Gaming Machines
The gaming machine enhances player engagement by using distinct operation means and common images in instruction performances to increase winning probabilities and improve game interest.
Patent Information
- Application Number
- JP2021122464
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-07-27
- Publication Date
- 2024-12-23
- Estimated Expiration
- 2041-07-27
AI Technical Summary
Conventional gaming machines with multiple operating means fail to enhance player interest through effective instruction presentations, making the game uninteresting.
The gaming machine employs a validity determination system that executes game performances on a display screen, using operation means with distinct appearances and operations, and displays target and operation images along with common images to guide player interactions, increasing the probability of winning and enhancing player engagement.
This approach increases player interest by making the game more engaging through higher winning probabilities and clearer instruction presentations, drawing attention to the operation of multiple operating means.
Smart Images

Figure 0007603990000001 
Figure 0007603990000002 
Figure 0007603990000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, as a gaming machine of this kind, a machine has been proposed in which a lottery is held based on the establishment of a starting condition, and when the lottery results in a special result, a special gaming state advantageous to the player is generated (for example, Patent Document 1). In this gaming machine, a performance button that can be operated by the player is provided, a display is displayed instructing a predetermined operation of the performance button, and when the predetermined operation of the performance button is performed, a suggestive performance is executed that suggests the result of the lottery. In this way, by having the player operate an operating means such as the performance button, the player can feel more like he is participating in the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-223472 A Summary of the Invention [Problem to be solved by the invention]
[0004] Here, some gaming machines are equipped with multiple operation means such as effect buttons. In such gaming machines, if only a display is provided to instruct the respective predetermined operations for each operation means, the effect of the performance cannot be enhanced and the game becomes less interesting. For this reason, there is still room for improvement to increase the interest of the game.
[0005] The gaming machine of the present invention is a gaming machine equipped with a plurality of operating means, and its main purpose is to increase the player's interest in the game by drawing the player's attention to the instruction presentation that instructs the player to operate the operating means. [Means for solving the problem]
[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.
[0007] The first gaming machine of the present invention is A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition, and executes a game presentation based on the result of the win / loss determination on a display screen, An operation means that allows a player to operate the object or target area to be operated by contacting or not contacting the object or target area; an instruction effect execution means for executing an instruction effect for instructing a player to perform a predetermined operation on the operation target during the game effect; A suggestion performance execution means for executing a suggestion performance that suggests predetermined information when a predetermined operation corresponding to the instruction performance is performed; Equipped with The operation means includes a first operation means and a second operation means that is different from the first operation means in at least one of appearance and operation, the instruction effects include a first instruction effect for displaying on the display screen an object image showing the operation object and an action image showing the action of the player relating to the predetermined operation, and a second instruction effect for displaying on the display screen one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of the operation means; During a predetermined game presentation, the probability of the result of the hit / miss determination being a hit is higher when the second instruction presentation is performed for the first operation means than when the first instruction presentation is performed for the first operation means. The gist of the present invention is as follows.
[0008] The first gaming machine of the present invention has, as instruction effects, a first instruction effect that displays an object image showing an operation target and an action image showing a player's action related to a predetermined operation, and a second instruction effect that displays one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of operation means. During a predetermined game effect, the expectation of a win, in which the result of the hit / miss judgment is a win, is higher when the second instruction effect is executed for the first operation means than when the first instruction effect is executed for the first operation means. As a result, even if the instruction effect instructs a predetermined operation for a different operation means (operation target), the expectation of a win is higher when the common image is included, so the player can easily grasp the expectation of a win. In addition, the player can be drawn to whether the instruction effect includes a common image or not, thereby improving the interest in the game.
