2R 5th jackpot" and "2R 6th jackpot" activate the "2nd special symbol time-saving function" and the "high base generation function" after the jackpot game ends. As a result, the game state after the jackpot game ends becomes a high probability high base state. In the case of the "2R 5th jackpot", the "2nd special symbol time-saving function" continues until the next jackpot occurs, and the "high base generation function" ends when the next jackpot occurs or when the special symbol variable display is executed 50 times. Also, as mentioned above, the "probability change function" continues until the next jackpot occurs. In other words, in the case of the "2R 5th jackpot", after the jackpot game ends, the high probability high base state is set until the special symbol variable display has passed 50 times, and if no jackpot occurs even after 50 times, the game state is set to a high probability low base state.
[0077] The high-probability high base state is a period in which, like the low-probability high base state, a player plays a right-hand hit on the right play area 3B to determine whether the second special symbol has been hit, and plays in anticipation of the next big hit. As described above, the high-probability low base state is an advantageous period for players who can expect to win many game balls in a short period of time by playing small hits frequently with right-hand hits. It is assumed that there are more game balls that can be won in the high-probability low base state than in the high-probability high base state. Therefore, if a big hit does not occur until the number of times the special symbol is displayed 50 times after the end of the big hit game, the game state will change to a more advantageous game state (specific game state) than before.
[0078] In addition, the "2R 6th jackpot" is the same as the "2R 5th jackpot" except that after the jackpot game ends, the game state is set to a high probability high base state until the special pattern variable display has passed 100 times, and if no jackpot occurs even after 100 times, the game state is set to a high probability low base state, that is, the period during which the game state changes is different. In addition, the "2R 5th jackpot" is set to change from a high probability high base state to a high probability low base state earlier than the "2R 6th jackpot". Therefore, it can be said that the "2R 5th jackpot" is a jackpot that is more advantageous for players than the "2R 6th jackpot".
[0079] In addition, in the high probability high base state after the jackpot game (2R 5th jackpot game) related to the "2R 5th jackpot" and the low probability high base state after the jackpot game (2R 7th jackpot game) related to the "2R 7th jackpot", a common game presentation (first game presentation: background, game mode, character pattern, reach presentation, etc.) is executed, making it difficult for the player to recognize which game state it is. As shown in FIG. 9, these game states are set as state B, and a common variation pattern determination table is used to determine the variation pattern. As a result, both game states are set as non-informing states in which the game state (high probability high base state or low probability high base state) is not notified (difficult to recognize).
[0080] If the type of jackpot is a "2R 5th jackpot," the game state will become a high-probability low base state (a favorable state for the player) after 50 changes in the special pattern, and if it is a "2R 7th jackpot," the game state will become a low-probability low base state (a normal state that is unfavorable to the player) after 50 changes in the special pattern.Therefore, regardless of the game state in the non-alert state, the player will play in the hope of transitioning to the high-probability low base state, thereby increasing his interest in the game.
[0081] In addition, in the high probability high base state after the jackpot game (2R 6th jackpot game) related to the "2R 6th jackpot" ends and the low probability high base state after the jackpot game (2R 8th jackpot game) related to the "2R 8th jackpot" ends, a common game presentation (second game presentation: background, game mode, character pattern, reach presentation, etc.) is executed to make it difficult for the player to recognize which game state it is. As shown in FIG. 9, these game states are set as state B, and a common variation pattern determination table is used to determine the variation pattern. As a result, both game states are set as non-informing states in which the game state (high probability high base state or low probability high base state) is not notified (difficult to recognize).
[0082] If the type of jackpot is a "2R 6th jackpot," the game state will become a high-probability low base state (a favorable state for the player) after 100 changes in the special pattern display; if the type of jackpot is a "2R 8th jackpot," the game state will become a low-probability low base state (a normal state that is unfavorable to the player) after 100 changes in the special pattern display. Therefore, regardless of the game state in the non-alert state, the player will play in the hope of transitioning to the high-probability low base state, thereby increasing his or her interest in the game.
[0083] In addition, in the high probability high base state after the jackpot game (2R 5th jackpot game) related to the "2R 5th jackpot", the low probability high base state after the jackpot game (2R 7th jackpot game) related to the "2R 7th jackpot", the high probability high base state after the jackpot game (2R 6th jackpot game) related to the "2R 6th jackpot", and the low probability high base state after the jackpot game (2R 8th jackpot game) related to the "2R 8th jackpot", a common game presentation (second game presentation: background, game mode, character pattern, reach presentation, etc.) is executed, making it difficult for the player to recognize which game state it is. As shown in FIG. 9, these game states are set as state B, and a common variation pattern determination table is used to determine the variation pattern. As a result, these game states are set as non-notification states in which the game state (high probability high base state or low probability high base state) is not notified (difficult to recognize).
[0084] If the type of jackpot is "2R 5th jackpot", the game state will be in a high probability low base state (a favorable state for the player) after 50 times of special symbol fluctuation display, and if it is "2R 7th jackpot", the game state will be in a low probability low base state (a normal state that is unfavorable to the player) after 50 times of special symbol fluctuation display. Also, if the type of jackpot is "2R 6th jackpot", the game state will be in a high probability low base state (a favorable state for the player) after 100 times of special symbol fluctuation display, and if it is "2R 8th jackpot", the game state will be in a low probability low base state (a normal state that is unfavorable to the player) after 100 times of special symbol fluctuation display. For this reason, in the non-alert state, no matter what game state the player is in, the player will play in the hope that the game will transition to a high-probability low-base state when the special pattern has been displayed 50 times, thereby increasing the player's interest in the game.
[0085] Furthermore, even if the game does not transition to a high-probability, low-base state, the player plays in the hope that the high-base state will at least continue (i.e., the non-notification state will continue) without transitioning to a low-probability, low-base state. If the non-notification state continues after 50 special symbol variations, the player plays in the hope of a big win and in the hope of transitioning to a high-probability, low-base state when the special symbol variations are displayed 100 times, thereby increasing the player's interest in the game. In this way, multiple points are set in the non-notification state to increase the player's expectation, which further increases the player's interest in the game and makes it possible to maintain high interest in the game for a long period of time.
[0086] In addition, the small win that can occur as a result of the second special symbol hit / miss judgment is set to six times the number of times the large prize winning hole (second large prize winning hole 35) is opened, and compared to other large wins, the opening time per time (and in total) is set to be shorter. Specifically, it opens six times at 0.3 seconds, for a total of 1.8 seconds. Therefore, compared to a large win game (for example, a 15R third large win game or a 4R fourth large win game), the number of game balls that can be acquired in one small win game is set to be smaller. However, by generating multiple small wins (multiple times), multiple small win games can be played, and more game balls can be acquired. In addition, in the small win, the second large prize winning hole 35 is opened in all cases, and the first large prize winning hole 30 is not opened. For this reason, the second large prize winning hole 35 is also called the "large prize winning hole for small wins (variable ball winning hole for small wins)". In addition, in a small win (small win game), unlike a big win (big win game), the number of times the big prize opening is opened is not called the number of rounds, but simply the number of openings. Also, the probability change function does not operate based on the occurrence of a small win, and if the game state when the small win occurs is a high probability state, the high probability state will remain even after the small win game ends, and if the game state when the small win occurs is a low probability state, the low probability state will remain even after the small win game ends. Similarly, the time-saving function and high base generation function of the second special pattern are not operated based on the occurrence of a small win.
[0087] In addition, the distribution probability for each jackpot in the hit / miss judgment of the first special symbol (special symbol 1) is 65% for 4R 1st jackpot and 35% for 4R 2nd jackpot. In contrast, the hit probability in the hit / miss judgment of the second special symbol (special symbol 2) is 50% for 15R 3rd jackpot, 5% for 4R 4th jackpot, 5% for 2R 5th jackpot, 5% for 2R 6th jackpot, 25% for 2R 7th jackpot, and 10% for 2R 8th jackpot. In other words, if a jackpot is obtained based on the hit / miss judgment (second special symbol hit / miss judgment) based on the ball entering the second start hole 21 or the third start hole 26, which has an improved fluctuation frequency due to the operation of the second special symbol time-saving function described below, it becomes a 15R jackpot (15R 3rd jackpot), and a large number of game balls can be obtained in a short period of time. In this way, in this pachinko game machine 1, it is set so that the player is more likely to be advantageous (to be able to acquire a large number of game balls) if the game ball enters the second start hole 21 or the third start hole 26 and the jackpot is determined (the second special symbol hit / miss judgment) than if the game ball enters the first start hole 20 and the jackpot is determined (the first special symbol hit / miss judgment). Also, the player plays the game in anticipation of the occurrence of a high probability low base state in which the number of game balls can be increased by a small hit along with the occurrence of the 15R third jackpot.
[0088] Here, in this pachinko game machine 1, the judgment of whether it is a big win, a small win, or a miss is made based on the "special symbol hit / miss judgment random number (also called "hit / miss judgment information")", and the judgment of the type of the big win in the case of a big win is made based on the "jackpot type determination random number (also called "symbol determination random number" or "symbol determination information"). As shown in FIG. 7(A), the special symbol hit / miss judgment random number has a value in the range of 0 to 629. The big win type determination random number has a value in the range of 0 to 99. The random numbers (acquired information) acquired based on the ball entering the first start hole 20, the second start hole 21, or the third start hole 26 include the special symbol hit / miss judgment random number and the big win type determination random number as well as the "variation pattern random number (also called "variation pattern information")". The variation pattern random number is a random number for determining the variation pattern (variation mode) including the variation time of the special symbol. The variable pattern random number has a value in the range of 0 to 198. In addition, the random numbers acquired based on the passage of the gate 28 include a random number for determining whether or not the normal symbol is a winner, as shown in FIG. 7(B). The random number for determining whether or not the normal symbol is a winner is a random number for determining whether or not to play the auxiliary game that opens the second start hole 21 (determining whether or not the normal symbol is a winner). The normal symbol random number has a value in the range of 0 to 240.
[0089] Next, the game state of the pachinko game machine 1 of the present embodiment 1 will be described. The pachinko game machine 1 has a plurality of game states by combinations of the probability fluctuation function (probability variable function) for special and normal symbols, the fluctuation time shortening function for special and normal symbols, and the opening extension function of the second starting hole, which are in the activated or inactivated state. The state in which the probability fluctuation function is activated for the special symbols (first special symbol and second special symbol) is called the "high probability state", and the state in which it is not activated is called the "low probability state". In the high probability state (jackpot probability: 1 / 315), the probability of being determined as a jackpot in the special symbol hit / miss judgment is higher than in the low probability state (jackpot probability: 1 / 63). That is, in a low probability state, the hit / miss determination is made using a jackpot determination table for low probability states, but in a high probability state, the hit / miss determination is made using a jackpot determination table for high probability states in which the value of the special pattern hit / miss determination random number that is determined to be a jackpot is high (see Figure 8 (A)). In other words, when the probability variation function for special patterns is activated, the probability that the result of the variable display of the special patterns will be a jackpot (the stopped pattern will be a jackpot pattern) is higher than when it is not activated. The means (main control unit) for setting high or low probability as the probability of special pattern hit / miss determination (jackpot probability) is referred to as the "probability setting means."
[0090] In addition, the state in which the time-saving function is activated for the special symbols (first special symbol and second special symbol) is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the average value of the special symbol's time of fluctuation (the time from the start of the fluctuation display to the final display) is shorter than the average value of the special symbol's time of fluctuation in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is set so that a fluctuation pattern with a short fluctuation time is selected more often than in the non-time-saving state (see FIG. 9). As a result, in the time-saving state, the pace of consumption of the special symbol reservation is faster, and effective ball entry into the starting hole (ball entry that can be stored as a special symbol reservation) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0091] In the pachinko game machine 1 of this embodiment, the length of the time for which the second special symbol changes is particularly related to the player's advantage or disadvantage, so it is set as a "second special symbol time-saving function" as shown in FIG. 6. When the second special symbol time-saving function is not activated, that is, in state A shown in FIG. 9, when a player plays a right-hand hit game and puts a game ball into the second start hole 21 or the third start hole 26, a hit / miss determination for the second special symbol is executed and the second special symbol changes and displays. However, since the time for which the second special symbol changes in state A is set to a very long time (10 minutes for a miss, 3 minutes for a big hit, and 2 minutes for a small hit), the game cannot proceed smoothly (such a state is also called the "first condition state"). Therefore, even if a player plays a right-hand hit game in state A, it is difficult for the player to acquire a large number of game balls. Therefore, in state A, the game is played by hitting from the left, aiming at the first start hole 20 where the variable time of the special symbol is set to an appropriate length. On the other hand, since the pachinko game machine 1 of this embodiment is a game machine capable of simultaneously (parallelly) executing the variable display of the first special symbol and the variable display of the second special symbol, even if the variable display of the second special symbol is mistakenly caused in state A, it is possible to enter a game ball into the first start hole 20 and cause the variable display of the first special symbol to be performed without waiting for the variable display of the second special symbol to end.
[0092] When the second special symbol time-saving function is operating, that is, in state B or state C shown in Fig. 9 (such a state is also called the "second condition state"), the time for the second special symbol to change becomes short as shown in Fig. 9, so that the player can smoothly play (judging whether the second special symbol is a hit or not, and changing the second special symbol) by playing with the right hand without reducing the number of balls held compared to playing with the left hand (maintaining or slightly decreasing the number of balls held in state B, and increasing the number of balls held in state C). In this embodiment, the first special symbol time-saving function is also operating during the period when the second special symbol time-saving function is operating, but the first special symbol time-saving function does not have to be operated.
[0093] The probability fluctuation function and the fluctuation time shortening function (second special symbol time shortening function) for the special symbols (first special symbol and second special symbol) operate simultaneously. The probability fluctuation function and the fluctuation time shortening function for the normal symbols operate in synchronization with the high base generation function. In other words, the probability fluctuation function and the fluctuation time shortening function for the normal symbols operate when the game state is a high base state (low probability high base state, high probability high base state), but do not operate when the game state is a low base state (low probability low base state, high probability low base state). Therefore, in the high base state (state B), the probability of a win in the normal symbol hit / miss judgment is higher than in the low base state (also called the "normal symbol high probability state"). That is, in the high base state (state B), the value of the normal pattern random number (win random number) judged as a win is higher than the normal pattern win judgment table used in the low base state (states A and C), and the normal pattern win judgment (normal pattern judgment) is performed (see FIG. 8(C)). In other words, when the probability fluctuation function of the normal pattern display 42 is activated, the probability that the result of the normal pattern variable display will be a win (the stopped pattern will be a normal winning pattern) is higher than when it is not activated.
[0094] In addition, in the high base state, the variation time of the normal symbol is shorter than that in the low base state. In this embodiment 1, the variation time of the normal symbol is 3 seconds in the low base state, but 1 second in the high base state (see FIG. 8(E)). Furthermore, in the high base state, the opening time of the second start port 21 in the auxiliary game is longer than that in the low base state. That is, the opening time extension function of the variable winning device 22 is activated. Specifically, when the result of the normal symbol hit / miss judgment in the low base state is a hit, the opening / closing member 37 of the variable winning device 22 performs an opening operation of 0.9 seconds three times (opening time: 2.7 seconds), and the second start port is in an open state during the opening operation. In addition, when the result of the normal symbol hit / miss judgment in the high base state is a hit, the opening / closing member 37 of the variable winning device 22 performs an opening operation of 6.0 seconds once (opening time: 6.0 seconds). In addition, the closing time between opening operations in the low base state is set to 0.1 seconds. In this embodiment, the number of opening operations of the opening / closing member 37 is different between the low base state and the high base state, but the number of opening operations may be the same. For example, the opening operation in the low base state may be one opening in 2.7 seconds, and the opening operation in the high base state may be three openings in 2.0 seconds. Also, the opening operation in the high base state may be six openings in 1.0 seconds, which is more than the number of openings in the low base state. In such a case, it is also said that the opening number increase function of the variable winning device 22 is activated.
[0095] In the high base state, the probability fluctuation function for normal symbols, the fluctuation time shortening function, and the opening time extension function of the variable winning device 22 are activated, so that the period during which the second start hole 21 is open becomes longer (the opening time per unit time becomes longer) compared to the low base state in which these functions are not activated, and the frequency with which game balls enter the second start hole 21 becomes higher (also called the "high frequency state"). As a result, the frequency with which the second special symbol hit / miss judgment is executed becomes higher. As mentioned above, in the high base state, it is possible to aim for a big hit without significantly reducing the number of game balls in hand.
[0096] Also, if the opening time is the same, the fewer the number of times of opening, the less the possibility that the game ball will pass through the second starting hole 21. In this embodiment, the opening mode of the second starting hole 21 in the high base state is set to one opening of 6.0 seconds, and further, the variation time of the normal pattern is set to an extremely short time (1 second). Since the second starting hole 21 is in a closed state during the variation of the normal pattern, the variation time of the normal pattern is set to a time for the movable member 23 of the second starting hole 21 to open before the game ball starts to flow down the upper surface of the movable member 23 of the second starting hole 21 in the closed state and passes the upper surface. If the movable member 23 is opened while the game ball is flowing down the upper surface of the movable member 23 in the closed state, the game ball flowing down the upper surface of the movable member 23 enters the second starting hole 21 in the open state. In addition, in order to prevent game balls flowing down the upper surface of the movable member 23 from passing through the upper surface of the movable member 23, the material constituting the upper surface (game ball passage) of the movable member 23 is made of a material with a higher friction coefficient than the material constituting the game ball passage in front of it (the material is different).
[0097] As a result, the speed at which the game ball flows down the upper surface of the movable member 23 is slower than the speed at which the game ball flows down the game ball passage in front of it. In addition, as a mode for reducing the flow down speed, the inclination angle may be made gentler, or an obstructing member (such as a protrusion) for reducing the flow down speed may be provided. In addition, as a result, in the high base state, the possibility that the game ball that has flowed down to the second starting hole 21 will flow down (enter) into the second large winning hole 35 without entering the second starting hole 21 (flowing down the upper surface of the movable member 23). In other words, in the high base state, even if a small hit occurs and the second large winning hole 35 is in an open state (a state where a ball can be entered), the game ball that has flowed down will enter the second starting hole 21, making it difficult for the ball to enter the second large winning hole 35.