[0009] The second gaming machine of the present invention is A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition, and executes a game presentation based on the result of the win / loss determination on a display screen, An operation means that allows a player to operate the object or target area to be operated by contacting or not contacting the object or target area; an instruction effect execution means for executing an instruction effect for instructing a player to perform a predetermined operation on the operation target during the game effect; A suggestion effect execution means for executing a suggestion effect that displays a suggestion image suggesting the result of the pass / fail judgment on the display screen when a predetermined operation corresponding to the instruction effect is performed; Equipped with The operation means includes a first operation means and a second operation means that is different from the first operation means in at least one of appearance and operation, the instruction effects include a first instruction effect for displaying on the display screen an object image showing the operation object and an action image showing the action of the player relating to the predetermined operation, and a second instruction effect for displaying on the display screen one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of the operation means; The suggestion image includes a plurality of suggestion images each having a different expected probability of winning that results in a winning result of the hit / miss determination, During a predetermined game presentation, the probability that a suggestive image having the highest winning expectation among the plurality of suggestive images will be displayed is higher when the second instruction presentation to the first operation means is executed and a predetermined operation corresponding to the second instruction presentation is performed than when the first instruction presentation to the first operation means is executed and a predetermined operation corresponding to the first instruction presentation is performed. The gist of the present invention is as follows.
[0010] In the second gaming machine of the present invention, the instruction effects include a first instruction effect that displays an object image showing an operation target and an action image showing a player's action related to a predetermined operation, and a second instruction effect that displays one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of operation means. Also, the suggestive images include a plurality of suggestive images with different winning expectancies that result in a winning or losing judgment. During a predetermined game effect, the probability that a suggestive image with the highest winning expectancy among the plurality of suggestive images is displayed is higher when a second instruction effect is executed on the first operation means and a predetermined operation is performed according to the second instruction effect than when a first instruction effect is executed on the first operation means and a predetermined operation is performed according to the first instruction effect. As a result, even if the instruction effect instructs a predetermined operation on a different operation means (operation target), the suggestive image with the highest winning expectancy is more likely to be displayed when the common image is included, so that the player can easily grasp the winning expectancy. Also, the player can be drawn to whether the instruction effect includes a common image or not, and to the suggestive image displayed by the predetermined operation, thereby improving the interest in the game.
[0011] In the first and second gaming machines of the present invention, at least one of the appearance and the operation of the first operating means and the second operating means is different, so that at least one of the target image and the action image is different. Therefore, by using different images for the first operating means and the second operating means as the other of the target image and the action image in the second instruction performance, the player can appropriately understand the operation target and the predetermined operation. Note that, when the first operating means and the second operating means are different in both appearance and operation, both the target image and the action image are different, so that either one may be used for the other of the target image and the action image in the second instruction performance. In that case, the second instruction performance may have two types: an instruction performance that displays the target image and a common image, and an instruction performance that displays the action image and a common image. Effect of the Invention
[0012] According to the gaming machine of the present invention, in a gaming machine equipped with a plurality of operating means, it is possible to draw the player's attention to the instruction presentation that instructs the operation of the operating means, thereby increasing the player's interest in the game. [Brief description of the drawings]
[0013] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine 1. [Diagram 3] 1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 5] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 6] 1 is an explanatory diagram illustrating the specifications of a pachinko machine 1. FIG. [Figure 7] 4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 8] 10 is a flowchart illustrating an example of a power-on process. [Figure 9]A flowchart showing an example of a start winning process. [Figure 10] 13 is a flowchart showing an example of a normal symbol game process. [Figure 11] 13 is a flowchart showing an example of normal pattern change display related processing. [Figure 12] 13 is a flowchart showing an example of a normal symbol winning game process. [Figure 13] 13 is a flowchart showing an example of a special symbol game process. [Figure 14] 13 is a flowchart showing an example of a special symbol game process. [Figure 15] 13 is a flowchart showing an example of a variable display related process. [Figure 16] FIG. 11 is an explanatory diagram showing an example of a fluctuation pattern. [Figure 17] 13 is a flowchart showing an example of a jackpot game process. [Figure 18] 13 is a flowchart showing an example of a jackpot game processing. [Figure 19] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 20] 13 is a flowchart showing an example of an operation presentation process. [Figure 21] FIG. 13 is an explanatory diagram showing an example of an operation instruction performance setting table. [Figure 22] FIG. 13 is an explanatory diagram showing an example of an operation instruction presentation corresponding to a button presentation. [Diagram 23] An explanatory diagram showing an example of an operation instruction presentation corresponding to a lever presentation. [Figure 24] FIG. 13 is an explanatory diagram showing an example of a result suggestion performance setting table. [Diagram 25] FIG. 13 is an explanatory diagram showing an example of a result suggestion presentation. [Figure 26] FIG. 11 is an explanatory diagram showing an example of an operation presentation. [Figure 27] FIG. 11 is an explanatory diagram showing an example of an operation presentation. [Figure 28] FIG. 11 is an explanatory diagram showing an example of an operation presentation. [Figure 29]FIG. 11 is an explanatory diagram showing an example of an operation presentation. [Diagram 30] FIG. 13 is an explanatory diagram showing a modified example of the operation instruction presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Next, the embodiment of the present invention will be described with reference to examples. EXAMPLES
[0015] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, and Fig. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-type (first type) game machine, which starts the variable display of special symbols when a game ball enters a start hole, and starts a jackpot game when the special symbols are stopped and displayed as a predetermined jackpot symbol, will be described.