[0098] The high base state does not have to be one in which all of the above functions are activated. In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function for normal symbols, the fluctuation time shortening function, and the opening time extension function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time shortening state of the special symbols. The function that generates such a high base state is called the "high base generation function."
[0099] As described above, in the pachinko game machine 1 of the present embodiment 1, since the judgment of the win / loss of the second special symbol is more advantageous to the player than the judgment of the win / loss of the first special symbol, the player may try to make the second special symbol change without making the first special symbol change. That is, even in the normal state (low probability low base state), the player may try to play right-hand hitting. However, as described above, in the normal state (low probability low base state), the change time (average change time) of the second special symbol is set to be extremely long compared to the change time (average change time) of the first special symbol, so that even if the second special symbol is changed in the normal state, it cannot be changed many times, and the game efficiency is very poor. That is, it is more advantageous for the player to make the first special symbol change by playing left-hand hitting than to make the second special symbol change by playing right-hand hitting. Here, "a state in which the first special symbol is not being played (non-play state)" means that the first special symbol is not being displayed in a variable manner (including the fixed stop display time) and the number of reserved first special symbols is "0." Also, "a state in which the second special symbol is not being played (non-play state)" means that the second special symbol is not being displayed in a variable manner (including the fixed stop display time) and the number of reserved second special symbols is "0."
[0100] In addition, in high base states such as high probability high base state and low probability high base state, as well as in high probability low base state, the second special symbol time-saving function shortens the time for the second special symbol to fluctuate, improving the efficiency of play by right-hand play. In such cases, the player can play more advantageously by playing right-hand play and making a second special symbol hit / miss judgment, which is advantageous for the player. In addition, in a high base state, the second start hole 21 is more easily opened than in a low base state, and it is easier to enter the second start hole 21 than the first start hole 20. Therefore, the right hand is hit to make the game ball enter the second start hole 21 while passing the game ball through the gate 28, which is the trigger for the normal symbol hit / miss judgment.
[0101] In addition, in the high-probability low base state, the frequency of balls entering the second start hole 21 or the third start hole 26 during right-hand play is the same as in the low-probability low base state (normal state). However, the time for the second special symbol to change based on the ball entering the second start hole 21 is shorter than in the normal state, so that right-hand play, which allows the player to make a second special symbol hit / miss judgment that is more advantageous to the player than the first special symbol hit / miss judgment, is set to be more advantageous for the player. In addition, in the high-probability low base state, the probability change function for the normal symbol, the time-shortening function, and the opening time extension function of the variable winning device 22 are not activated, so the frequency of balls entering the second start hole 21 is lower than in the high base state. Therefore, the number of winning balls based on the ball entering the second start hole 21 cannot be obtained as much as in the high base state. However, instead, by judging whether the second special symbol is a hit or not, it is possible to prevent the number of game balls from decreasing between big hits by playing a small hit game (small hit probability: 300 / 630), which has a high probability, and by making small hits occur more frequently (multiple times in a short period of time), it is possible to increase the number of balls held.
[0102] That is, in the high base state (low probability high base state, high probability high base state), the balls are frequently inserted into the second starting hole 21 by right-hand play, and the next big win is aimed for by the second special symbol hit judgment without reducing the number of balls held significantly. In this embodiment, the number of prize balls based on the balls entering the second starting hole 21 is set to one, and even if all the game balls hit from the right enter the second starting hole 21, the game balls do not increase (they are maintained). In this embodiment, the setting is such that about 90 to 95% of the game balls hit from the right enter the second starting hole 21, so that the number of balls held decreases slightly if the high base state continues for a long period of time unless the balls enter other ball entry holes.
[0103] On the other hand, in the high-probability low base state, the right-hand hit game generates small wins frequently by the second special symbol hit / miss judgment based on the ball entering the second starting hole 21 or the third starting hole 26, and aims to increase the number of balls held in the small win game, while aiming to generate the next big win by the second special symbol hit / miss judgment. In the pachinko game machine of this embodiment 1, in the high-probability low base state, the longer the period without the next big win (the longer the period of the high-probability low base state continues), the more opportunities there are to generate many small wins (to execute small win games), and it becomes possible to gradually increase the number of balls held by small win games, which is advantageous to the player.
[0104] [Explanation of the game board configuration and game state] As shown in Fig. 3, in the right game area 3B (second game area), various ball entry ports are arranged in an optimal order from the upstream side of the game area, in the order of gate 28 (start gate 29), first large winning port 30, third starting port 26, second starting port 21, and second large winning port 35. In addition, since the game ball flow passage in the right game area 3B is formed as shown in Fig. 3, when each of these winning ports is in a closed state, most of the game balls (90% or more) shot into the right game area 3B pass through gate 28 (start gate 29), then flow down the upper surface of the opening / closing member 32 of the first large winning port 30, and are then distributed to the upper game ball passage (about 30%) and the lower game ball passage (about 70%).
[0105] The game balls distributed to the lower game ball passage flow down the upper surface of the movable member 23 of the second starting hole 21, then flow down the upper surface of the opening / closing member 37 of the second winning hole 35, and flow down to the outlet 34. If there is an open winning hole (ball entry hole) on the way down, the ball enters that winning hole and is discharged from that winning hole to the back side of the game board, and the entered game ball does not flow down to the game area downstream. The game balls distributed to the upper game ball passage either enter the third starting hole 26, or flow further downstream toward the outlet 34 without entering the third starting hole 26.
[0106] By locating the gate 28 at the most upstream position, it is possible to prevent the occurrence of a situation in which the game ball is prevented from reaching the gate 28 by the opened second starting port 21, etc. Also, it is possible to prevent as much as possible the occurrence of a waiting time (a state in which the normal symbol reserve becomes "0" and the normal symbol does not change) that occurs. In other words, by locating the gate 28 at the most upstream position of the right game area, almost all game balls hit to the right can pass through the gate 28, regardless of whether other winning ports are open or not. Also, since the game balls that pass through the gate 28 flow directly downstream in the right game area, the presence of the gate 28 does not prevent balls from entering other winning ports.
[0107] When playing right-hand in a high base state (low probability high base state, high probability high base state), the game ball first passes through the gate 28, and a determination is made as to whether or not to open the second start port 21. In the high base state, the normal symbol fluctuation time is set to a short time (1 second), and the normal symbol hit probability is also set to a high probability (239 / 240) that almost always results in a hit, so that the movable member 23 operates and the second start port 21 opens immediately (1 second) after the game ball passes through the gate. In other words, when the game ball passes through the gate 28 and a normal symbol hit / miss determination is performed and the normal symbol is displayed in a variable manner, the second start port 21 opens before the game ball that has passed through the gate reaches the entrance of the second start port 21. In addition, since the opening time of the second starting hole 21 is also set to one opening of 6.0 seconds, as long as right-hand play is continued, the second starting hole 21 will repeat the cycle of closing during the one second normal pattern change time, then opening once for 6.0 seconds, closing during the one second normal pattern change time, then opening once for 6.0 seconds (closed for 1 second → opening for 6.0 seconds → closed for 1 second → opening for approximately 6.0 seconds →...).
[0108] Therefore, when a right-hand hit game is performed in a high base state, the second start hole 21 is almost open, and most (95% or more) of the game balls flowing down the right game area 3B and distributed to the lower game ball passage will enter the second start hole 21. In other words, even if a small win game occurs in a high base state, the game balls distributed to the lower game ball passage will almost never enter the second large winning hole 35. In addition, when a game ball enters the second start hole 21 or the third start hole 26, a second special symbol hit / miss judgment is executed. In the second special symbol hit / miss judgment, in a high probability high base state, there is a 1 / 63 probability of a big hit, a 30 / 63 probability of a small hit, and a 32 / 63 probability of a miss.
[0109] First, when the result of the second special symbol hit / miss judgment is a miss, after the game balls flowing down the right game area 3B pass through the gate 28, many of the game balls enter the second start port 21, which is in an open state, and the rest of the game balls flow down from the game ball passage branching off in front of the second start port 21 to the upper game ball passage, and enter the third start port 26 or flow into the out port 34 without flowing down to the second start port 21. As a result, the second special symbol hit / miss judgment is executed continuously. In addition, since one prize ball is discharged by one ball entering the second start port 21, it is possible to execute the second special symbol hit / miss judgment and aim for the next big hit without reducing the number of balls held. In addition, one prize ball is also discharged by one ball entering the third start port 26.
[0110] Next, if the result of the second special symbol hit / miss judgment is a big hit, the first big winning hole 30 on the upstream side of the second starting hole 21 opens in a manner according to the big hit type shown in Fig. 6. Also, the second big winning hole 35 provided on the downstream side of the second starting hole 21 does not open in the big hit game. As a result, when the big hit game starts, the game ball flowing down by the right hit game smoothly enters the first big winning hole 30 without being obstructed by other winning holes such as the second starting hole 21. Here, if the second starting port 21 is positioned upstream of the first large winning port 30, the game will transition to a low base state during a jackpot game. However, in this embodiment, the second starting port 21 is designed to open with a predetermined probability even in the low base state, so that a game ball flowing down the right game area during a jackpot game will first enter the second starting port 21, and only the game balls that do not enter the second starting port 21 will enter the second large winning port 30.
[0111] Moreover, since the prize ball based on the entry into the second starting hole 21 is set to one, the execution time of the jackpot game is extended unnecessarily, and there is no benefit to the player. Rather, the game becomes redundant and does not proceed smoothly, and there is a risk of reducing interest in the game. Therefore, by arranging the first large prize opening 30 upstream of the second starting hole 21 as in this embodiment, such a situation can be prevented and the jackpot game can proceed smoothly. Furthermore, since the first large prize opening 30 is not opened except during the jackpot game, the first large prize opening 30 does not hinder the entry of balls into the second starting hole 21 except during the jackpot game.
[0112] Next, when the result of the second special symbol hit / miss judgment is a small hit, the second large winning opening 35 downstream of the second starting opening 21 is opened in the opening / closing mode for a small hit shown in FIG. 6. Specifically, an opening operation of 0.3 seconds is performed six times (the closing time between the opening operations is 0.1 seconds). However, as described above, in the high base state, the second starting opening 21 is in an open state for most of the time. Therefore, of the game balls that flow down to the second starting opening 21, approximately 99% (almost all) enter the second starting opening 21 located upstream of the second large winning opening 35. Therefore, in the high base state, even if a small hit is achieved and a small hit game is executed with the second large winning opening 35 in an open state, the ball is prevented from entering the second large winning opening 35 downstream by the second starting opening 21 on the upstream side, making it difficult for the ball to enter the second large winning opening 35. Furthermore, although it is a small number (low probability), even in the high base state, when a game ball passes through the upper surface of the movable member 23 of the second starting hole 21 while the second starting hole 21 is in a closed state and reaches the second large winning hole 35, if the second large winning hole 35 is in an open state, the game ball can enter the second large winning hole 35.
[0113] Next, the high probability low base state will be described. The high probability low base state is a low base state, but since the variation time of the second special symbol is short, it is advantageous for the player to play the game by hitting with the right hand. When playing with the right hand in the high probability low base state, the game ball first passes through the gate 28, and a judgment is made as to whether the second starting hole 21 is opened (regular symbol hit / miss judgment). In the low base state (high probability low base state), the variation time of the regular symbol is set to a long time (3 seconds) compared to the high base state, and the probability of the regular symbol hitting is set to about half the probability (120 / 240) of the high base state, so after a short time (3 seconds) has passed after the game ball passes through the gate, if a hit is made, the movable member 23 operates and the second starting hole 21 is opened. Since the probability of a hit is about 1 / 2, hits and misses occur about half and half.
[0114] That is, when the game ball passes through the gate 28 and a normal symbol hit / miss judgment is executed and the normal symbol is displayed in a variable manner, the game ball that passed through the gate passes through the entrance of the second start hole 21, and then the second start hole 21 opens. Also, since the opening time of the second start hole 21 is set to three openings of 0.9 seconds (closing time between openings is 0.1 seconds), as long as the right-hand play is continued, the second start hole 21 closes during the three-second normal symbol fluctuation time, and when a hit occurs, it opens three times of 0.9 seconds thereafter, and when a miss occurs, the three-second normal symbol fluctuation time is resumed. In an example in which hits and misses occur alternately, the second starting hole 21 closes during the 3-second normal pattern change time, then opens three times of 0.9 seconds, closes during the 3-second normal pattern change time, results in a miss, and then closes during the 3-second normal pattern change time, repeating this cycle (closed for 3 seconds → open for approximately 2.7 seconds → closed for 3 seconds → closed for 3 seconds → open for approximately 2.7 seconds → closed for 3 seconds → closed for 3 seconds → open for approximately 2.7 seconds →...).
[0115] Therefore, when playing right-hand in the high-probability low base state, the second starting hole 21 will be open for about 30% of the time and closed for about 70% of the time. Therefore, in the high-probability low base state, the game ball that is distributed to the lower game ball passage and flows down to the entrance of the second starting hole 21 is more likely to pass through the upper surface of the movable member 23 and reach the entrance of the second large winning hole 35 without entering the second starting hole 21, compared to the high base state in which the second starting hole 21 is open for about 90% of the time and closed for about 10% of the time. The possibility that the result of the second special symbol hit / miss judgment will be a small hit remains the same whether it is a high base state (low-probability high base state, high-probability high base state) or a high-probability low base state. In other words, the small hit probability does not change regardless of the game state (small hit probability: 300 / 630). In addition, the result of the first special symbol hit / miss judgment performed during left-hand play does not include a small hit, and only the result of the second special symbol hit / miss judgment performed during right-hand play includes a small hit.
[0116] As described above, in the high probability low base state, of the game balls flowing down the right game area (flowing down to the second start port 21), about 70% of the game balls distributed to the lower game ball passage flow down (reach) to the second large winning port 35 provided downstream of the second start port 21 without entering the second start port 21. As a result, when the result of the second special symbol hit / miss judgment is a small hit, the second large winning port 35 downstream of the second start port 21 is opened in the opening and closing mode for a small hit shown in Fig. 6. Specifically, an opening operation of 0.3 seconds is executed six times (the closing time between the opening operations is 0.1 seconds, and the total opening time is 1.8 seconds). Then, the game ball that passes through the gate 28 passes over the upper surface of the opening / closing member 32 of the first large prize opening 30 and flows down to the second starting opening 21, and if the second starting opening 21 is in the open state, the ball enters the second starting opening 21, and if the second starting opening 21 is in the closed state, the game ball passes over the upper surface of the movable member 23 of the second starting opening 21 and flows down to the second large prize opening 35, and enters the second large prize opening 35 that is in the open state due to a small win game.
[0117] Since the prize balls based on the entry into the second large winning hole 35 are set to 10 prize balls for one entry, it is possible to increase the number of balls held during the high probability low base state by entering a ball into the second large winning hole 35 during a small win game. In addition, since the high probability low base state continues at least until the next big win occurs by the special symbol hit / miss judgment (only the second special symbol hit / miss judgment is executed as long as the right-hand hit game is continued), the longer the high probability low base state continues, the more balls the player can increase. In this embodiment, it is possible to win about 20 prize balls (2 balls entered) on average by the occurrence of one small win game. By generating this small win game multiple times (multiple times) during the period until the next big win occurs, it is also possible to increase a large amount of game balls (for example, 200 balls in 10 times). This also allows the player to add the balls won in the big win game to the balls won in the small win game as the total balls won during the "consecutive win period" during which the right-hand play continues, making it possible to win a larger number of game balls. This also makes it possible to increase the interest in the game.
[0118] In addition, the second large prize opening 35, which is located downstream (the most downstream of these) of the gate 28, the first large prize opening 30 for a large prize (exclusive for a large prize), and the second start opening 21, is a large prize opening for a small prize (exclusive for a small prize). In addition, by locating the second large prize opening 35, which is a large prize opening for a small prize, downstream of the second start opening 21, the number (proportion) of game balls that reach the second large prize opening 35 can be controlled by the opening operation (opening / closing control) of the second start opening 21. Specifically, when a small prize game is executed, the high probability low base state increases the possibility of game balls entering the second large prize opening 35 compared to the high base state (low probability high base state, high probability high base state) by the opening / closing control of the second start opening 21 (time to open state, time to change the normal pattern, hit probability of the normal pattern hit / miss judgment). In addition, in this embodiment, as shown in Figure 3, a flow path is formed that does not reach the second large winning opening 35 unless the ball passes through the second starting opening 21 (without entering the opening), making the effect of controlling the opening and closing of the second starting opening 21 more effective.
[0119] In addition, even with the same right-hand play, there are two states (high base state) in which the player enters the second starting hole 21 or the third starting hole 26 to maintain the number of balls held (including a slight increase or decrease) (or suppress the speed of the decrease in the number of balls held), hoping that the result of the second special symbol hit / miss judgment will be a big hit (a favorable big hit), and there is a state (high probability low base state) in which the player enters the second starting hole 21 or the third starting hole 26 to increase the number of balls held by entering the second large winning hole 35 when a small hit occurs, hoping that the result of the second special symbol hit / miss judgment will be a big hit (a favorable big hit), and the game is diversified. This also makes it possible to increase the interest in the game. For the player, the high probability low base state, which allows the player to increase the number of balls held, is a more favorable game state than the high base state (high probability high base state, low probability high base state).
[0120] Also, as shown in FIG. 6, when the game state after a big win game is set to a high-probability high base state, if a big win does not occur until the variable display of the special pattern is completed a predetermined number of times (50 or 100) in the high-probability high base state, the game state is changed to a high-probability low base state. Also, when the game state after the big win game is set to a high base state, the game performance is executed in a display mode in which it is difficult to recognize whether the high base state is a low-probability high base state or a high-probability high base state in the performance pattern display unit, etc. As a result, even if the game state after the big win game is not a high-probability low base state but a high base state, it is possible to play in the hope that it will change to a high-probability low base state after a predetermined number of variations. Also, this makes it possible to maintain interest in the game for a long period of time.
[0121] In addition, in this embodiment, there are "2R 5th jackpot" and "2R 6th jackpot" as types of jackpots that transition from a high-probability high base state to a high-probability low base state. The "2R 5th jackpot" transitions from a high-probability high base state to a high-probability low base state after 50 special pattern changes, and the "2R 6th jackpot" transitions from a high-probability high base state to a high-probability low base state after 100 special pattern changes. In addition, there are "2R 7th jackpot" and "2R 8th jackpot" as high-probability low base states. The "2R 7th jackpot" transitions from a low-probability high base state to a low-probability low base state (normal state) after 50 special pattern changes, and the "2R 8th jackpot" transitions from a low-probability high base state to a low-probability low base state (normal state) after 100 special pattern changes. In this embodiment, in the jackpot games and high base states after the jackpot games for the four jackpot types "2R 5th jackpot", "2R 6th jackpot", "2R 7th jackpot", and "2R 8th jackpot", common effects are executed to make it difficult for the player to recognize which game state they are in. In other words, the game state is not notified, making it a non-notification state.
[0122] In this embodiment, due to the distribution rate (occurrence rate) of these "2R 5th jackpot", "2R 6th jackpot", "2R 7th jackpot", and "2R 8th jackpot" which are in the non-announcement state, if the high base state (non-announcement state) continues even after 50 times, it is more likely to transition to the high probability low base state after 100 times than if the high base state ends after 50 times. This allows the player to expect a transition to the high probability low base state after 50 times, and even if the high base state continues without transitioning to the high probability low base state after 50 times (if the non-announcement state continues), it is possible to further increase the expectation of the high probability low base state. This makes it possible to maintain interest in the game for a long period of time.
[0123] In addition, instead of such a mode, the possibility of transitioning to the high-probability low base state may be set to be the same whether transitioning to the high-probability low base state occurs after 50 times or after 100 times, or conversely, the possibility of transitioning to the high-probability low base state may be set higher when transitioning to the high-probability low base state after 50 times than when transitioning to the high-probability low base state after 100 times. This reduces the expectation of transitioning to the high-probability low base state if the high base state continues even after 50 times. In addition, it is also possible to provide another jackpot type, and if the high base state continues even after the first predetermined number of special pattern variable displays, it is also possible to determine that the high-probability low base state will be transitioned to after the second predetermined number of times that is greater than the first predetermined number of times (if no jackpot is reached by then). Conversely, if the high base state continues even after the first predetermined number of special pattern variable displays, it is also possible to determine that the high-probability low base state will not be transitioned to after the second predetermined number of times that is greater than the first predetermined number of times (if no jackpot is reached by then). In addition, when a predetermined condition (such as a random number lottery) is met during the non-notification state of the high base state, the game status may be notified to the player by displaying characters or letters that make it easy for the player to recognize the game status (executing a confirmation effect).
[0124] In addition, in the high probability low base state, if the result of the second special pattern hit / miss judgment is a jackpot or a miss, the same applies as when the result of the second special pattern hit / miss judgment is a jackpot or a miss in the high base state described above.
[0125] Also, the start gate 29 is provided at the most upstream position in the right game area 3B by sharing it with the gate 28. This allows the game ball to pass through the start gate 29 at any timing to start the jackpot game without being blocked from passing through the start gate 29 by the second start gate 21 or the like when the jackpot waiting state is reached. The start gate 29 and the gate 28 may be provided separately. In this case, the start gate 29 may be located upstream or downstream of the gate 28, but must be provided upstream of the variable first big prize opening 30, the second start gate 21, and the second big prize opening 35.
[0126] Also, when a right-hand hit game is to be performed, the launch direction indicator 47 is controlled to light in a predetermined manner to notify that the ball should be launched to the right play area. Also, when a left-hand hit game is to be performed, the launch direction indicator 47 is controlled to light (display) in a predetermined manner to notify that the ball should be launched to the left play area. Specifically, the launch direction indicator 47 is composed of two LEDs, "yz", and indicates the launch direction by turning on the LEDs according to the play state. For example, in a low base state, it is possible to notify that the ball should be launched to the left play area as a display mode in which both LEDs are turned off, such as "y□z□" (for example, □: off, ■: on). Also, in a high base state, it is possible to notify that the ball should be launched to the right play area as a display mode in which both LEDs are turned on, such as "y■z■" (for example, □: off, ■: on).
[0127] Here, in the pachinko game machine 1 of this embodiment, the game state when the changing display of the identification information (special patterns, performance patterns) is performed can be controlled to any one of a "low probability low base state," "high probability low base state," "low probability high base state," and "high probability high base state," of which the low probability low base state is also called the "normal game state," and the high probability low base state is also called the "specific game state."
[0128] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described with reference to Figs. 10 to 46. The counter, flag, status, buffer, etc., which appear in the operation description of the game control microcomputer 81, are provided in the RAM of the main control board 80. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the program of the main control main processing shown in Fig. 10 from the ROM of the main control board 80 and executes it. As shown in Fig. 10, in the main control main processing, initial settings are first performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, SIO, PIO, CTC (interrupt time controller), various flags, statuses, and counters are reset, etc. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". In addition, the initial settings (S101) are performed only once after the power supply is turned on, and are not performed thereafter. In addition, in the examples and drawings, the ordinary pattern is sometimes referred to as the "ordinary pattern", the special pattern is sometimes referred to as the "special pattern", the first special pattern is sometimes referred to as the "special pattern 1" or "first special pattern", and the second special pattern is sometimes referred to as the "special pattern 2" or "second special pattern".
[0129] Following the initial setting (S101), interrupts are prohibited (S102), and a normal / special symbol main random number update process (S103) is executed. In this normal / special symbol main random number update process (S103), the values of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values are stored sequentially in a predetermined update value storage area (not shown) in the RAM of the main control board 80.
[0130] When the normal and special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 msec cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) is not started immediately, but is started after the interrupt is permitted (S104).
[0131] [Interrupt processing] Next, the interrupt process (S105) will be described with reference to FIG. 11. In the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The commands and the like output here include information on the game state, the result of the special symbol hit / miss judgment, the symbols as the type of big hit, the variation pattern, and the like. The command consists of, for example, 2 bytes of information. The upper byte is information on the type of command, and the lower byte is information on the content of the command.
[0132] In the input process (S202) which follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, third start hole sensor 26a, first large prize hole sensor 30a, second large prize hole sensor 35a, general ball hole sensor 27a, etc. (see FIG. 5)) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full switch which detects when the surplus ball receiving tray 62 (also called the "lower tray") is full is also taken in and stored in the output buffer of the RAM 84 as lower tray full data.
[0133] Next, the normal and special symbol main random number update process (S203) is executed. The normal and special symbol main random number update process (S203) is the same process as the normal and special symbol main random number update process (S103) performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)). This gives randomness to the acquired values of the various random numbers.
[0134] Following the normal pattern / special pattern main random number update process (S203), the start hole sensor detection process (S204), the start ball entry process (S205), the normal pattern operation process (S206), the special pattern 1 operation process (S207), the special pattern 2 operation process (S208), the reserved ball number process (S209), and the power cut monitoring process (S210) are executed. After that, other various processes (S211) are executed, and the interrupt process (S105) is terminated. Then, until the next interrupt pulse is input to the CPU of the main control board 80 (main control unit), the main control main process S102 to S104 is repeatedly executed (see FIG. 10), and when the interrupt pulse is input (after about 4 msec), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, the command etc. set in the output buffer of the RAM in the previous interrupt process (S105) is output.
[0135] [Starting port sensor detection process] Next, the start gate sensor detection process (S204) will be described with reference to FIG. 12. In the start gate sensor detection process (S204), first, it is determined whether or not the game ball has passed through the gate 28, that is, whether or not the game ball has been detected by the gate sensor 28a (S301). If it is determined that the game ball has passed through the gate 28 (YES in S301), it is then determined whether or not the number of reserved balls with normal symbols (the number of reserved normal symbols, specifically, the value of a counter that counts the number of reserved normal symbols provided in the RAM) is 4 or more (S302). On the other hand, if it is determined in S301 that the game ball has not passed through the gate 28 (NO in S301), the process proceeds to S305.
[0136] In S302, if it is determined that the number of reserved balls for normal symbols is 4 or more (YES in S302), the process proceeds to S305. On the other hand, if it is determined that the number of reserved balls for normal symbols is not 4 or more (NO in S302), "1" is added to the stored number of reserved balls for normal symbols (S303), a normal symbol random number acquisition process (S304) is performed, and the process proceeds to S305. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not a normal symbol is a hit (label-TRND-H, FIG. 7(B)) stored in the update value storage area (not shown) of the RAM is acquired, and the acquired random number value (acquisition information, normal symbol acquisition information) is stored in an address space corresponding to the current number of reserved balls for normal symbols in the normal symbol reservation storage section provided in the RAM of the main control board 80.
[0137] In S305, it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S305). If it is determined in S305 that a game ball has not entered the first starting hole 20 (NO in S305), the process proceeds to S309. On the other hand, if it is determined in S305 that a game ball has entered the first starting hole 20 (YES in S305), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) has reached 4 (upper limit number) (S306). Then, if it is determined in S306 that the number of reserved balls in the special chart 1 has reached 4 (YES in S306), the process proceeds to S309. If it is determined in S306 that the number of reserved balls for special chart 1 is less than four (NO in S306), 1 is added to the stored number of reserved balls for special chart 1 (S307), a process for obtaining random numbers related to special chart 1 is performed (S308), and the process proceeds to S309.
[0138] In the special chart 1 related random number acquisition process (S308), the value of the random number counter for determining whether or not a special pattern has been hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (random number values shown in Figure 7 (A)), and these acquired random number values (acquisition information, special chart acquisition information) are stored in an address space in the first special chart reserve memory unit 85a corresponding to the current number of reserved balls for special chart 1.
[0139] In S309, it is determined whether or not a game ball has entered the second start hole 21 or the third start hole 26, that is, whether or not a game ball has been detected by the second start hole sensor 21a or the third start hole sensor 26a (S309). If it is determined in S309 that a game ball has not entered the second start hole 21 or the third start hole 26 (NO in S309), the process is terminated. On the other hand, if it is determined in S309 that a game ball has entered the second start hole 21 or the third start hole 26 (YES in S309), it is then determined whether or not the number of reserved balls in the special chart 2 (the number of reserved second special charts, specifically, the value of a counter that counts the number of reserved second special charts provided in the RAM of the main control unit 80) has reached 4 (upper limit number) (S310). Then, if it is determined in S310 that the number of reserved balls in the special chart 2 has reached 4 (YES in S310), the process is terminated. If it is determined in S310 that the number of reserved balls for Special Chart 2 is less than four (NO in S310), "1" is added to the stored number of reserved balls for Special Chart 2 (S311), a process for obtaining random numbers related to Special Chart 2 is performed (S312), and the process ends.
[0140] In the special chart 2 related random number acquisition process (S312), similarly to the special chart 1 related random number acquisition process (S308), the value of the counter for determining whether or not a special pattern has been hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (random number values shown in Figure 7 (A)), and these acquired random number values are stored in an address space in the second special chart reserve memory unit 85b corresponding to the current number of balls reserved for special chart 2.
[0141] [Processing at the start of the ball] Next, the start ball entry process (S205) will be described with reference to FIG. 13. The game control microcomputer 81 performs the start ball entry process (S205) following the start ball entry sensor detection process (S204). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special chart 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special chart 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 2 in S307 in the start ball entry sensor detection process (S204) based on the game ball entering the second start ball or the third start ball. On the other hand, if it is determined that the number of reserved balls in the special chart 2 has not increased (NO in S315), the process proceeds to S319.
[0142] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) in the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved storage unit is read (S316). Next, the acquired random number value related to the read second special symbol is judged (S317). In S317, the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) among the acquired random numbers read out is judged (pre-judgment) as to whether it is a hit or miss depending on the current game state (low probability state or high probability state), and if the result of the judgment is a hit, the type of hit is further judged (pre-judgment). This judgment (pre-judgment) by S317 corresponds to a pre-judgment (so-called "reservation pre-read") of the hit / miss judgment (judgment of whether it is a hit or not) for the special symbol 2 reserved prior to the hit / miss judgment in the special symbol 2 hit / miss judgment process described later.
[0143] In addition, the pre-determination of whether or not it is a jackpot can be determined based on the jackpot determination table (see FIG. 8(A)), that is, the jackpot determination table for high probability state in the high probability state, and the jackpot determination table for normal state in the normal state (low probability state) to determine whether or not it matches the jackpot determination value. In addition, as another pre-determination mode, as a fluctuation pattern information determination table capable of determining fluctuation pattern information, a fluctuation pattern information determination table for normal state (low probability state) and a fluctuation pattern information determination table for high probability state (high probability state) are provided. In the pre-determination, it is possible to select a predetermined fluctuation pattern information based on the acquired random number value (such as the value of the random number counter for determining whether or not a special pattern is hit) and the fluctuation pattern information determination table according to the game state. Then, from this selected fluctuation pattern information, it is possible to identify whether or not it is a jackpot, the type of jackpot, whether or not a game performance with high jackpot reliability is executed, and the like.
[0144] Next, in S318, game information (pre-judgment information) related to the result of the judgment in S317, specifically, information indicating whether the random number value for special symbol hit judgment matches the big hit judgment value (big hit information), information indicating the value of the random number counter for deciding the big hit type (big hit type determination random number value), information indicating whether the random number value for special symbol hit judgment matches the small hit judgment value (small hit information), information indicating the value of the variable pattern random number counter (variation pattern random number value), etc. are generated as a special figure 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). Note that as the special figure 2 start ball entry command, a part or all of the value of the special figure 2 acquisition random number read in S316 may be sent directly to the sub-control board, or the value of the special figure 2 acquisition random number may not be sent directly, and game information acquired based on the value of the special figure 2 acquisition random number (for example, the above-mentioned variable pattern information, etc.) may be sent.
[0145] In addition, by analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, the sub-control unit 90 can identify whether the information is related to a big win, what the big win type is, whether the information is related to a small win, etc. In addition, in this embodiment, by analyzing the special chart 2 start ball entry command, it is possible to specify whether the acquired special chart 2 acquisition random number will be a big win when judged in a high probability state, and whether it will be a big win when judged in a low probability state. As a result, the sub-control unit 90 stores the received special chart 2 start ball entry command as a hold (performance hold information), pre-judges the performance hold information at a specific timing, and determines whether the performance hold information that is judged to be a big win when judged to be a hit or not in a low probability state is stored.
[0146] Furthermore, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been hit is not sent directly to the sub-control unit among the random number values read out in S316. Instead, command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary judgment, is generated as a special pattern 2 start entry command and set.
[0147] Next, in S319, similarly to the processing related to the special chart 2 described above, it is determined whether the number of reserved balls in the special chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls in the special chart 1 has increased by "1" (YES in S319), the processing proceeds to S321. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 1 in S311 in the start port sensor detection processing (S204) based on the game ball entering the first start port. On the other hand, if it is determined in S319 that the number of reserved balls in the special chart 1 has not increased (NO in S319), the processing ends as it is. The processing of S321 to S323 is the same processing as that of S316 to S318 described above for the special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition process (S312) in the start port sensor detection process (S204) and stored in the first special chart reservation memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322). Then, command data including game information related to this preliminary judgment is generated as a special chart 1 start ball entry command, and the command is set in the output buffer of the RAM (S323). Note that the preliminary judgment (reserved pre-read) of S322 is made prior to the hit / miss judgment in the special chart 1 hit / miss judgment process described later.
[0148] [General Action Processing] After the start ball entry process (S205), the game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14. In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a "normal symbol operation status 1, 2, 3, 4". If the "normal map operation status" is "1" (YES in S401), normal pattern waiting processing (S402) is performed; if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern changing processing (S404) is performed; if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern determination processing (S406) is performed; if the "normal map operation status" is "4" (NO in all of S401, S403, and S405), normal electric role processing (S407) is performed. The normal map operation status is initially set to "1."
[0149] [Normal pattern waiting process] Next, the normal symbol waiting process (S402) will be described with reference to FIG. 15. In the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls of the normal symbol is "0" (S501), and if it is determined to be "0" in S501 (YES in S501), the process is terminated. On the other hand, if it is determined to be not "0" in S501 (NO in S501), a normal symbol hit / miss determination process described later is performed (S502), and then a normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is a high base state (state B), a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is a low base state (states A and C), a normal symbol change pattern with a normal symbol change time of 3 seconds is selected. In addition, following the normal symbol variation pattern selection process (S503), a normal symbol random number shift process (S504) is performed, followed by a normal symbol variation start process (S505), and the process ends. In the normal symbol variation start process (S505), the normal symbol variation display is started in the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start process, a normal symbol variation start command is set to notify the sub-control board 90 of the start of the normal symbol variation.
[0150] [Normal pattern match determination process] Next, the normal symbol hit / miss judgment process (S502) will be described with reference to FIG. 16. In the normal symbol hit / miss judgment process (S502), first, the value (label-TRND-H) of the normal symbol hit / miss judgment random number counter stored in the normal symbol reserve memory unit is read (S601). Next, it is judged whether the state B flag is ON or not, that is, whether the game state is a high base state (low probability high base state or high probability high base state) or not (S602). If it is judged in S602 that the state B flag is ON, that is, that the game state is a high base state (YES in S602), it is judged whether or not there is a hit by the high probability normal symbol hit / miss judgment based on the table for state B (hit judgment value is "0" to "238") of the normal symbol hit judgment table shown in FIG. 8 (C) (S604), and the process proceeds to S605. That is, it is judged whether or not the value (label-TRND-H) of the read normal symbol hit / miss judgment random number counter matches any of the hit judgment values.
[0151] On the other hand, in S602, if it is determined that the state B flag is not ON, that is, it is in a low base state (NO in S602), it is determined whether or not there is a win by a low probability normal symbol win / loss judgment based on the table for state A (state C) (win judgment value is "0" to "119") in the normal symbol win judgment table shown in Fig. 8 (C) (S603), and it moves to the processing of S605. Then, in S605, it is determined whether the result of the normal symbol win / loss judgment (S603, S604) is a win (normal symbol win) or not (S605), and if it is determined to be a miss (NO in S605), the losing normal symbol (normal symbol miss symbol) to be displayed as a stop is determined (S606), and the processing ends. On the other hand, if it is determined in S605 that there is a win (a normal winning symbol) (YES in S605), the winning normal symbol (a normal winning symbol) to be displayed is determined (S607), the normal winning symbol flag is turned ON (S608), and the processing ends.