[0016] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0017] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.
[0018] A speaker 14 (see FIG. 4) is provided in the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, a plurality of LEDs 15 (see FIG. 4) are arranged in the front frame 3 so as to surround the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0019] Into the upper tray 11, prize balls and loan balls are dispensed, and into the lower tray 12, balls overflowing from the upper tray 11 are dispensed. On the top of the upper tray 11, a settlement display device 52 is disposed, which displays the balance of a prepaid card inserted into the CR unit 50, and on one of both sides of the settlement display device 52, a ball loan button 53 for instructing the loan of game balls is provided, and on the other side, a settlement button 54 for instructing the settlement (return) of the prepaid card inserted into the CR unit 50 is provided. In addition, in front of the upper tray 11, an effect button (operation button, first operation means) 16 and an effect lever (operation lever, second operation means) 17 for performing various effects according to the player's operation are disposed. The effect button 16 and the effect lever 17 correspond to operation means that can be operated by the player.
[0020] As shown in Fig. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided on the back side of the inner frame 5 of the pachinko machine 1. When game balls enter each winning hole provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0021] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 4) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0022] [Configuration of game board 20] As shown in Fig. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol operation gate 22 arranged to the right of the center role 38, a first start opening 23 that is always open and arranged below the center role 38, a second start opening 24 that can be opened and closed and arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. In addition, a large number of nails 21c that guide or bounce game balls flowing down the game area 21 are planted in the game board 20.
[0023] The second starting hole 24 is a variable ball entry hole configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting hole solenoid 24c (see FIG. 4) for operating the opening and closing blades 24b. This second starting hole 24 is normally in a closed state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when a normal symbol is stopped and displayed as a winning symbol and a winning game (a normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, so that the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a is attached to the second starting hole 24 for detecting the entry of game balls and counting the number of balls that have entered. The second starting hole 24 is closed when the second starting hole switch 24a counts the number of game balls that have entered the hole or when a predetermined maximum opening time has elapsed before the second starting hole switch 24a counts the number of game balls that have entered the hole.
[0024] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 4) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to open the opening / closing plate 25b to allow game balls to enter. A big prize opening switch 25a is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts the number of game balls that have entered the game or when a predetermined maximum opening time has elapsed before the big prize opening switch 25a counts the number of game balls that have entered the game (round game). The big win game is played by repeating the above-mentioned round game a predetermined number of times.
[0025] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, since the second starting hole 24 and the big prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a big hit, respectively, and the game ball can only be inserted when the hole is opened.
[0026] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0027] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to stop and display. Then, when the special symbol is displayed in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0028] In addition, if a game ball enters the first start hole 23 during the variable display of the special symbols or during a jackpot game, the variable display of the first special symbols is reserved up to a predetermined number (for example, 4), and after the current variable display ends, the variable display of the reserved first special symbols is started sequentially. The reserved number of first special symbols is displayed on the first reserved number display device 33. Also, if a game ball enters the second start hole 24 during the variable display of the special symbols or during a jackpot game, the variable display of the second special symbols is reserved up to a predetermined number (for example, 4), and after the current variable display ends, the variable display of the reserved second special symbols is started sequentially. The reserved number of second special symbols is displayed on the second reserved number display device 34.
[0029] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by the gate switch 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.
[0030] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0031] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as the display of performance patterns (pseudo patterns) 371L, 371C, 371R corresponding to special patterns on the display screen, a notice performance that predicts a reach performance or a big win, and an operation performance (button performance, lever performance) involving the operation of the performance button 16 or the performance lever 17. FIG. 5 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance patterns 371L, 371C, 371R of left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure), are displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (first start hole 23 or second start hole 24), the three performance patterns 371L, 371C, 371R are displayed in a varying manner so as to scroll from top to bottom, and when a predetermined variation time has passed, they are displayed in the order of left, right, and center. When the right performance pattern 371R is stopped and displayed, if the right performance pattern 371R does not match the left performance pattern 371L, it is a miss (miss without a reach). On the other hand, when the right performance pattern 371R matches the left performance pattern 371L, it becomes a reach and transitions to a reach performance. Then, when the middle performance pattern 371C is stopped and displayed after the reach performance, if the middle performance pattern 371C does not match the left and right performance patterns 371L, 371R, it is a miss (miss in reach), and when the middle performance pattern 371C matches the left and right performance patterns 371L, 371R, it is a jackpot. In addition, in the performance display device 37, along with the variable display of the performance patterns 371L, 371C, 371R, for example, a character pattern 373 that suggests the possibility (reliability) of a jackpot is also displayed.
[0032] In addition, in the corner (lower part) of the display screen of the performance display device 37, the first and second reserved patterns 372a, 372b are also displayed as shown in FIG. 5. The first reserved pattern 372a is a pattern corresponding to the reserved memory of the first special pattern. The first reserved pattern 372a is additionally displayed one by one every time a game ball enters the first start hole 23 during the variable display of the special pattern, and is erased one by one every time the variable display of the first special pattern starts. In addition, the second reserved pattern 372b is a pattern corresponding to the reserved memory of the second special pattern. The second reserved pattern 372b is additionally displayed one by one every time a game ball enters the second start hole 24 during the variable display of the special pattern, and is erased one by one every time the variable display of the second special pattern starts.
[0033] [Control circuit configuration] As shown in FIG. 4, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub integrated control device 90, a performance display control device 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game states and game results are transmitted to the hall computer 100 (see FIG. 4) via the external connection terminal board 65.
[0034] The main control device 60 is responsible for the basic progress of the game. As shown in FIG. 4, detection signals from the front frame opening switch 3a that detects the opening of the front frame 3 and the inner frame opening switch 5a that detects the opening of the inner frame 5 are input to the main control device 60 via the rear wiring relay terminal board 64. In addition, detection signals (detection signals) from the gate switch 22a that detects the passage of a game ball through the normal pattern operation gate 22, the first start port switch 23a that detects the entry of a game ball into the first start port 23, the second start port switch 24a that detects the entry of a game ball into the second start port 24, the big prize port switch 25a that detects the entry of a game ball into the big prize port 25, the normal prize port switch 27a that detects the entry of a game ball into the normal prize port 27, etc. are input to the main control device 60 via the game board relay terminal board 61. Furthermore, the main control device 60 receives operation signals directly from a setting key switch 67 and a RAM clear switch 68 provided on the back side of the pachinko machine 1, and the settings made using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back side of the pachinko machine 1. On the other hand, the main control device 60 outputs drive signals to the second start port solenoid 24c and the large prize port solenoid 25c, etc., via a game board relay terminal board 61. Also, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via a symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via a rear wiring relay terminal board 64 and an external connection terminal board 65.
[0035] The setting key switch 67 is a switch for setting various settings such as the probability of a big win for a special symbol. The RAM clear switch 68 is a switch for executing RAM clearing, and the manager of the game hall can execute RAM clearing by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used to select the setting value of the big win probability for a special symbol. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set one of six setting values (settings 1 to 6) to which different big win probabilities are assigned as the big win probability for a special symbol. The setting display device 69 is configured as a 7-segment display device, and displays the setting values for various settings, the performance of the pachinko machine 1, and error codes when an error occurs. The manager of the game hall inserts a predetermined key into the setting key switch 67, rotates it, and turns on the power while pressing the RAM clear switch 68. Then, the RAM clear is performed on the pachinko machine 1, and the setting value is changed. When the pachinko machine 1 is in this state, the administrator can select a desired setting value from among settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value in sequence on the setting display device 69 every time the RAM clear switch 68 is pressed. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 68 so that the number displayed on the setting display device 69 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by the administrator by rotating the key inserted into the setting key switch 67 and returning it to the initial position, and is set as the jackpot probability of the special pattern. By performing such operations, the administrator can set one of settings 1 to 6 for each pachinko machine 1.In this embodiment, the setting value is selected and set using the setting key switch 67 and the RAM clear switch 68, but the present invention is not limited to this. For example, the setting value may be selected and set using any other operating means that can be operated from the outside, such as a rotary knob, or a dedicated switch for selecting the setting value may be provided. In addition, the pachinko machine 1 displays the setting value on the setting display device 69, but the setting value may be displayed on another display device or may be notified by sound. In addition, the setting value is not limited to six, from settings 1 to 6, and any number of setting values may be selected from a plurality of setting values.