[0152] [Normal pattern random number shift processing] Next, the normal symbol random number shift process (S504) will be described with reference to FIG. 17. In the normal symbol random number shift process (S504), first, the number of reserved normal symbols is decremented by 1 (S701). Next, the storage location of each reserved normal symbol in the reserved normal symbol memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space that is the storage location of the top reserved memory in the reserved normal symbol memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth reserved normal symbol is cleared to 0 (S703), and the process is completed. In this way, the reserved normal symbols are consumed in the order of reservation.
[0153] [Normal pattern change processing] Next, the normal pattern change process (S404) will be described with reference to FIG. 18. As shown in FIG. 18, in the normal pattern change process (S404), first, it is determined whether the normal pattern change time has elapsed (S801), and if it is determined that the time has not elapsed (NO in S801), the process is terminated. On the other hand, if it is determined that the time has elapsed (YES in S801), a normal pattern change stop command is set (S802), the normal pattern operation status is set to "3" (S803), and then other processes such as stopping the normal pattern change display with the display result (won normal pattern or lost normal pattern) according to the result of the normal pattern hit / miss judgment random number are performed (S804), and the process is terminated.
[0154] [Normal pattern confirmation process] Next, the normal symbol determination process (S406) will be described with reference to FIG. 19. In the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If it is determined that the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and the process ends. On the other hand, if it is determined that the normal symbol winning flag is ON (YES in S901), it is then determined whether the state B flag is ON, that is, whether it is in a high base state (S902). If it is determined in S902 that the state B flag is ON (YES in S902), the opening pattern for state B (for high base state) is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903), and the process proceeds to S904. The opening pattern for state B (for high base state) is an opening pattern that repeats 1.8-second opening three times, as described above. Therefore, the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".
[0155] On the other hand, if it is determined that the state B flag is not ON (NO in S902), the opening pattern for state A and state C (for low base state) is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S906), and the process proceeds to S904. The opening pattern for state A and state C (for low base state) is, as described above, an opening pattern in which 0.9 second openings are performed three times. Therefore, the second starting hole opening counter is set to "3". In S904, the normal operation status is set to "4" (S904), and the process ends.
[0156] [Normal electric accessory processing] Next, the normal electric accessory process (S407) will be described with reference to FIG. 20. In the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second start hole 21 has ended in the auxiliary game that was executed as a winning. If it is determined that the normal winning end flag is not ON (NO in S1001), it is determined whether the second start hole 21 is being opened (S1002). If it is determined in S1002 that the second start hole is not being opened (NO in S1002), it is then determined whether it is time to open the second start hole 21 (S1003), and if it is determined that the opening time has not yet arrived (NO in S1003), the process is terminated. On the other hand, if it is determined in S1003 that it is time to open the second start port (YES in S1003), control is executed to open the second start port (S1004), and processing is terminated. Also, if it is determined in S1002 that the second start port 21 is open (YES in S1002), it is determined whether it is time to close the second start port 21 (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005), and if it is determined that it is not time to close the second start port (NO in S1005), processing is terminated. If it is determined in S1005 that it is time to close the second start port (YES in S1005), processing is performed to close the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and processing proceeds to S1008.
[0157] In S1008, it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is determined in S1008 that the value of the opening counter is not "0" (NO in S1008), the process is terminated to open the second start hole 21 again. On the other hand, if it is determined in S1008 that the value of the opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), a normal win end flag is set (S1010), and the process is terminated. The second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during state B (high base state), and becomes "0" when the second start hole 21 is opened three times during state A and state C (low base state). On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (FIG. 14).
[0158] [Special diagram 1 operation processing] As shown in Fig. 11, the game control microcomputer 81 performs special symbol 1 operation processing (S207) following normal symbol operation processing (S206). This special symbol 1 operation processing will be explained using Figs. 21 to 29. In the special symbol 1 operation processing (S207), as shown in Fig. 21, the processing related to the special symbol display unit 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special symbol 1 operation status 1, 2, 3, 4, 5" is assigned to each stage. Then, if the "Special Pattern 1 Operation Status" is "1" (YES in S1101), the special pattern 1 waiting process (S1102) is performed. If the "Special Pattern 1 Operation Status" is "2" (NO in S1101, YES in S1103), the special pattern 1 changing process (S1104) is performed. If the "Special Pattern 1 Operation Status" is "3" (NO in both S1101 and S1103, YES in S1105), the special pattern 1 waiting process (S1102) is performed. ES), and then perform special symbol 1 determination processing (S1106). If the "special symbol 1 operation status" is "4" (NO in S1101, S1103, S1105, YES in S1107), perform special electric device processing 1 (S1108) as a big win game. If the "special symbol 1 operation status" is "5" (NO in S1101, S1103, S1105, S1107), end the processing. The special symbol 1 operation status is initially set to "1". Also, since a small win is not set as a result of the first special symbol hit / miss judgment, the special electric device processing 2 is not executed in the special symbol 1 operation processing, but a small win may be set as a result of the first special symbol hit / miss judgment. In this case, when the "special symbol 1 operation status" is "5", the special electric device processing 2 as a small win game is executed.
[0159] [Special pattern 1 standby process] Next, the special symbol 1 standby process (S1102) will be described with reference to FIG. 22. In the special symbol 1 standby process (S1102), first, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1201). If it is determined in S1201 that the number of reserved balls in special symbol 1 is "0", that is, that there is no memory of the random number counter value acquired based on the ball entering the first starting hole 20 (YES in S1201), it is then determined whether special symbol 2 is being played (S1207). Then, if it is determined in S1207 that special symbol 2 is being played (YES in S1207), the process is terminated. On the other hand, if it is determined in S1207 that the special chart 2 is not being played (NO in S1207), it is determined whether or not the display screen 7a of the image display device 7 is being processed to be a standby screen (a demo screen for waiting for customers is being executed) (S1208), and if it is determined that the standby screen is being displayed (YES in S1208), the process is terminated. On the other hand, if it is determined in S1208 that the standby screen is not being displayed (NO in S1208), a standby screen setting process for displaying the standby screen is executed (S1209), and the process is terminated.
[0160] In addition, in S1201, if it is determined that the number of reserved balls for special symbol 1 is not "0", that is, there is one or more memories of the random number counter value obtained based on the ball entering the first starting hole 20 (NO in S1201), the following special symbol 1 hit / miss determination process (S1203), special symbol 1 change pattern selection process (S1204), special symbol 1 random number shift process (S1205), and special symbol 1 change start process (S1206) are performed in this order. Here, "special symbol 2 (second special symbol) is not being played" means that special symbol 2 is not being displayed in a variable manner (including the fixed stop display time) and the number of reserved balls for special symbol 2 is "0". Of course, this also means that the big hit game and small hit game related to special symbol 2 are not being played.
[0161] [Special Diagram 1 Correctness Judgment Processing] Next, the special symbol 1 hit / miss judgment process (S1203) will be described with reference to FIG. 23. In the special symbol 1 hit / miss judgment process (S1203), first, the value (label-TRND-A) of the random number counter for special symbol hit / miss judgment (oldest memory) stored in the lowest area (i.e., the RAM area corresponding to the first one of the first special symbol reserve) of the first special symbol reservation memory unit 85a of the RAM is read as a judgment value (S1601). Next, it is judged whether the special symbol 2 big hit fluctuation flag is ON or not, that is, whether the second special symbol is executing a fluctuation display related to a big hit or not (S1602). If it is judged that the special symbol 2 big hit fluctuation flag is ON in S1602 (YES in S1602), the process proceeds to S1607.
[0162] That is, in the pachinko game machine 1 of the present embodiment 1, when one special symbol is executing a variable display related to a jackpot, the other special symbol is not judged as a jackpot or not in the hit / miss judgment, and is judged as either a small hit or a miss (i.e., it is not judged as a jackpot). Since the first special symbol hit / miss judgment result does not have a small hit, when the second special symbol is executing a variable display related to a jackpot, the results of the first special symbol hit / miss judgment executed during that time are all misses. In S1602, when it is judged that the special symbol 2 big hit variable flag is not ON, that is, the second special symbol is not executing a variable display related to a jackpot (NO in S1602), it is then judged whether the probability variable flag is ON or not, that is, whether it is in a high probability state or not (S1603). In S1603, if it is determined that the probability variable flag is not ON, that is, the state is a low probability state (NO in S1603), a hit / miss determination is made based on the normal state (low probability state) hit determination table (the hit determination values are "3" and "397") in the hit determination table (Fig. 8(A)) (S1604). On the other hand, if it is determined that the probability variable flag is ON (YES in S1603), a hit / miss determination is made based on the high probability state hit determination table in the hit determination table (Fig. 8(A)) (S1605). In the high probability state hit determination table, the hit determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0163] In this S1602, when it is determined that the special pattern 2 big win fluctuation flag is not ON, that is, when it is determined that the first special pattern is not executing a variable display related to a big win, the low probability hit / miss judgment (S1604) and the high probability hit / miss judgment (S1605) are also called the first special pattern 1 hit / miss judgment (first first hit / miss judgment). In addition, in S1602, when it is determined that the special pattern 2 big win fluctuation flag is ON, that is, when it is determined that the first special pattern is executing a variable display related to a big win, the hit / miss judgment (S1607) is also called the second special pattern 1 hit / miss judgment (second first hit / miss judgment). In the first special pattern 1 hit / miss judgment (first first hit / miss judgment), a judgment process (hit judgment) is performed to judge whether it is a big win or a miss, and in the second special pattern 1 hit / miss judgment (second first hit / miss judgment), a judgment process (miss judgment) is performed to judge (decide) only miss.
[0164] In S1606, it is determined whether the result of the jackpot determination (S1604, S1605) is a "jackpot" (S1606), and if it is determined to be a jackpot (YES in S1606), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in FIG. 8(B) (S1608), the jackpot pattern is determined based on the value of the random number for determining the jackpot type (S1609), the special pattern 1 jackpot variation flag is turned ON (S1610), and the process is terminated. In addition, in the case of a hit / miss determination related to the first special pattern, the jackpot type is determined using the jackpot type determination table for the first special pattern, and in the case of a hit / miss determination related to the second special pattern, the jackpot type is determined using the jackpot type determination table for the second special pattern. Also, if the first special symbol (special symbol 1) is judged to be a jackpot, either the 4R 1st jackpot or the 4R 2nd jackpot will be executed. Also, if the second special symbol (special symbol 2) is judged to be a jackpot, either the 15R 3rd jackpot, the 4R 4th jackpot, the 2R 5th jackpot, the 2R 6th jackpot, the 2R 7th jackpot, or the 2R 8th jackpot will be executed (FIG. 8(B)). On the other hand, if the result of the jackpot judgment (S1604, S1605) is judged not to be a "jackpot" (NO in S1606), the process proceeds to S1607. In S1607, the losing symbol is determined (S1607), and the process ends.
[0165] Here, in this embodiment 1, as the jackpot fluctuation flag, there is a first jackpot fluctuation flag indicating that the first special symbol is executing a fluctuation display related to the jackpot (a fluctuation display in which the jackpot symbol is stopped and displayed), and a second jackpot fluctuation flag indicating that the second special symbol is executing a fluctuation display related to the jackpot (a fluctuation display in which the jackpot symbol is stopped and displayed), and a flag corresponding to the jackpot fluctuation flag storage means provided in the RAM of the main control unit 80 is set. In addition, as the small win fluctuation flag, there is a second small win fluctuation flag indicating that the second special symbol is executing a fluctuation display related to the small win (a fluctuation display in which the small win symbol is stopped and displayed), and a flag corresponding to the small win fluctuation flag storage means provided in the RAM of the main control unit 80 is set. And, when the jackpot fluctuation flag is set for one special symbol (i.e., when a fluctuation display related to the jackpot is being displayed), the process of determining whether or not the other special symbol is a jackpot is not performed in the hit / miss judgment of the other special symbol. In other words, the control is not performed so that both special symbols execute the variable display related to the jackpot in parallel. This makes it possible to prevent a situation in which too much gaming profit is given to the player in an extremely short time, and to appropriately suppress gambling.
[0166] [Special Chart 1 Variation Pattern Selection Processing] In the special symbol 1 standby process (Fig. 22), following the special symbol 1 hit / miss determination process (S1203), the special symbol 1 fluctuation pattern selection process (S1204) is performed. As shown in Figs. 24 and 25, in the special symbol 1 fluctuation pattern selection process (S1204), first, it is determined whether the game state is state A or not (whether it is a low probability low base state or not) (S1701). Then, if it is determined in S1701 that it is state A (YES in S1701), it is then determined whether the special symbol 1 big hit fluctuation flag is ON or not (S1702), and if it is determined that the special symbol 1 big hit fluctuation flag is ON (YES in S1702), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state A big hit table (the part of the fluctuation pattern table shown in Fig. 9 that corresponds to state A and big hit) (S1703). In addition, if the fluctuation pattern is determined, the fluctuation time is also determined. In addition, in this embodiment 1, one of the fluctuation patterns P1 to P3 having different lengths of fluctuation time is selected by the table for the state A jackpot.
[0167] On the other hand, if it is determined that the special chart 1 big win fluctuation flag is not ON (NO in S1702), then it is determined whether the number of reserved balls (reserved number) is either 1 or 2 (S1705). If it is determined in S1705 that the reserved number is either 1 or 2 (YES in S1705), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state A first reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to state A, miss, and reserved number 1, 2). Also, if it is determined in S1705 that the reserved number is neither 1 nor 2, that is, the reserved number is either 3 or 4 (NO in S1705), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state A second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to state A, miss, and reserved number 3, 4).
[0168] As a result, when the number of reserved balls of the first special symbol is "3" or "4", the possibility of selecting a pattern with a short fluctuation time is high compared to when the number of reserved balls of the first special symbol is "1" or "2". In this embodiment 1, the fluctuation patterns P8 to P11 are selected. As a result, the function of shortening the fluctuation according to the number of reserved balls is activated, and the average fluctuation time is shortened.
[0169] Also, in S1701, if it is determined that the game state is not state A (low probability low base state) (NO in S1701), then it is determined whether the game state is state B (low probability high base state, high probability high base state) (S1708). If it is determined that it is state B in S1708 (S1708), then it is determined whether the special chart 1 jackpot fluctuation flag is ON (S1709), and if it is determined that the special chart 1 jackpot fluctuation flag is ON (YES in S1709), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state B jackpot table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to state B and jackpot) (S1710). In S1709, if it is determined that the special chart 1 jackpot fluctuation flag is OFF (NO in S1709), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the table for state B miss (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to state B and miss) (S1711).
[0170] Also, in S1708, if it is determined that the game state is not state B (low probability high base state, high probability high base state), that is, the game state is state C (high probability low base state) (NO in S1708), then it is determined whether the special chart 1 big win fluctuation flag is ON (S1712), and if it is determined that the special chart 1 big win fluctuation flag is ON (YES in S1712), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state C big win table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to state C and big win) (S1710). In S1712, if it is determined that the special chart 1 big win fluctuation flag is OFF (NO in S1712), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the state C miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to state C and miss) (S1714).
[0171] In addition, in state B and state C, the game is played mainly on the display of the second special symbol by hitting the right hand side, so if you play according to the game instructions (hitting the right hand side or the left hand side), the display of the first special symbol will rarely be displayed. Therefore, the time for the first special symbol to change in state B and state C is simple (there are few types and the time for the change is short). In state B, if there is a big win, the change pattern is P15, and if there is a miss, the change pattern is P16. In state C, if there is a big win, the change pattern is P23, and if there is a miss, the change pattern is P24.
[0172] After the variation pattern is selected as described above, other processing shown in Fig. 24 is executed (S1704), and the processing ends. In the other processing (S1704), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM. The set variation pattern designation command is included in a variation start command described later, and is sent to the sub-control board 90 by the output processing (S201).
[0173] [Special Illustration 1: Random number shift processing] Next, the special chart 1 random number shift process (S1205) will be described with reference to FIG. 26. In the special chart 1 random number shift process (S1205), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first special chart reservation memory unit 85a is shifted to the lower side by one (for example, to the address "0000" side when the first special chart reservation memory unit 85a is composed of an address space corresponding to addresses "0000" to "0003") (S1802). Then, "0" is set in the top address space of the first special chart reservation memory unit 85a, that is, the RAM area corresponding to the fourth reserved ball for the second special chart (if the upper limit number has been stored) is cleared to 0 (S1803), and this process is completed. After the special chart 1 random number shift process (S1205) is executed, the special chart 1 variation start process (S1206) of FIG. 22 is executed. In the special pattern 1 variation start processing (S1206), the special pattern 1 operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the first special pattern.
[0174] [Special pattern 1 variable processing] Next, the special symbol 1 change processing (S1104) will be described with reference to FIG. 27. As shown in FIG. 27, in the special symbol 1 change processing (S1104), first, it is determined whether the change time of the special symbol 1 (change time determined according to the change pattern selected in S1204 of FIG. 22, see FIG. 9) has elapsed (S1901). If it is determined in S1901 that the change time of the special symbol 1 has not elapsed (NO in S1901), the special symbol 1 change interruption processing is performed (S1914) and the processing is terminated. On the other hand, if it is determined in S1901 that the change time of the special symbol 1 has elapsed (YES in S1901), the processing proceeds to S1903. In S1903, a special symbol 1 change stop command is set (S1903), and the processing proceeds to S1904.
[0175] Next, in S1904, it is determined whether the state B flag is ON (S1905). If it is determined in S1904 that the state B flag is ON (YES in S1904), the value of the state B counter (state B fluctuation counter) that counts the number of fluctuations of the special pattern executed during state B (high base state) is decremented by 1 (S1905), and then it is determined whether the value of the state B counter is "0" (S1906). If it is determined in S1906 that the value of the state B counter is "0" (YES in S1906), the state B flag is turned OFF (S1907), and the process proceeds to S1908. By turning OFF the state B flag, the game state transitions from the high base state to the low base state. Specifically, if it is in the low probability high base state, it transitions to the low probability low base state (normal state), and if it is in the high probability high base state, it transitions to the high probability low base state (advantageous state).
[0176] In S1908, the special symbol 1 operation status is set to "3" (S1908), and other processing is performed, such as stopping the display of the changing special symbol based on the results of the random number for determining whether the special symbol is a hit or not and the random number for determining the type of hit (S1909), and the processing is terminated.