[0036] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects a ball-out in a ball tank 77 for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects a fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to a command sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.
[0037] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.
[0038] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 with a launch strength based on the rotation amount signal. When the launch control device 80 has not input a touch signal or has input a launch stop command, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.
[0039] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 by one-way communication via the effect relay terminal board 63, and performs effect control according to the received command. A detection signal from a button switch 16a that detects the operation of the effect button 16 and a detection signal from a lever switch 17a that detects the operation of the effect lever 17 are input to the sub-integrated control device 90. The button switch 16a detects, for example, a "push operation" (pressing) that pushes the effect button 16 from above, and the lever switch 17a detects, for example, a "pull operation" (tilting) that pulls the effect lever 17 toward oneself. On the other hand, an audio signal to the speaker 14 and a lighting signal to the LED 15 are output from the sub-integrated control device 90. Moreover, the sub-integrated control device 90 outputs a command for controlling the performance display to the performance display control device 91 by one-way communication. The performance display control device 91 receives a command for controlling the performance display from the sub-integrated control device 90, and controls the display of the performance display device 37 so that a performance image corresponding to the command is displayed on the performance display device 37.
[0040] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power supply into DC voltage, and supplies power to each part of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power supply of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is held by the power from the AC power supply. The power supply board 95 also includes an auxiliary power supply composed of a capacitor or the like, and stores the power supplied from the AC power supply in the auxiliary power supply. As a result, during a power outage in which the supply of power from the AC power supply is cut off, power from the auxiliary power supply is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is held for a certain period of time. In this way, the main control device 60 has a backup function that holds the memory of the RAM 60c by power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or a power outage occurs, the memory of the RAM 90c is cleared.
[0041] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. Figure 6 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of winning a special symbol varies depending on the game state and the setting value. That is, as shown in Figure 6(a), when the game state is the normal state (normal game state), the probability of winning a special symbol is 1 / 320, the probability of winning a special symbol is 1 / 310, the probability of winning a special symbol is 1 / 300, the probability of winning a special symbol is 1 / 290, the probability of winning a special symbol is 1 / 280, and the probability of winning a special symbol is 1 / 270. On the other hand, when the game state is a probability-changing game state (probability-changing state), the probability of winning a jackpot in setting 1 is 1 / 64, the probability of winning a jackpot in setting 2 is 1 / 62, the probability of winning a jackpot in setting 3 is 1 / 60, the probability of winning a jackpot in setting 4 is 1 / 58, the probability of winning a jackpot in setting 5 is 1 / 56, and the probability of winning a jackpot in setting 6 is 1 / 54. When a jackpot occurs with a special pattern, a 4-round jackpot game (a jackpot game in which the specified number is 10 and the round game with a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed. When a jackpot game is executed, the game state after the jackpot game ends has a probability of 65% and becomes a probability-changing state (probability-changing jackpot). The probability-changing state is a game state in which the winning probability (jackpot probability) of a special pattern is higher than in the normal state. In addition, when a jackpot game is executed, a time-saving state (time-saving game state, easy-to-score state) also occurs as the game state after the jackpot game ends.
[0042] Also, as shown in FIG. 6(b), the probability of winning with a normal symbol varies depending on the game state, being 1 / 100 when the game state is normal, and 1 / 1.1 when the game state is time-saving. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed in which the second starting hole 24 (normal electric role) opens. When a win occurs with a normal symbol when the game state is normal, a normal symbol winning game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is time-saving, a normal symbol winning game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. In this embodiment, the time-saving state is a game state that activates a time-saving function that shortens the normal symbol variation time compared to the normal state, a normal symbol probability-changing function that increases the probability of winning the normal symbol compared to the normal state, and an opening extension function that extends the opening time of the second starting hole 24 when the normal symbol is won compared to the normal state. Note that the time-saving state may omit some of these three functions.
[0043] In the pachinko machine 1 having such specifications, when a game ball enters the first starting hole 23 by hitting from the left (firing of a game ball into the first game area) (a predetermined condition is established), a win / loss determination is performed, and the variable display of the first special symbol is started. Then, when the first special symbol is stopped and displayed as a big win symbol, a big win occurs, and a big win game is executed in which the big prize opening 25 is opened. The big prize opening 25 cannot accept game balls by hitting from the left, but can accept game balls by hitting from the right (firing of a game ball into the second game area). Therefore, when a big win game is executed, the player will play the big win game by hitting from the right. The winning symbol of the special symbol may include a small win symbol in which a small win game is executed in which the opening time of the big prize opening 25 is shorter than that of the big win game. In addition to the winning symbols (jackpot symbols), the special symbols may include time-saving symbols that generate a time-saving state without generating a jackpot.
[0044] There are two types of jackpot patterns: normal jackpot patterns and probability jackpot patterns. When the special pattern is stopped and displayed as a normal jackpot pattern, the game will enter a time-saving state after the jackpot game ends until the variable display of the special pattern is executed a predetermined number of times (100 times). Therefore, the player can easily make the game ball enter the second starting hole 24 by hitting the right side. When the game ball enters the second starting hole 24 (a predetermined condition is met), the variable display of the second special pattern begins. When the special pattern is stopped and displayed as a probability jackpot pattern, the game will enter a probability jackpot state and a time-saving state after the jackpot game ends. In the probability jackpot state, the probability of winning the special pattern (the probability of winning) is higher than in the normal state until the variable display of the special pattern is executed a predetermined number of times (10,000 times), that is, until the next jackpot is actually drawn. Therefore, in the special probability state and the time-saving state, the player can easily get the game ball into the second starting hole 24 by hitting from the right, thereby advantageously generating a jackpot while suppressing the loss of balls in hand, providing a chance to win a large number of balls in a short period of time.
[0045] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a big win game process (S80) after executing a power-on process required for turning on the power of the pachinko machine 1 (S10). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.
[0046] [Power-on process] FIG. 8 is a flow chart showing an example of a power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets an access permission that enables reading and writing of data to the RAM 60c after completing a security check (S100). Then, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal or not. The backup flag is determined whether the stored contents of the RAM 60c are normal or not by, for example, a checksum process, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on with the RAM clear switch 68 not operated.
[0047] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the CPU 60a starts from the initial state. That is, the CPU 60a performs an initialization process to clear and initialize the game information storage area of the RAM 60c that stores game information and to start a game from the initial state (S110), transmits corresponding initial commands to the payout control device 70 and the sub integrated control device 90 (S108), and ends the power-on process. As described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the setting key switch 67 from settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization process, and activates the setting value. The setting value storage area is not cleared by the initialization process.
[0048] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads out the game information immediately before the power was cut off that is stored in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information that indicates the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 90 (S114), and ends the power-on process. When the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0049] In the pachinko machine 1 of this embodiment, the main control device 60 has a backup function for retaining the memory of the RAM 60c as described above, and if the game information is normally stored in the RAM 60c when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 60 selectively transmits an initial command and a return command to the sub-integrated control device 90 according to the game information stored at the time of return in the power-on process, so that the sub-integrated control device 90 determines the game state of the pachinko machine 1 immediately after the power is turned on based on the received command.
[0050] [Random number update process] The random number update process of S20 is a process for updating various random numbers for judgment. Examples of the random numbers for judgment include a random number for jackpot judgment (random number for special symbol hit / miss judgment) used for jackpot judgment (hit / miss judgment) performed based on the entry of a game ball into the start port (first start port 23 or second start port 24), a random number for determining a jackpot symbol used to determine a jackpot symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a jackpot, a random number for determining a losing symbol used to determine a losing symbol to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a miss, a random number for determining a variation pattern used to determine a variation pattern (variation time) of a special symbol, and a random number for determining a normal symbol hit / miss judgment used for a hit / miss judgment performed based on the passage of a game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0051] [Winning confirmation process] The winning confirmation process of S30 detects the state of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the large winning port switch 25a, and the normal winning port switch 27a) and stores the state in a predetermined state storage area of the RAM 60c. In addition, it determines whether or not a game ball is detected by a switch related to a prize ball (the above-mentioned winning port switches except the gate switch 22a), and if it is determined that a game ball is detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, if the prize ball information is not a value of 0, it transmits a prize ball number designation command (prize ball information) to the payout control device 70 and ends the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by one each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S40).