[0177] [Special Chart 1: Processing for interrupting fluctuations] As shown in Figures 27 and 28, the special symbol 1 variation interruption process (S1902) is a process that temporarily interrupts the measurement of the variation time of the special symbol 1 during the variation display when a big win game or a small win game related to the special symbol 2 is executed during the variation display of the special symbol 1, and resumes the interrupted measurement when the big win game or the small win game ends. As a result, during the execution of a big win game or a small win game related to one special symbol, the win / loss judgment process and the variation display related to the other special symbol are not executed.
[0178] The special chart 1 variation interruption process (S1902) will be described with reference to FIG. 28. In the special chart 1 variation interruption process (S1902), first, it is determined whether the special chart 1 interruption flag is ON or not (S2901). If it is determined that the special chart 1 interruption flag is not ON (NO in S2901), it is then determined whether the special chart 2 big win flag is ON or not, that is, whether the big win game related to the special chart 2 is being executed (S2902). If it is determined in S2902 that the special chart 2 big win flag is not ON (NO in S2902), it is then determined whether the special chart 2 small win flag is ON or not, that is, whether the small win game related to the special chart 2 is being executed (S2909). If it is determined in S2909 that the special chart 2 small win flag is not ON, that is, neither the big win game nor the small win game related to the special chart 2 is being executed (NO in S2909), the process is terminated. Then, the display of the variation of the special chart 1 is continued. On the other hand, if it is determined in S2902 that the special chart 2 big hit flag is ON (YES in S2902), and if it is determined in S2909 that the special chart 2 small hit flag is ON (YES in S2909), the special chart 1 interruption flag is turned ON (S2903), the measurement of the special chart 1 variation time is interrupted (S2904), and the processing is terminated. This allows the display of the variation of the special chart 1 to be temporarily interrupted.
[0179] Also, in S2901, if it is determined that the special chart 1 interruption flag is ON, that is, the variable display of the first special pattern is already interrupted (YES in S2901), it is determined whether the special chart 2 big win flag is ON or not (S2905). In S2905, if it is determined that the special chart 2 big win flag is ON (YES in S2905), it is determined that the big win game related to the special chart 2 is still being executed, and the processing is terminated. On the other hand, if it is determined that the special chart 2 big win flag is not ON (NO in S2905), then it is determined whether the special chart 2 small win flag is ON or not (S2906). In S2906, if it is determined that the special chart 2 small win flag is ON (YES in S2906), it is determined that the small win game related to the special chart 2 is still being executed, and the processing is terminated. On the other hand, if it is determined in S2906 that the special symbol 2 small hit flag is not ON (NO in S2906), it is determined that the big hit game or small hit game related to the special symbol 2 has ended, the special symbol 1 interruption flag is turned OFF (S2907), the measurement of the special symbol 1 change time is resumed (S2908), and the processing is terminated. This makes it possible to resume the display of the change of the first special symbol (time measurement of the change time) that was interrupted.
[0180] Here, in this embodiment 1, the interruption flags include a special pattern 1 interruption flag (also referred to as the ``first interruption flag'') indicating that the display of the first special pattern is interrupted, and a special pattern 2 interruption flag (also referred to as the ``second interruption flag'') indicating that the display of the second special pattern is interrupted, and the corresponding flags are set (stored) in the interruption flag storage means provided in the RAM of the main control unit 80.
[0181] [Special design 1 confirmation process] Next, the special symbol 1 determination process (S1106) will be described with reference to FIG. 29. As shown in FIG. 29, in the special symbol 1 determination process (S1106), first, it is determined whether the special symbol 1 jackpot fluctuation flag is ON (S2001). When it is determined that the special symbol 1 jackpot fluctuation flag is ON (YES in S2001), the special symbol 1 jackpot fluctuation flag indicating that the jackpot fluctuation display related to the first special symbol is in progress is turned OFF (S2002), the special symbol 1 jackpot flag indicating the execution of the jackpot game related to the first special symbol is turned ON (S2003), and the process proceeds to S2004. As a result, in the special symbol 1, it is possible to indicate that the fluctuation display related to the jackpot is ended (the jackpot is confirmed) and the transition to the jackpot game is made.
[0182] In S2004, the value of the round counter that counts the number of rounds executed during the jackpot game (in the case of one round open, one round is from the opening to the closing of the jackpot opening) is set to "4" (S2004), a jackpot opening command is set to start the jackpot game (S2005), the special symbol 1 operation status is set to "4" (S2006), and the process ends. In addition, a stop command is sent to the sub-control board 90 at the timing when the special symbol that is being displayed in a variable manner stops. By receiving this stop command, the sub-control board 90 is able to grasp that the variable display of the special symbol has ended. This puts the board into a jackpot standby state. Also, if S2001 determines that the special chart 1 jackpot fluctuation flag is not ON (NO in S2001), neither the jackpot game nor the small jackpot game will start, that is, since the fluctuation display is related to a miss, the special chart 1 operation status is set to "1" (S2007), and processing ends.
[0183] Here, in this embodiment 1, as the jackpot flag, there is a special jackpot flag (also called the "first jackpot flag") indicating that the result of the hit / miss judgment related to the first special symbol is a jackpot and a jackpot game related to the jackpot is being played, and there is a special jackpot flag (also called the "second jackpot flag") indicating that the result of the hit / miss judgment related to the second special symbol is a jackpot and a jackpot game related to the jackpot is being played, and when a jackpot game is played, a jackpot flag corresponding to the jackpot flag storage means provided in the RAM of the main control unit 80 is set (stored). In addition, as a small jackpot flag, there is a special jackpot flag (also called the "small jackpot flag") indicating that the result of the hit / miss judgment related to the second special symbol is a small jackpot and a small jackpot game related to the small jackpot is being played, and when a small jackpot game is played, a small jackpot flag corresponding to the small jackpot flag storage means provided in the RAM of the main control unit 80 is set (stored).
[0184] Here, the round display 45 is composed of three LEDs, a 2R lamp, a 4R lamp, and a 15R lamp, and the corresponding lamp is lit at the timing when the winning pattern is confirmed. Specifically, when the 4R first winning occurs, the display mode is "2R △ 4R ▲ 15R △" (for example, ▲: lit, △: unlit). Next, the special chart 2 operation processing (S211) and the like will be explained using Figures 30 to 39, but in the special chart 2 operation processing (S211), the processing is performed in the same flow as the special chart 1 operation processing (S206) and the like shown in Figures 21 to 29, so it will be explained briefly below.
[0185] [Special diagram 2 action processing] As shown in FIG. 30, the special symbol 2 operation process (S208) is processed in the same manner as the special symbol 1 operation process (S207) shown in FIG. 21. As shown in FIG. 11, the game control microcomputer 81 performs the special symbol 2 operation process (S208) following the special symbol 1 operation process (S207). The pachinko game machine 1 of the present embodiment 1 is capable of executing the variable display of the first special symbol and the second special symbol in parallel by the special symbol 1 operation process and the special symbol 2 operation process. In other words, the consumption of the first special symbol reservation and the consumption of the second special symbol reservation ("the variable display of the first special symbol and the variable display of the second special symbol", "the hit / miss judgment of the first special symbol and the hit / miss judgment of the second special symbol") can be executed in parallel. In addition, in this embodiment 1, a hit / miss judgment based on the ball entering the second or third starting hole (second special pattern hit / miss judgment) is more likely to result in a jackpot that is more profitable for the player (larger amount of profit that can be obtained) than a hit / miss judgment based on the ball entering the first starting hole (first special pattern hit / miss judgment) (Figure 8 (B)).
[0186] As shown in FIG. 30, similar to the special symbol 1 operation processing (S207), the processing related to the special symbol display unit 41 and the large prize device (first large prize device 31 and second large prize device 36) is divided into five stages, and "special symbol 2 operation status 1, 2, 3, 4, 5" is assigned to each of these stages. Then, if the "special symbol 2 operation status" is "1" (YES in S1151), the special symbol 2 waiting processing (S1152) is performed, if the "special symbol 2 operation status" is "2" (NO in S1151, YES in S1153), the special symbol 2 changing processing (S1154) is performed, and if the "special symbol 2 operation status" is "3" (NO in both S1151 and S1153, YES in S1155), the special symbol 2 is confirmed. If the "special symbol 2 operation status" is "4" (S1151, S1153, S1155 are all NO, S1157 is YES), special electric device process 1 (S1108) is performed for a big win game, and if the "special symbol 2 operation status" is "5" (S1151, S1153, S1155, S1157 are all NO), special electric device process 2 (S1109) is performed for a small win game. The special symbol 2 operation status is initially set to "1." Since the result of the second special symbol hit / miss judgment is a small hit, the special symbol 2 operation process has special electric device process 2 (S1109) that is not included in the special symbol 1 operation process.
[0187] Here, the special electric device processing 1 (S1108) is common to the special device 1 operation processing (S206) and the special device 2 operation processing (S211), and the special electric device processing 2 (S1109) is only for the special device 2 operation processing (S211). This is because the pachinko game machine 1 of the present embodiment 1 can execute the variable display of the first special symbol and the variable display of the second special symbol in parallel, but cannot execute the jackpot game related to the first special symbol and the jackpot game related to the second special symbol in parallel (only one of them can be executed). In this embodiment, the result of the first special symbol hit / miss judgment does not have a small hit, but as another embodiment, the result of the first special symbol hit / miss judgment may have a small hit. In this case, just like the big win game, the small win game related to the first special pattern and the small win game related to the second special pattern cannot be executed in parallel (only one of them can be executed).
[0188] [Special pattern 2 standby process] The special symbol 2 standby process (S1152) shown in FIG. 31 is performed in the same manner as the special symbol 1 standby process (S1102) shown in FIG. 22, and therefore a description thereof will be omitted.
[0189] [Special diagram 2: Correctness determination process] The special symbol 2 hit / miss judgment process (S1253) shown in FIG. 32 is performed in the same flow as the special symbol 1 hit / miss judgment process (S1203) shown in FIG. 23. However, since this process is a process related to the special symbol 2, in S1301, the random number counter value (label-TRND-A) for the special symbol hit / miss judgment stored in the lowest area of the second special symbol reservation memory unit 85b of the RAM (i.e., the RAM area corresponding to the first of the second special symbol reservations) is read out. Also, since the result of the second special symbol hit / miss judgment has a small hit, if it is determined that the result of the second special symbol hit / miss judgment is not a big hit (S1304), then in S1305, it is determined whether the result of the second special symbol hit / miss judgment is a small hit (S1305). If it is determined in S1305 that it is a small win (YES in S1305), the small win pattern is determined (S1306), the special chart 2 small win variation flag is turned ON (S1307), and the processing ends. The other processing is the same as the special chart 1 hit / miss judgment processing (S1203).
[0190] In this S1313, when it is determined that the special symbol 1 big win fluctuation flag is not ON, that is, when it is determined that the first special symbol is not executing a variable display related to a big win, the low probability hit / miss judgment (S1303), the high probability hit / miss judgment (S1309), and the small hit judgment (S1304, S1305) are also called the first special symbol 2 hit / miss judgment (first second hit / miss judgment). Also, in S1313, when it is determined that the special symbol 1 big win fluctuation flag is ON, that is, when it is determined that the first special symbol is executing a variable display related to a big win, the small hit judgment (S1305) is also called the second special symbol 2 hit / miss judgment (second second hit / miss judgment). In the first special chart 2 hit / miss judgment (first second hit / miss judgment), a judgment process (big hit judgment and small hit judgment) is performed to determine whether it is a big hit, a small hit, or a miss, and in the second special chart 2 hit / miss judgment (second second hit / miss judgment), a judgment process (small hit judgment) is performed to determine whether it is a small hit or a miss.
[0191] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 33 and FIG. 34, in the special pattern 2 variation pattern selection process (S1254), the process (S1401-S1420) is performed in the same flow as the special pattern 1 variation pattern selection process (S1204) shown in FIG. 24 and FIG. 25. Therefore, detailed explanation of this process is omitted. However, since this process is a process related to the second special pattern, the variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) by referring to the column corresponding to the second special pattern in the variation pattern table shown in FIG. 9. In addition, since the result of the second special pattern hit / miss judgment has a small hit, if it is determined that the small hit fluctuation flag is ON, a variation pattern is selected from the small hit table according to the game state.
[0192] Also, in states B and C, the game is played mainly on the display of the second special symbol (determination of whether the second special symbol is a winner or loser). Therefore, in states B and C, there are more types of change patterns (change times) than the change patterns of the first special symbol, and a change pattern of a relatively long duration can be selected. On the other hand, in state A, the game is played mainly on the display of the first special symbol (determination of whether the first special symbol is a winner or loser). Therefore, in state A, there are more types of change patterns (change times) than the change patterns of the second special symbol, and a change pattern of a relatively long duration can be selected. Therefore, in state A, the change pattern of the second special symbol is simple (few types, short duration).
[0193] In this special pattern 2 variation pattern selection process (S1254), after the variation pattern is selected, other processes (S1404) are performed and this process is terminated. In the other processes (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM. The set variation pattern designation command is included in a variation start command described later and is sent to the sub-control board 90 by the output process (S201).
[0194] [Special Illustration 2: Random Number Shift Processing] As shown in FIG. 35, in the special pattern 2 random number shift process (S1255), first, the number of balls reserved for the special pattern 2 is decremented by 1 (S1501). Next, the storage location of various counter values in the second special pattern reservation memory unit 85b is shifted to the lower side by one (S1502). Then, "0" is set in the top address space of the second special pattern reservation memory unit 85b, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved second special pattern is cleared to 0 (S1503), and this process is completed. After the special pattern 2 random number shift process (S1255) is executed, the special pattern 2 variation start process (S1256) in FIG. 31 is executed. In the special pattern 2 variation start process (S1256), the special pattern 2 operation status is set to "2" and the special pattern 2 variation start command is set in the output buffer of the RAM to start the variation display of the second special pattern.
[0195] [Special pattern 2 variable processing] The special symbol 2 variable process (S1154) shown in Fig. 36 performs processing (S1951 to S1959) in the same manner as the special symbol 1 variable process (S1104) shown in Fig. 27. Therefore, a detailed description of this process will be omitted.
[0196] [Special Chart 2: Processing for interrupting fluctuations] The special chart 2 variation interruption processing (S1952) shown in Fig. 37 performs processing (S2951 to S2959) in the same flow as the special chart 1 variation interruption processing (S1902) shown in Fig. 28. Therefore, detailed description of this processing will be omitted.
[0197] [Special design 2 confirmation process] The special symbol 2 determination process (S1156) shown in FIG. 38 performs processing (S2051 to S2067) in the same flow as the special symbol 1 determination process (S1106) shown in FIG. 29. Therefore, detailed explanation of this process is omitted. However, since the special symbol 2 determination process (S1156) is a process related to the special symbol 2, the process when it is determined that the big hit type (round counter setting process) and the special symbol 2 small hit fluctuation flag are ON is different from the special symbol 1 determination process (S1106), as shown in FIG.
[0198] [Special Electric Device Processing 1 (Big Hit Game)] Next, the special electric accessory process 1 (S1108) will be described with reference to FIG. 39. In the special electric accessory process 1 (S1108), first, a jackpot game start process (to be described later) is executed (S2101), and the process proceeds to S2102. In S2102, it is determined whether the jackpot start flag is ON (S2102), and if it is determined that the jackpot start flag is not ON (NO in S2102), the process ends. On the other hand, if it is determined that the jackpot start flag is ON (YES in S2102) in S2102, it is then determined whether the jackpot end flag is ON (S2105). Here, the jackpot start flag is a flag that is ON when the player launches a game ball into the right game area 3B at any timing in the jackpot waiting state and passes the game ball through the start gate 29. After the special symbol is displayed as a jackpot symbol and a jackpot is confirmed, the jackpot start flag is turned ON by passing the game ball through the start gate, and the jackpot game proceeds (the round game starts). If the game ball is not passed through the start gate 29 after the jackpot is confirmed, the game machine remains in a jackpot standby state in which a jackpot can be executed. During this time, the player can leave the seat and take a break to go to the toilet, have a drink, make a phone call, etc. After the break ends, the player can launch the game ball at any timing of his / her choice and pass the game ball through the start gate 29 to proceed with the jackpot game. The jackpot end flag is a flag that indicates that all the openings of the big prize winning devices (first big prize winning device 31) have been completed (the jackpot game has ended).
[0199] If it is determined in S2103 that the big win end flag is not ON (NO in S2103), then it is determined whether the big win opening (first big win opening 30) is open or not (S2104). If it is determined that it is not open (NO in S2104), it is determined whether it is time to open the big win opening (first big win opening 30) (round start time), that is, whether it is time to pass through the start gate 29 and start the first round, or whether the interval time between rounds has passed and it is time to start the next round (next opening) (S2105). If it is determined in S2105 that it is not time to start the round (NO in S2105), the process is terminated. On the other hand, if it is determined in S2105 that it is time to start the round (YES in S2105), a round start command is set (S2106), the big win opening opening process is performed (S2107), and the process is terminated. This causes the first big prize opening 30 to be opened according to an opening pattern (see FIG. 6) corresponding to the type of big win.
[0200] If it is determined in S2104 that the large prize opening (first large prize opening 30) is open (YES in S2104), it is determined whether the number of balls entering the large prize opening in that round has reached the specified maximum number of balls (10 per round in this embodiment 1) (S2111). If it is determined that the specified number of balls (10) has not been reached (NO in S2111), it is then determined whether it is time to close the large prize opening (first large prize opening 30), that is, whether a predetermined opening time (see FIG. 6) has elapsed since the large prize opening was opened (S2112). If it is determined in S2112 that the opening time of the large prize opening has not elapsed (NO in S2112), the process is terminated.
[0201] On the other hand, if it is determined in S2111 that the specified number of balls (10) has been reached (YES in S2111), or if it is determined that the opening time for the large prize opening has elapsed (YES in S2112), that is, if it is determined that either of the two round end conditions has been met, a process is performed to close the large prize opening (first large prize opening 30) (S2113). Next, the round counter value is decremented by 1 (S2114), and it is determined whether the round counter value is "0" or not (S2115). If it is determined in S2115 that the round counter value is not "0" (NO in S2115), the process is terminated to start the next round.
[0202] On the other hand, if it is determined in S2115 that the round counter value is "0" (YES in S2115), a jackpot ending command is set (S2116) as a jackpot ending process that ends the jackpot game, the jackpot ending period is started (S2117), the jackpot ending flag is turned ON (S2118), and the process ends. Also, if it is determined in S2105 that the jackpot ending flag is ON (YES in S2103), the final round has ended, so it is next determined whether or not the jackpot ending period has elapsed (S2119). If it is determined in S2119 that the predetermined ending time has not elapsed (NO in S2119), the process ends. On the other hand, if it is determined in S2119 that the ending period has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), the game status setting process described below is performed (S2121), the jackpot flag is turned OFF (S2122), the jackpot start flag is turned OFF (S2123), the special chart operation status setting process 1 described below is performed (S2124), and the processing ends.
[0203] [Jackpot game start processing] Next, the jackpot game start process (S2101) will be described with reference to FIG. 40. In the jackpot game start process (S2101), first, it is determined whether the jackpot start flag is ON or not (S2151). If it is determined that the jackpot start flag is not ON, that is, the start gate 29 has not yet been passed in the jackpot waiting state (NO in S2151), it is then determined whether the high probability flag is ON or not (S2152). If it is determined that the high probability flag is ON (YES in S2152), the high probability flag is turned OFF (S2102), and the process proceeds to S2154. In S2154, it is determined whether the state B flag is ON or not (S2103), and if it is determined that the state B flag is ON (YES in 2154), the state B flag is turned OFF (S2104), and the process proceeds to S2156. In other words, in order to control the state to a low probability state and a low base state during the execution of the jackpot game, the probability variable flag and state B flag are turned OFF before the start of the jackpot game (round game).
[0204] Also, if it is determined in S2152 that the probability variable flag is not ON (NO in S2152), the probability variable flag is not turned OFF and the process proceeds to S2154. Also, if it is determined in S2154 that the state B flag is not ON (NO in S2154), the process proceeds to S2156 without turning the state B flag OFF. In S2156, it is determined whether the game ball has passed through the start gate (S2156), and if it is determined that the game ball has passed through the start gate (YES in S2156), the jackpot start flag for starting the jackpot game (opening the round game) is turned ON (S2157), and the process ends. On the other hand, if it is determined in S2156 that the game ball has not passed through the start gate (NO in S2156), the process ends. As a result, the game machine continues in the jackpot standby state. Also, in S2151, when it is determined that the jackpot start flag is ON, that is, when it is determined that the jackpot game has already started (S2151), the process ends. This allows the player to start (proceed) the jackpot game at any timing.
[0205] [Game status setting process] Next, the game state setting process (S2121) will be described with reference to FIG. 41. In the game state setting process (S2121), first, it is determined whether the jackpot game that has ended this time is related to a jackpot with a probability of winning (S2201). In this embodiment, as described above, the 4R 1st jackpot, the 15R 3rd jackpot, the 4R 4th jackpot, the 2R 5th jackpot, and the 2R 6th jackpot are five types of jackpots with a probability of winning, and in S2201, it is determined whether the jackpot game corresponds to any of these five types. Then, if it is determined that the jackpot that has ended this time is a jackpot with a probability of winning (YES in S2201), the probability flag is turned ON (S2202), and then it is determined whether the jackpot game that has ended is a 2R 5th jackpot (S2203). In S2203, when it is determined that the jackpot game that has ended is the 2R 5th jackpot (YES in S2203), the state B flag is turned ON (S2204), the state B counter is set to "50" (S2205), and the process ends. As a result, the high base state is set up to 50 times after the jackpot game ends, and the high probability high base state is established.
[0206] On the other hand, if it is determined in S2203 that the jackpot game that has ended is not the 2R 5th jackpot (NO in S2203), then it is determined whether the jackpot game that has ended is the 2R 6th jackpot or not (S2209). If it is determined in S2209 that the jackpot game that has ended is the 2R 6th jackpot (YES in S2209), the state B flag is turned ON (S2210), the state B counter is set to "100" (S2211), and the process is terminated. As a result, a high base state of up to 100 times is set after the jackpot game ends, and the high probability high base state is established. If it is determined in S2209 that the jackpot game that has ended is not the 2R 6th jackpot, that is, it is either the 4R 1st jackpot, the 15R 3rd jackpot, or the 4R 4th jackpot (NO in S2209), the state B flag is kept OFF and the process is terminated. As a result, the game state after the big win game ends becomes a high probability low base state.
[0207] In S2201, if it is determined that the jackpot that has ended is not a sure-variant jackpot, that is, a low-probability jackpot (low-probability jackpot, normal jackpot) (NO in S2201), then it is determined whether the jackpot game that has ended is a 2R 7th jackpot (S2206). If it is determined that the jackpot game that has ended is a 2R 7th jackpot (YES in S2206), the state B flag is turned ON (S2207), the state B counter is set to "100" (S2208), and the process is terminated. As a result, a high base state is set up to 100 times after the jackpot game ends, and the low-probability high base state is established. On the other hand, if it is determined in S2206 that the jackpot game that has ended is not the 2R 7th jackpot, that is, the 4R 2nd jackpot or the 2R 8th jackpot (NO in S2206), the state B flag is turned ON (S2204), the state B counter is set to "50" (S2205), and the process ends. As a result, a maximum of 50 high base states are set after the jackpot game ends, and the low probability high base state is established.
[0208] [Special chart operation status setting process 1] Next, the special symbol operation status setting process 1 (S2122) will be described with reference to Fig. 42. In the special symbol operation status setting process 1 (S2122), first, it is determined whether the special symbol 1 jackpot flag is ON or not (S3001). If it is determined that the special symbol 1 jackpot flag is ON, that is, that the jackpot game that occurred this time is related to the special symbol 1 (YES in S3001), the special symbol 1 jackpot flag is turned OFF (S3002), the special symbol 1 operation status is set to "1" (S3003), and the process is terminated. As a result, in the next interrupt process, the special symbol 1 standby process is executed again as the special symbol 1 operation process. On the other hand, in S3001, if it is determined that the special symbol 1 jackpot flag is not ON, that is, the special symbol 2 jackpot flag is ON, that is, the jackpot game that occurred this time is related to the special symbol 2 (NO in S3001), the special symbol 2 jackpot flag is turned OFF (S3004), the special symbol 2 operation status is set to "1" (S3005), and the process ends. As a result, in the next interrupt process, the special symbol 2 standby process is executed again as the special symbol 2 operation process.
[0209] [Special Electric Device Processing 2 (Small Hit Game)] Next, the special electric accessory process 2 (S1109) will be described with reference to FIG. 43. In the special electric accessory process 2 (S1109), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag indicating that all openings of the large prize winning device (second large prize winning device 36) have been completed in the small win game. If it is determined that the small win end flag is not ON (NO in S2301), it is determined whether or not the large prize winning port (second large prize winning port 35) is being opened (S2302). If it is determined in S2302 that the large prize winning port is not being opened (NO in S2302), it is determined whether or not it is time to open the large prize winning port (second large prize winning port 35), that is, whether or not it is time to start the first opening operation after the opening time of the small win has elapsed, or whether or not it is time to start the next opening operation after the interval time between multiple openings has elapsed (S2303). In addition, for the small win game, regardless of whether the start gate is passed, the small win game (opening operation) starts after a predetermined time has passed after the small win symbol is displayed as a fixed stop. In other words, the player can freely determine the start time of the big win game by the start gate, but cannot freely determine the start time of the small win.
[0210] If it is determined in S2303 that it is not time to open the large prize opening (NO in S2303), the process ends as it is. On the other hand, if it is determined in S2303 that it is time to open the large prize opening (YES in S2303), the second large prize opening 35 is opened according to the opening pattern of the small win (see FIG. 6) (S2304), and the process ends. If it is determined in S2302 that the large prize opening (second large prize opening 35) is being opened (YES in S2302), the number of balls that entered the large prize opening during the six opening operations, that is, the total number of game balls that entered during the six opening operations, is determined to be the maximum number of balls that have entered (10 in this embodiment 1) (S2306). If it is determined in S2306 that the specified number of balls (10) has not been reached (NO in S2306), it is determined whether or not it is time to close the special prize opening, that is, whether or not a specified opening time (see FIG. 6) has elapsed since the special prize opening was opened (S2307). Then, if it is determined in S2307 that the opening time of the special prize opening has not elapsed (NO in S2307), the process ends.
[0211] On the other hand, if it is determined that the number of balls entering the large prize opening during the six opening operations has reached the specified number of balls (10 balls) (YES in S2306), the large prize opening (second large prize opening 35) is closed (S2314), and the process proceeds to the small prize end process of S2311. On the other hand, if it is determined in S2307 that the opening time of the large prize opening has elapsed (YES in S2307), the large prize opening (second large prize opening 35) is closed (S2308), the value of the small prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the small prize opening counter is "0" or not (S2310). If it is determined in S2310 that the value of the small prize opening counter is not "0" (NO in S2310), the process ends as it is in order to start the next opening operation.
[0212] On the other hand, if it is determined in S2310 that the value of the small win opening counter is "0" (YES in S2310), the process proceeds to the small win end process of S2311. In S2311, as the small win end process that ends the small win game, a small win ending command is set (S2311), the small win ending period is started (S2312), a small win end flag is set (S2313), and the process ends. The small win opening counter becomes "0" when the large prize opening is opened six times.
[0213] Also, in S2301, if it is determined that the small win end flag is ON (YES in S2301), six opening operations have ended (or a prescribed number of game balls have entered), so it is determined whether the ending time of the small win has elapsed (S2315), and if it is determined that the ending time has not elapsed (NO in S2315), the processing is terminated. On the other hand, if it is determined in S2315 that the ending time has elapsed (YES in S2315), the small win end flag is turned OFF (S2316), special chart operation status setting processing 2 is performed (S2317), and the processing is terminated. By generating a small win game in a high probability low base state, it becomes possible to aim for the next big win while increasing the number of balls held, and the game interest is increased. Note that the probability change flag and state B flag are not switched from ON to OFF or from OFF to ON when starting a small win game. Also, when the small win game ends, the game state setting process is not performed. That is, in this pachinko game machine 1, the game state (probability state, base state) is not changed before and after the small win game is executed.
[0214] [Special chart operation status setting process 2] Next, the special symbol operation status setting process 2 (S2317) will be described with reference to FIG. 44. In the special symbol operation status setting process 2 (S2317), first, it is determined whether the special symbol 1 small hit flag is ON or not (S3101). If it is determined that the special symbol 1 small hit flag is ON, that is, that the small hit game that occurred this time is related to the special symbol 1 (YES in S3101), the special symbol 1 small hit flag is turned OFF (S3102), the special symbol 1 operation status is set to "1" (S3103), and the process is terminated. As a result, in the next interrupt process, the special symbol 1 standby process is executed again as the special symbol 1 operation process. On the other hand, if the special symbol 1 small hit flag is not ON, that is, the special symbol 2 small hit flag is ON, that is, if it is determined that the small hit game that occurred this time is related to the special symbol 2 (NO in S3101), the special symbol 2 small hit flag is turned OFF (S3104), the special symbol 2 operation status is set to "1" (S3105), and the process ends. As a result, in the next interrupt process, the special symbol 2 standby process is executed again as the special symbol 2 operation process.
[0215] [Reserved ball count processing] As shown in Fig. 11, the game control microcomputer 81 performs reserved ball number processing (S209) following special pattern 2 operation processing (S208). As shown in Fig. 45, in the reserved ball number processing (S209), first, the reserved ball number of special pattern 1, the reserved ball number of special pattern 2, and the reserved ball number of normal pattern stored in the RAM of the main control board 80 are read (S2501). Next, the reserved ball number data (reserved ball number command for transmitting the reserved ball number information to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502), and the processing is completed.
[0216] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the power off monitoring process (S210) after the reserved ball count process (S209). As shown in Fig. 48, in the power off monitoring process (S210), first, it is determined whether or not a power off signal has been input (S2601), and if it is determined that there is no input (NO in S2601), the process ends. On the other hand, if it is determined that there is a power off signal input in S2601 (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode and time reduction are remaining, etc.) is stored in the RAM (S2602), the power off flag is turned ON (S2603), and then the loop process (infinite loop) is performed without returning to the interrupt process (Fig. 11).
[0217] As described above in detail, the pachinko game machine 1 of the present embodiment 1 has the above-mentioned characteristic configuration, and thereby has a unique effect not found in conventional pachinko game machines, or a remarkable effect compared to conventional pachinko game machines. In the pachinko game machine 1 of the present embodiment 1, a high probability state occurs (a bonus is awarded) based on a jackpot in the special symbol hit / miss judgment (a first special symbol (also called "first identification information") or a second special symbol (also called "second identification information") is stopped and displayed as a jackpot symbol (also called "specific display mode")), and the high probability state (bonus) ends when a predetermined condition is established.
[0218] The process of granting this high probability state (benefit) (game state setting process (S2121)) can also be called a "benefit granting means." Note that the first special symbol and the performance symbol 8 are linked (synchronized), and the second special symbol and the performance symbol 8 are linked (synchronized), and are displayed variably and stopped, and show the same winning / losing judgment result, so "the special symbol (the first special symbol or the second special symbol) stops as a winning symbol" can be replaced with "the performance symbol stops as a winning performance symbol (specific display mode)."
[0219] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-control unit 90) will be described with reference to Figs. 47 to 52. The counters, flags, status, buffers, timers, etc., which appear in the description of the operation of the performance control microcomputer 91, are provided in the RAM of the sub-control board 90 (sub-control unit). When the power supply of the pachinko game machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes a sub-control main processing program shown in Fig. 47 from the ROM of the sub-control board 90. As shown in the figure, in the sub-control main processing, first, a CPU initialization process is performed (S4001). In the CPU initialization process (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller), etc., various flags, statuses, and counters are reset, etc.
[0220] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the contents of the RAM are not normal even if the power-off signal is ON (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. If the RAM is initialized, various flags, statuses, and counter values are reset. Note that S4001 to S4003 are executed only once after the power is turned on (when the power is turned on), and are not executed thereafter. In the first embodiment, the performance control microcomputer 91 also performs the same processing as the power interruption monitoring processing (S209) by the game control microcomputer 81 shown in Fig. 11, and when the power interruption signal turns ON due to a power interruption or the like, data related to the performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to the performance control at the time of the occurrence of a power interruption such as a power interruption is backed up. Therefore, unless the RAM of the sub-control board 90 is initialized (S4003) when the power is turned on after recovery from a power interruption such as a power interruption (power interruption recovery), the state of the performance control by the performance control microcomputer 91 returns to the state before the power interruption occurred.
[0221] In S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The updated random number counter values are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers for determining effects include a random number for determining a variable effect that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a random number for determining a notice effect that determines a notice effect, and a random number for determining an effect pattern that determines an effect pattern. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the main control board 80 described above. Note that when updating the random numbers, the random number values may be added by 2 instead of by 1. The random numbers for determining effects are acquired at a predetermined timing. This timing can be, for example, when a control signal (start ball entry command) notifying that a start ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of fluctuation is sent from the main control board 80, or when a fluctuation performance pattern described below is determined. The acquired random number for determining the performance is stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.
[0222] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command transmission destination among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect pattern game effects and special game effects related to winning games) using various performance devices (such as the image display device, the speaker 67, the board lamp 5, the frame lamp 66, and the movable decorative member 14) according to the received command. The performance control microcomputer 91 then permits interruption (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are permitted, it becomes possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it becomes possible to control the display of performance patterns and the like executed on the display screens of the image display device 7 (first image display device), the second image display device 71, and the third image display device 72, control the lighting of various lamps, control the operation of movable decorative members, and control the sound output from the speaker.
[0223] [Receive interrupt processing] Next, the reception interrupt process (S4008) will be described with reference to FIG. 48. In the reception interrupt process (S4008), first, it is determined whether or not the strobe signal (STB signal) is ON, that is, whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). Then, if it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is a process that is executed in priority to other interrupt processes (S4009, S4010).
[0224] [2ms timer interrupt processing] Next, the 2 ms timer interrupt process (S4009) will be described with reference to FIG. 49. The 2 ms timer interrupt process (S4009) is a process executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. In the 2 ms timer interrupt process (S4009), first, an input process (S4201) is performed to create switch data (edge data and level data) based on the detection signal from the performance button detection switches 63c and 63d. Next, a lamp data output process (S4202) is performed to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and a drive data output process (S4203) is performed to output drive data for driving the movable decorative member 14 (electrical drive source). The lamp data and drive data are created in the 10 ms timer interrupt process described later. Then, a watchdog timer process (S4204) is performed to reset the watchdog timer.
[0225] [10ms timer interrupt processing] Next, the 10 ms timer interrupt process (S4010) will be described with reference to FIG. 50. The 10 ms timer interrupt process (S4010) is a process executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90 (sub-control unit). In the 10 ms timer interrupt process (S4010), first, a received command analysis process (S4302) described later is performed. Next, in S4303, it is determined whether BGM (performance sound, music, first performance sound) is currently being output (S4303). If it is determined in S4303 that BGM is not being output, that is, a game is not being played (NO in S4303), the process proceeds to S4306. On the other hand, if it is determined in S4303 that BGM is not being output (YES in S4303), the process proceeds to S4304.
[0226] In S4304, it is determined whether the non-variable display period has lasted 20 seconds (a predetermined non-variable time). If it is determined in S4304 that the non-variable display period has not lasted 20 seconds (NO in S4304), the process proceeds to S4306. On the other hand, if it is determined in S4304 that the non-variable display period has lasted 20 seconds (YES in S4304), it is considered that a game is not being played, the BGM being output is ended (stopped), and the process proceeds to S4306. Note that the non-variable display period (non-play period) refers to a period during which the display of the effect symbols is not being changed, except during a jackpot game. As a result, if it is determined that the display of the effect symbols has not been changed for 20 seconds despite the BGM being output, the output of the BGM is stopped.
[0227] In addition, the end condition of the BGM being output is that the non-variable display period is 20 seconds (a predetermined non-variable period, which may be set to another period). Instead of such an end condition, the end condition may be established when the game is ended, for example, when the variable display of the performance symbols is not executed except during a jackpot game, and when the firing is stopped (or after a predetermined time has passed since the firing was stopped). In addition, the BGM is a predetermined piece of music (first BGM, second BGM, third BGM, etc.) according to the game mode (performance mode) and game state, and is output continuously during the period when the variable display of the performance symbols is executed (the game is executed). In addition, during the game, the game mode (performance mode) is switched, the game state is switched, or a specific reach performance is executed, and the output BGM may be switched to another BGM.
[0228] Next, in S4306, a counter setting process for controlling a sound effect inhibition period described later is executed (S4306), and the process proceeds to S4307. In S4307, a switch state acquisition process is executed to store the switch data created in the 2 ms timer interrupt process in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process (S4307), and a switch process is executed to set the display contents of the display screen 7a, etc., based on the switch data stored in the switch state acquisition process (S4308). After that, other processes are executed, such as creating lamp data (data for controlling the lighting of the panel lamp 5 and the frame lamp 66) and updating the random number for determining the performance (S4309).
[0229] [Received command analysis process] Next, the received command analysis process (S4302) will be described with reference to Fig. 51. In the received command analysis process (S4302), first, it is determined whether or not a start-enter command has been received from the main control board 80 (S4401), and if it is determined that a start-enter command has not been received (NO in S4401), the process proceeds to S4403, and if it is determined that a start-enter command has been received (YES in S4401), the process proceeds to S4403 by performing a performance hold information storage process (S4402). The effect pending information storage process (S4402) stores various information (game information such as pre-judgment result, random number value for determining the type of big win, and variable pattern random number value) included in the start ball entry command (special chart 1 start ball entry command or special chart 2 start ball entry command) received in S4401 in a predetermined effect pending information storage area of the RAM of the sub-control board 90 in a shift memory format according to the type of special pattern (first special pattern, second special pattern) and the number of special reserved balls at the time of transmission and reception of the start ball entry command (command generation time). For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the reserved ball number "4" of special chart 1, information such as the pre-judgment result and the type of win included in the special chart 1 start ball entry command is stored as special chart 1 effect pending information in the area corresponding to the reserved number 4 in the special chart 1 effect pending information storage area. The effect pending information stored in this way is used to execute various effects such as variable effects, notice effects, and effect modes, which will be described later. The storage contents (performance pending information) of the performance pending information storage area in the sub-control board 90 are the same as the storage contents (acquired information) of the special chart pending storage area (first special chart pending storage area, second special chart pending storage area) in the main control board (main control unit) 80. For this reason, the performance pending information storage area of the sub-control board 90 can also be called the "acquired information storage means."
[0230] Next, in S4403, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4403), and if it is determined that a fluctuation start command has been received (YES in S4403), a fluctuation performance start process (S4404) described later is performed and the process proceeds to S4405, and if it is determined that a fluctuation start command has not been received (NO in S4403), the process proceeds to S4405 without performing the fluctuation performance start process. In S4405, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4405), and if it is determined that a fluctuation stop command has been received (YES in S4405), a fluctuation performance end process is performed to stop and display the performance pattern and end the fluctuation performance (S4406). In the fluctuation performance end process (S4406), a fluctuation performance end command for stopping and displaying the performance pattern 8 and ending the fluctuation performance is set in the sub output buffer. When the set variable performance end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the performance pattern 8 that was being displayed on the display screen 7a of the image display device 7, and ends the variable performance (performance pattern game performance). On the other hand, if it is determined in S4405 that the variable performance stop command has not been received (NO in S4405), the variable performance end process is not performed and the process proceeds to S4407. The variable performance refers to various performances that are performed in accordance with the variable display of the special pattern.
[0231] Next, in S4407, it is determined whether or not a winning game related command has been received from the main control board 80 (S4407). Here, the winning game related command is a command transmitted from the main control board 80 when a winning game (a big win game, a small win game) is executed, and specifically, it corresponds to an opening command transmitted at the start of a big win game (occurrence of a big win), a round start command transmitted at the start of a round, a round end command transmitted at the end of a round, an ending command transmitted at the end of a big win game, a first big win opening ball entry command transmitted based on a ball entering the first big win opening 30 in a round game, a second big win opening ball entry command transmitted based on a ball entering the second big win opening in a small win game, and the like. In S4407, it is determined whether or not any of these jackpot game related commands have been received, and if not (NO in S4407), the processing proceeds to S4409, and if received (YES in S4407), processing is performed to execute an effect (jackpot game effect, small jackpot game effect) according to the type of command received (S4408).
[0232] For example, if the received command is an opening command, an opening performance command that specifies an opening performance according to the type of big win specified based on the command is set in the sub-output buffer, if it is a round start command, a round performance command that specifies a round performance according to the round specified based on the command is set in the sub-output buffer, if it is an ending command, an ending performance command that specifies an ending performance according to the type of big win specified based on the command is set in the sub-output buffer. Also, if the received command is a big prize entrance ball entry command (first big prize entrance ball entry command, second big prize entrance ball entry command), a ball entry performance command that specifies a ball entry performance according to the ball entering the big prize entrance (first big prize entrance 30, second big prize entrance 35) specified based on the command is set in the sub-output buffer. When the various presentation commands related to these set winning games are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes opening presentation, round presentation, ball entry presentation, etc. on the display screen 7a of the image display device 7 according to the progress of the winning game. Finally, the process of S4409 is performed, and this process is terminated. In S4409, as other processes, processes based on other received commands (for example, normal symbol variation start command and normal symbol variation stop command) other than the various commands described above are performed (S4409).
[0233] [Variable performance start processing] Next, the variable performance start process (S4402) executed in the received command analysis process (S4302) will be described with reference to Fig. 52. In the variable performance start process (S4402), first, a random number process for determining performance (S4501) is performed to acquire various random numbers for determining performance, such as a random number for determining variable performance, a random number for determining advance notice performance, and a random number for determining performance patterns. In this embodiment, the process of S4501 is performed at the timing when the variable start command is received from the main control unit 80, and a predetermined value (acquired information) is acquired from each random number. Based on this acquired value (acquired information), the mode of the performance pattern game performance (variable performance) to be executed, the mode of the advance notice performance (including the presence or absence of an advance notice performance), the performance pattern to be displayed in a stopped state, etc. are determined.
[0234] Next, in S4502, the received variation start command is analyzed (S4502). The variation start command includes a variation pattern designation command (information designating a variation pattern) that designates the variation pattern selected in the variation pattern selection process of the first special symbol or the second special symbol. The variation pattern designation command includes the variation pattern information (P1 to P33) shown in FIG. 9, game state information that designates the current game state, the judgment result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment, and pattern information that designates the big win type (see FIG. 8). In addition, since the variation pattern designation command includes one that corresponds to the first special symbol and one that corresponds to the second special symbol, by analyzing the variation pattern designation command, it is possible to determine whether the performance pattern game performance (variation display of the performance pattern) that is to be started this time is related to the special symbol 1 or the special symbol 2. The variation pattern information, game state information, pattern information, etc. can also be used in other processes other than the variation performance start process that is executed after this.
[0235] Next, in S4503, the performance control microcomputer 91 refers to the current mode status (S4503). The mode status is used to determine the performance mode to be executed. The mode status is a value between "1" and "5", and each value is assigned to a performance mode A to E. Specifically, mode status "1" corresponds to performance mode A, mode status "2" corresponds to performance mode B, mode status "3" corresponds to performance mode C, mode status "4" corresponds to performance mode D, and mode status "5" corresponds to performance mode E. By referring to the current mode status, it is possible to identify the current performance mode.
[0236] Here, the presentation mode refers to the form of presentation mainly based on the image display device 7, and when the presentation mode is different, some or all of the presentation forms of game presentations such as advance notice presentations and reach presentations are different. Specifically, the images displayed on the image display device 7 are different depending on the presentation mode, such as the form of the presentation pattern 8 (for example, pattern design, number design, etc.) being different, or the characters, items, and background images that appear being different. In addition, the presentation pattern game presentation can also be executed in a form according to the presentation mode, and when multiple game presentations (advance notice presentations, reach presentations, etc.) are provided, it is possible to execute different game presentations depending on the presentation mode.
[0237] In this embodiment, the presentation modes A and B are executed when the game is controlled to a low-probability low-base state, the presentation modes C and D are executed when the game is controlled to a high-probability low-base state, and the presentation mode E is executed when the game is controlled to a low-probability high-base state and a high-probability high-base state. Therefore, when the presentation mode is any of A to D, the player can check the presentation mode to understand whether the current game state is a low-probability low-base state or a high-probability low-base state. On the other hand, when the presentation mode is E, it is difficult for the player to understand whether the current game state is a low-probability high-base state or a high-probability high-base state even if he checks the presentation mode. In that sense, the presentation mode E can be said to be a game state non-notification mode.
[0238] Next, in S4504, the image display device 7, the board lamp 5, the movable decorative member 14, etc. are used to set a variable presentation pattern determination table (not shown) and a notice presentation determination table for determining the pattern of the variable presentation (variable presentation pattern, presentation pattern game presentation) mainly controlled by the sub-control unit 90 (S4504). Specifically, the variable presentation pattern determination table and notice presentation determination table to be used are set based on the mode status (current presentation mode) referred to in S4503 and the variable pattern designation command received from the main control unit 80. That is, a plurality of variable presentation pattern determination tables and a plurality of notice presentation determination tables are provided, and a predetermined variable presentation pattern determination table and notice presentation determination table are set based on the game state (presentation mode), etc.
[0239] For example, if the variation pattern information specified by the received variation pattern specification command is "P1 (variation pattern P1)" (see FIG. 9), the jackpot variation presentation pattern determination table and the notice presentation determination table corresponding to the current presentation mode are set as the variation presentation pattern determination table. The variation presentation pattern determination table is mainly for determining the execution mode of the presentation pattern game presentation (variation mode of the presentation pattern, etc.), and a plurality of variation presentation pattern determination tables (not shown) corresponding to the presentation mode (mode status) are stored in advance in the ROM of the sub-control board 90. In S4504, from among those variation presentation pattern determination tables, a table corresponding to the mode status (current presentation mode) referred to in S4503 is selected and set.
[0240] Next, in S4505, a variable presentation pattern that matches the designated variable presentation pattern is selected and set based on the variable presentation determination random number acquired in S4501 and the variable presentation pattern determination table set in S4504 (S4505). As the variable presentation pattern, the variable mode (execution mode of the presentation pattern game presentation) of the presentation pattern 8 displayed mainly in the presentation pattern display area 7b is set. This determines whether a reach presentation is executed in the presentation pattern game presentation (reach presentation pattern game presentation), whether a character presentation using a specific character is executed (character presentation pattern game presentation) (i.e., which reach mode is executed), whether a reach presentation or a character presentation is not executed (no reach presentation pattern game presentation), etc.
[0241] In addition, the reach effect refers to, for example, when the display mode of the effect pattern 8 when the result of the special pattern hit / miss judgment indicates a big hit, in a mode where the three effect patterns 8L, 8C, and 8R are all the same (double number) (big hit mode, specific mode), two of the three effect patterns 8L, 8C, and 8R are displayed (temporarily displayed) as patterns that can constitute a big hit mode (same effect pattern, common effect pattern, matching effect pattern, reach mode), and the remaining one continues to be displayed (scrolling display), and indicates whether the remaining one effect pattern is displayed (three identical effect patterns) that completes the big hit mode. At this time, it is also possible to execute a game performance using a specified character in conjunction with the display of the changing effect patterns, and indicate whether the effect pattern is displayed in a big hit mode by the performance of whether the specified character achieves a specified purpose. Such game effects (reach effects and character effects described later) can also be called story effects (specific game effects) or objective effects (specific game effects). By executing such game effects, it is possible to increase the player's expectations for a big win and increase the interest in the game.
[0242] In addition, in S4505, the effect pattern 8 to be displayed is determined and set based on the effect pattern determination random number acquired in S4501 and a stop pattern determination table (not shown). The effect pattern 8 to be displayed as a result of the effect pattern game effect is determined such that, when the result of the special pattern hit / miss is a miss and there is a reach or miss, one of the three effect patterns 8L, 8C, and 8R such as "787" is a different effect pattern from the other effect patterns, and when there is no reach or miss, at least one of the three effect patterns 8L, 8C, and 8R such as "635" is a different effect pattern from the other effect patterns. In this way, in S4505, it is determined whether or not to execute a reach effect (including a character effect), and if a reach effect (including a character effect) is executed, which reach effect is executed (including a character effect), and the effect pattern (a winning effect pattern, a losing effect pattern) to be displayed is also determined.
[0243] In addition, in S4506, a notice performance setting process (S4506) is executed to determine the notice performance etc. to be executed in association with the variable display of the performance pattern (performance pattern game performance), which will be described in detail later. In S4506, the notice performance etc. to be executed in association with the variable performance pattern (performance pattern game performance) determined in S4505 is determined. In addition, this "notice performance etc." includes notice performances (sound effect output, image display, lamp lighting, movable decorative member operation, etc.) that notify in advance that the result of the variable display of the performance pattern (the result of the special pattern hit / miss judgment) may be a big hit or a small hit, notice performances that notify in advance of the occurrence of some game performance (specific game performance), and performances (sound effect output, image display, lamp lighting, movable decorative member operation, etc.) that simply liven up the game performance (performance pattern game performance) (not directly notifying the possibility of a hit), etc. That is, the game performance (image display, sound output, movable decorative member operation, etc.) to be executed in accordance with the variable performance pattern (performance symbol game performance) determined in S4505 is determined. Also, in this embodiment, the "notice performance, etc." is sometimes simply called the "notice performance."
[0244] In addition, the preview performances and the like executed are also called performance pattern game performances. The preview performance is a performance (advance notification performance) that shows the possibility that the result of the currently executed performance pattern game performance will stop in a jackpot mode before the performance pattern stops (determined stop display) (during the display of the performance pattern variation). In particular, a performance that notifies the possibility that the result of the display of the variation of a predetermined performance pattern (performance pattern game performance) will stop in a jackpot mode along with the display of the variation of the performance pattern executed before the start of the display of the variation of the performance pattern is called a "pre-reading performance", "pre-reading preview performance", "pre-performance", or "pre-notification performance". In S4506, based on the random number for deciding the preview performance obtained in S4501 and the preview performance decision table set in S4504, a preview performance that matches the specified variation pattern and the determined variation performance pattern is selected and determined, and this is set (S4506).
[0245] Next, in S4507, as will be described later in detail, output control processing of BGM (background music) output in conjunction with the display of the variation of the performance symbols is executed, and the process proceeds to S4508. In S4508, a variation performance start command for starting the performance pattern game performance, etc. based on the variation performance pattern, notice performance, etc., and BGM set (set) in S4505 to S4507 is set in the output buffer in the RAM of the sub-control board 90 (sub-control unit) (S4508), and the variation performance start processing is terminated. When the variation performance start command set in S4508 is transmitted to the image control board 100 by the command transmission processing (S4006), the image control microcomputer 101 reads out the predetermined image data corresponding to the variation performance pattern, etc., specified based on the variation performance start command, that is, the variation performance pattern set in S4505 to S4507, from the ROM of the image control board 100, and executes the variation performance, etc. based on the read image data on the display screen 7a of the image display device 7. In addition, a varying display (flashing display) is also performed using two LEDs on the performance display 102.
[0246] Next, the effect sound setting process (S4507) will be described with reference to Fig. 53. The effect sound setting process (S4507) is a process executed within the variable effect start process (S4402) described above, and is a process that controls the output of BGM (background music) that is output with the variable display of the effect symbols during play. The effect sound setting process (S4507) is also a process executed with the start of the variable display of the effect symbols. In the effect sound setting process (S4507), first, it is determined whether BGM is currently being output (S4551), and if it is determined that BGM is being output (YES in S4551), the process ends.
[0247] On the other hand, if it is determined in S4551 that BGM (first performance sound) is not being output, that is, BGM is not being output from the gaming machine (NO in S4551), the current mode status and performance mode are referenced (S4552), and then a BGM output command for outputting BGM corresponding to the mode status (performance mode) is set (S4553), and processing ends. Here, once the BGM starts to be output, it continues to be output as long as the display of the performance pattern does not stop.
[0248] That is, the device has a number of different BGMs (first BGM, second BGM, third BGM, etc.) and when a certain presentation mode (presentation stage) starts, it starts outputting the BGM (for example, first BGM) corresponding to that presentation mode. The BGM that is output is output continuously (continuously) over multiple presentation pattern changes unless the BGM end condition described above is met. If the start time of a certain presentation mode coincides with the start time of the presentation pattern change, the output of the certain BGM starts with the start of the presentation pattern change.
[0249] Also, the end condition of the BGM may be "the player selects new BGM". For example, the player may operate a production button to change the BGM being output (e.g., the first BGM) to another BGM (e.g., the second BGM). The end condition of the BGM output by the change is set in the same manner as the end condition described above.
[0250] Furthermore, even if the display of the changing effect patterns is interrupted, the BGM continues to be output until the interrupted state (the period during which the display of the changing effect patterns is not executed, the non-changing display period) continues for a predetermined time (20 seconds). Therefore, the BGM is stored as sound source data of a relatively long duration (600 s), and when the sound source data is output to the end (600 s), it is repeatedly executed (output) until the end condition is met. For example, the BGM is set to a duration longer than the time for one display of the changing effect patterns, and if the end condition is not met before the BGM is output to the end, the BGM is repeatedly executed.
[0251] In addition, a plurality of BGMs are stored according to the presentation mode and game state (high probability high base state, low probability low base state, low probability high base state, high probability low base state, jackpot game in progress, etc.), and a predetermined BGM corresponding to the currently executed presentation mode and game state is output. In addition, the sub-control unit that controls the output of the BGM described above is also referred to as the "first presentation sound output control means."
[0252] In addition, even if the display of the changing performance patterns is not interrupted, the background music may be temporarily terminated (termination conditions are met) when a big win game or a small win game is played, an SP (special) reach performance or a reach performance is played, or the performance mode or game state is changed, and then, based on the start of the display of the changing performance patterns, the output of background music matching the performance mode may be newly started.
[0253] Next, with reference to FIG. 54, a preview performance setting process for selecting and determining preview performances and the like executed in conjunction with the variable display of performance symbols will be described. The preview performance setting process (S4506) is a process executed within the variable performance start process (S4402), and is a process executed in conjunction with the start of the variable display of performance symbols. In the preview performance setting process (S4506), first, a sound effect setting process is executed (S4531) for determining a sound effect to be output in conjunction with the variable display of performance symbols. The sound effect setting process (S4531) will be described in detail later, but multiple pieces of sound data emitted by a specific character are stored as sound effects (see FIG. 58), and it is determined whether or not to output any of these sound data, or which sound data to output.
[0254] Next, an image effect setting process (S4532) is performed to determine the image effect (image notice) to be displayed with the display of the effect pattern. The image effects determined in S4532 include, for example, a step-up notice effect in which the display mode can be changed in multiple stages and different jackpot reliability is notified depending on the stage of the change (the more the change progresses, the higher the jackpot reliability is notified), a cut-in notice effect in which an image of a predetermined character can be displayed at a predetermined timing during the display of the effect pattern, and different jackpot reliability is notified depending on the type, size, position, etc. of the displayed character, and a pseudo consecutive notice effect in which a temporary stop and re-change are performed a predetermined number of times in one display of the effect pattern, and different jackpot reliability is notified depending on the number of pseudo changes (the more the number of times, the higher the jackpot reliability is notified).
[0255] Next, a movable decorative member setting process (S4533) is performed to determine the operation (moving notice) of the movable decorative member to be performed in conjunction with the display of the changing performance pattern. In S4533, it is determined whether or not to operate the above-mentioned movable decorative member 14 during the display of the changing performance pattern, and if so, at what timing and in what operating mode. Next, in S4534, a setting process for other notice performances, etc. to be performed in conjunction with the display of the changing performance pattern is performed (S4534), and the process is terminated. Examples of setting processes for other notice performances, etc. include lamp notices using LEDs, etc., which are performed in conjunction with the display of the changing performance pattern, and game machine member notices such as vibrating and operating the launch handle or performance button.
[0256] Next, the sound effect setting process (S4531) for determining the sound effect to be outputted in association with the variable display of the performance symbols will be described with reference to Fig. 55, Fig. 56, and Fig. 58. As shown in Fig. 58, in this embodiment, there are a plurality of sound effects (8 kinds) as sound effects (audio performance, second performance sound) that can be outputted in association with the variable display of the performance symbols. In addition, this sound effect is a performance in which a predetermined character appearing in the pachinko game machine of this embodiment utters a predetermined word, and there are performances (sound effects) that indicate the expectation of a big win by the sound effects, and simple performances (performances for livening up the game performance) that do not indicate the expectation of a big win.
[0257] Also, as shown in FIG. 58, at least some of the sound effects that can be output (executed) differ depending on the currently executed performance mode. Specifically, during execution of the first performance mode, the sound effects include a first sound effect in which a predetermined character utters (outputs) the sound "Let's go", a second sound effect in which a predetermined character utters the sound "Oh ho ho", a third sound effect in which a predetermined character utters the sound "You can look forward to it", a fourth sound effect in which a predetermined character utters the sound "This is my last warning", and a fifth sound effect in which a predetermined character utters the sound "Your wishes will come true", and one or more of these sound effects can be output at a predetermined timing in accordance with the variable display of the performance pattern. Of course, there are cases where none of the sound effects are output.
[0258] In addition, when the currently executed performance mode is the second performance mode, the sound effects include a sixth sound effect in which a predetermined character emits (outputs) the sound "I've warned you so much," a seventh sound effect in which a predetermined character emits the sound "Come on, come on," a third sound effect in which a predetermined character emits the sound "You can have high hopes," a fourth sound effect in which a predetermined character emits the sound "This is my last warning," and an eighth sound effect in which a predetermined character emits the sound "I think you'll win," and one or more of these sound effects can be output at a predetermined timing in association with the display of the change in the performance pattern. Of course, there are also cases where none of the sound effects are output. Note that it is assumed that the timing at which each of these sound effects is output during the display of the change in the performance pattern (for example, 2 seconds, 5 seconds, 8 seconds, 15 seconds, etc. after the start of the change) is determined for each sound effect.
[0259] Moreover, these sound effects are all short-time audio data of about 1 to 2 seconds (at most 4 seconds or less). Moreover, the BGM described above is long-time audio data of 600 seconds, and the sound effects are short-time audio data (sound source data) compared to the BGM. Moreover, the BGM and the sound effects are fulfilled under at least some different execution conditions, and the output is determined and started at a predetermined timing. Moreover, the end conditions are also fulfilled under at least some different conditions, and the output of each ends at a predetermined timing. That is, the output of the BGM and the sound effects is controlled in a different system (separate system). Moreover, unlike the BGM, the sound effects do not end halfway through the output, but end when a predetermined output time for the sound effects has elapsed.
[0260] In this way, some of the sound effects that can be outputted overlap and some are different depending on the presentation mode. Also, the first presentation mode and the second presentation mode are different in some of the background pictures displayed on the display screen 7a, the BGM that is outputted, the display mode of the presentation patterns, the display mode of the characters that appear, and the reach presentations that can be executed. Also, although only the first presentation mode and the second presentation mode are shown in FIG. 58, the pachinko game machine of this embodiment has many presentation modes such as the third presentation mode, the fourth presentation mode, and the fifth presentation mode, and depending on the presentation modes, there may be presentation modes in which the sound effects that can be outputted are the same, or there may be presentation modes in which all the sound effects that can be outputted are different.
[0261] Moreover, the first, second, sixth, and seventh sound effects are effects that do not indicate the jackpot expectation (jackpot reliability, jackpot game execution possibility) described above, and the remaining third, fourth, fifth, and eighth sound effects are effects that indicate the jackpot expectation. Moreover, these sound effects have effects that indicate different meanings depending on the conditions under which they are executed. Specifically, the fourth sound effect ("This is the last warning") is an effect that notifies in advance that the SP reach effect will be executed when executed in the first performance mode. On the other hand, the fourth sound effect ("This is the last warning") is an effect that notifies in advance that the jackpot will be confirmed when executed in the second performance mode.
[0262] Therefore, depending on the condition (presentation mode) when the fourth sound effect is output, the fourth sound effect has a different meaning and notifies the player of a different jackpot expectation. This allows the player to pay attention to the currently executed presentation mode and the type of sound effect, increasing the interest in the game. It also makes it possible to diversify the gameplay. The SP reach presentation is a game presentation that indicates a higher jackpot expectation than a simple reach presentation. Also, it can be said that the jackpot expectation indicated by the fourth sound effect being output in the second presentation mode is higher than that indicated by the fourth sound effect being output in the first presentation mode.
[0263] In addition, the first sound effect, the second sound effect, the sixth sound effect, and the seventh sound effect are effects that do not indicate the probability of a big win, and therefore can be output regardless of the judgment result (big win, small win, miss, reach or no reach). The third sound effect can be output only when the judgment result is a reach execution effect. In addition, as described above, the fourth sound effect is an effect that notifies the execution of the SP reach in the first presentation mode, and an effect that notifies the big win in the second presentation mode under conditions different from those in the first presentation mode, and is an effect that notifies the game content (game information, expectation, execution effect, etc.) that differs depending on the execution conditions. In addition, the fifth sound effect and the eighth sound effect can be output only when the judgment result (the result of the special pattern hit / miss judgment) is a big win.
[0264] In this way, there are various sound effects (second performance sounds), including those that notify different game content depending on the execution conditions, those that can only be output under specific conditions (only in a specific performance mode, only when a reach occurs, only when an SP reach is reached, or only when a jackpot is confirmed), and those that can be output under any conditions.
[0265] In addition to such a mode, for example, a similar presentation may be performed in a high probability low base state and a low probability low base state, making it difficult for a player to distinguish between game states, and a sound effect may be output only in a so-called latent probability change state (under a specific condition). By having such a sound effect, it is possible to significantly increase the interest in the game when the sound effect is output. In addition, in a gaming machine that can execute a transition judgment (fall judgment) of whether or not to transition (fall) the probability of a special symbol hit / miss judgment to a low probability based on a starting ball in a high probability state (high probability high base state or high probability low base state), a transition judgment is executed in the high probability state, and a judgment result of transition (fall) of the probability is obtained, and the game is transitioned to a low probability state, and the player is not notified that the probability has transitioned to a low probability. In such a gaming machine, a sound effect may be output only in a transition (fall) non-notification state (under a specific condition). Similarly, in a gaming machine capable of executing a transition judgment (fall judgment), a sound effect may be provided that can be output only when a transition judgment is executable in a high probability state and a judgment result of a transition (fall) has not been obtained and the high probability state is maintained (under a specific condition). Also, a sound effect that is not output under these specific conditions may be provided. Also, a plurality of these sound effects may be provided.
[0266] Also, as shown in Fig. 58, each of the above-mentioned sound effects has a predetermined inhibition period. After the output of a certain sound effect is completed, the inhibition period (e.g., 7 seconds) set for each sound effect is set in a certain counter, and counting (measuring) the inhibition period (prohibited time) begins. Until the inhibition period has elapsed, the next output of that sound effect is prohibited, and when the inhibition period has elapsed, the sound effect can be output for that period.
[0267] Specifically, when the first sound effect is output in the first presentation mode, the first counter is set to "7" when the output of the first sound effect ends, thereby setting a prohibition period of 7 seconds. In other words, once the first sound effect is output, the output of the first sound effect is prohibited for 7 seconds after the end of the first sound effect. When the second sound effect is output in the first presentation mode, the second counter is set to "10" when the output of the second sound effect ends, thereby setting a prohibition period of 10 seconds thereafter. When the third sound effect is output in the first presentation mode, the third counter is set to "5" when the output of the third sound effect ends, thereby setting a prohibition period of 5 seconds thereafter.
[0268] Furthermore, when a fourth sound effect is output in the first presentation mode, a prohibition period of 8 seconds is set by setting the fourth counter to "8" when the output of the fourth sound effect ends (at the time of ending). When a fifth sound effect is output in the first presentation mode, a prohibition period of 6 seconds is set by setting the fifth counter to "6" when the output of the fifth sound effect ends (at the time of ending). When a sixth sound effect is output in the second presentation mode, a prohibition period of 10 seconds is set by setting the sixth counter to "10" when the output of the sixth sound effect ends (at the time of ending).
[0269] Furthermore, when a seventh sound effect is output in the second presentation mode, a prohibition period of 9 seconds is set by setting the seventh counter to "9" when the seventh sound effect output ends (at the time of ending). When a third sound effect is output in the second presentation mode, a prohibition period of 9 seconds is set by setting the third counter to "9" when the third sound effect output ends (at the time of ending). When a fourth sound effect is output in the second presentation mode, a prohibition period of 6 seconds is set by setting the fourth counter to "6" when the fourth sound effect output ends (at the time of ending). When an eighth sound effect is output in the second presentation mode, a prohibition period of 6 seconds is set by setting the eighth counter to "7" when the eighth sound effect output ends (at the time of ending).
[0270] This allows each sound effect to be output with an appropriate interval. Furthermore, by having sound effects with different prohibition periods, it is possible to diversify the output timing of the sound effects, rather than setting a uniform prohibition period. Furthermore, by setting different prohibition periods for different sound effects depending on the presentation mode, it is possible to diversify the output timing of the sound effects, give a sense of incongruity to the player, and prevent the player from getting bored with the sound effect output. Furthermore, by setting different prohibition periods for the same sound effect depending on the presentation mode, it is possible to diversify the output timing of the sound effects, give a sense of incongruity to the player, and prevent the player from getting bored with the sound effect output.
[0271] In addition, sound effects that do not indicate the degree of expectation are provided with a longer prohibition period than sound effects that indicate the degree of expectation (including reach and jackpot). This shortens the prohibition period for sound effects that indicate the degree of expectation, especially jackpot (high expectation), and increases the possibility of the occurrence of such sound effects. These sound effects significantly increase the player's expectation when they are generated, and are unlikely to occur consecutively. Even if they do occur consecutively, the player is unlikely to tire of the presentation because of the high expectation.
[0272] Also, sound effects 1 to 8 shown in Fig. 58 are not outputted simply by satisfying the generation condition (output condition) when the prohibited period has passed. As shown in Fig. 58, an execution probability is set for each sound effect, and during the non-prohibited period, an execution judgment is made at a predetermined timing (for example, at the start of fluctuation or a predetermined time after the start of fluctuation), and if the execution judgment (execution lottery) is won (determined to be executed), the sound effect is outputted at the predetermined timing.
[0273] Specifically, in the first presentation mode, the first sound effect execution determination that determines (draws a lottery) whether the first sound effect can be output determines that the first sound effect will be output (winning) with a 30% probability. The second sound effect execution determination that determines (draws a lottery) whether the second sound effect can be output determines that the second sound effect will be output (winning) with a 30% probability. The third sound effect execution determination that determines (draws a lottery) whether the third sound effect can be output determines that the third sound effect will be output (winning) with a 25% probability. The fourth sound effect execution determination that determines (draws a lottery) whether the fourth sound effect can be output determines that the fourth sound effect will be output (winning) with a 20% probability. The fifth sound effect execution determination that determines (draws a lottery) whether the fifth sound effect can be output determines that the fifth sound effect will be output (winning) with a 10% probability.
[0274] In the second presentation mode, the sixth sound effect execution determination that determines (draws) whether the sixth sound effect can be outputted determines that the sixth sound effect will be outputted (winning) with a probability of 30%. The seventh sound effect execution determination that determines (draws) whether the seventh sound effect can be outputted determines that the seventh sound effect will be outputted (winning) with a probability of 30%. The third sound effect execution determination that determines (draws) whether the third sound effect can be outputted determines that the third sound effect will be outputted (winning) with a probability of 25%. The fourth sound effect execution determination that determines (draws) whether the fourth sound effect can be outputted determines that the fourth sound effect will be outputted (winning) with a probability of 5%. The eighth sound effect execution determination that determines (draws) whether the eighth sound effect can be outputted determines that the second sound effect will be outputted (winning) with a probability of 5%.
[0275] In this way, each sound effect (second performance sound) is output when a sound effect execution determination is performed based on the execution probability determined for each sound effect at a predetermined timing during the non-prohibited period, and the sound effect is output when it is determined that the sound effect is to be output (won). This makes it possible to output each sound effect at an appropriate interval. In addition, by having sound effects with different prohibited periods and / or execution probabilities as sound effects, it is possible to diversify the output timing of the sound effects, rather than providing a uniform prohibited period. This also makes it difficult for players to predict the output timing of the sound effects, preventing them from becoming bored with the game and increasing their interest in the game. In addition, it is possible to diversify the output timing of the sound effects by having sound effects with different execution probabilities depending on the performance mode, or by varying the execution probability of the same sound effect depending on the performance mode.
[0276] Next, the counter setting process (S4306) for setting the prohibition period for outputting each sound effect will be described with reference to Fig. 55. The counter setting process (S4306) is a process executed in the 10 ms timer interrupt process described above, and is a process for setting a value for setting the prohibition period corresponding to the sound effect in the counter corresponding to the sound effect when it is determined by the sound effect execution determination that a predetermined sound effect is to be output in conjunction with the variable display of the performance pattern.
[0277] In the counter setting process (S4306), first, it is determined whether it is the output end timing of the first sound effect (S4801), and if it is determined that the first sound effect is not being output, or that the first sound effect is being output but is not the end timing (NO in S4801), the process proceeds to S4803. On the other hand, if it is determined in S4801 that it is the output end timing of the first sound effect (YES in S4801), the first counter is set to "7", the first counter starts counting (measurement) (S4802), and the process proceeds to S4803. This sets a 7-second inhibition period for the first sound effect. Note that it is assumed that there is a first sound effect execution flag (not shown). Then, when the output of the first sound effect starts, this first sound effect execution flag is turned ON, and when the output of the first sound effect is completed and the first sound effect execution flag is ON, it is determined that it is the output end timing of the first sound effect. The same determination is made for other sound effects.
[0278] At S4803, it is determined whether it is time to end the output of the second sound effect (S4803), and if it is determined that the second sound effect is not being output, or is being output but is not time to end it (NO at S4803), the process proceeds to S4805. On the other hand, if it is determined at S4803 that it is time to end the output of the second sound effect (YES at S4803), the second counter is set to "10" and the second counter begins counting (measurement) (S4804), and the process proceeds to S4805.
[0279] In S4805, it is determined whether it is time to end the output of the third sound effect (S4805), and if it is determined that the third sound effect is not being output, or that the third sound effect is being output but is not the end timing (NO in S4805), the process proceeds to S4807. On the other hand, if it is determined that it is time to end the output of the third sound effect (YES in S4805), if the currently executed presentation mode is the first presentation mode, the third counter is set to "5", and if the currently executed presentation mode is the second presentation mode, the third counter is set to "6". Then, the third counter starts counting (measurement) (S4806), and the process proceeds to S4807.
[0280] A detailed description of the processing from S4807 onwards will be omitted, but for the fourth counter related to the fourth sound effect, the fifth counter related to the fifth sound effect, the sixth counter related to the sixth sound effect, the seventh counter related to the seventh sound effect, and the eighth counter related to the eighth sound effect, values indicating the prohibited period corresponding to each sound effect are set using the same control procedure as described above, the counters start counting (measuring), and the processing ends.
[0281] Next, using Figures 56 and 57, we will explain the sound effect setting process (S4531) for determining the sound effect to be output with the variable display of the performance pattern. The sound effect setting process (S4531) i...
Claims
[Claim 1] an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a sound effect control means for outputting a predetermined sound effect in association with the varying display of the identification information; A special game execution means for executing a special game when the result of the variable display of the identification information becomes a specific result, The effect sound includes a first effect sound and a second effect sound, the effect sound control means outputs the first effect sound when a first condition is satisfied, and outputs the second effect sound when a second condition different from the first condition is satisfied; when the first condition is satisfied and the second condition is satisfied during output of the first effect sound, both the first effect sound and the second effect sound are output; A second effect sound output determination means for determining whether or not the second effect sound can be output; A first time measuring means for measuring time, The first condition is established upon the start of a game, The second condition is satisfied when the second effect sound output determination means determines that the second effect sound is to be output, when the second sound effect is output, the second sound effect output determination means prohibits a next determination until the first clocking means measures a first time, After the first time has elapsed, the output of the second sound effect can be delayed for a certain period of time or more. A plurality of presentation modes having different background patterns displayed on at least a display screen, The second effect sound has an output probability that varies depending on the effect mode. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
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Presentation control device
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Game machine
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