[0052] [Start-up winning process] 9 is a flow chart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start hole switch 23a to determine whether or not a game ball has entered the first start hole 23 (S200). When it is determined that a game ball has entered the first start hole 23, it determines whether or not the current reserved number of the first special symbol (first special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the first special symbol reserved number display device 33 (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determining storage area of the RAM 60c (S206). Here, the random numbers for judgment acquired in S206 include information on the progress of the variable game of the first special symbol, such as the random numbers for judging a big win, the random numbers for determining a big win symbol, the random numbers for determining a losing symbol, and the random numbers for determining a variable pattern. Then, a command to indicate the number of reserved first special symbols is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to indicate the number of reserved first special symbols includes information on the number of reserved first special symbols for displaying the first reserved symbol 372a on the performance display device 37. If it is determined in S200 that no game ball has entered the first starting hole 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the process skips S204 to S208 and proceeds to the process of the next step S210.
[0053] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S210). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (in this embodiment, the value is 4) (S212). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1 and the display of the second special symbol reserved number display device 34 is updated (S214), and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S216). Here, the random number for determination obtained in S216 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the performance display device 37. If it is determined in S210 that no game ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0054] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S222). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S224). Next, a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S226). As the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a normal symbol reserved number instruction command is sent to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0055] [Normal symbol game processing] FIG. 10 is a flow chart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first judges whether or not the normal symbol hit flag (normal symbol hit flag) is a value of 1 (S300). The normal symbol hit flag is a flag indicating whether or not a normal symbol hit game is being played. If it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the normal symbol game processing is terminated. If the normal symbol game processing is terminated, it proceeds to the next normal symbol hit game processing of S60. On the other hand, if it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and it is judged whether or not the normal symbol is being displayed in a variable manner (S302), and whether or not the fixed symbol of the normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time of the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game process is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read (S308), and a normal symbol variable display related process for displaying the normal symbol variably is executed (S310), and the normal symbol game process is terminated. Details of the normal symbol variable display related process of S310 will be described below with reference to the flowchart of FIG. 11.
[0056] In the normal symbol variation display related process, it is determined whether the time-saving flag is a value of 0 or not (S350). The time-saving flag is a flag that indicates whether the current game state is in the time-saving state or not. If it is determined that the time-saving flag is a value of 0, that is, that the current game state is not in the time-saving state, a win / loss determination is made using the low-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if it is determined that the time-saving flag is a value of 1, that is, that the current game state is in the time-saving state, a win / loss determination is made using the high-probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The win / loss determination of the normal symbol is performed by comparing the normal symbol win / loss determination random number with the win value included in the normal symbol win / loss determination table, and if the normal symbol win / loss determination random number matches the win value, it is determined to be a win, and if they do not match, it is determined to be a miss. The high probability normal symbol winning judgment table has many winning values set compared to the low probability normal symbol winning judgment table. As a result, the winning probability of the normal symbol is set to be high in the time-saving state and low in the non-time-saving state. If the winning / losing judgment result is a winning ("YES" in S356), the winning symbol is determined as the fixed symbol of the normal symbol (S358), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display to the fixed display of the winning symbol is determined (S362). Also, if the winning / losing judgment result is a losing symbol ("NO" in S356), the losing symbol is determined as the fixed symbol of the normal symbol (S360), and the normal symbol fluctuation time (losing fluctuation pattern) from the start of the normal symbol fluctuation display to the fixed display of the losing symbol is determined (S362). The normal symbol fluctuation time is set to be shorter in the time-saving state than in the normal state. Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this manner, the display of the normal symbol changes begins (S364), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S366), a command to start changing the normal symbols is sent to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.
[0057] Returning to the normal symbol game process of FIG. 10, when the normal symbol variable display is started, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 has elapsed (variation according to the determined variable pattern has ended) (S312). If it is determined that the normal symbol variable time has not elapsed, the normal symbol game process is temporarily terminated, and if it is determined that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it is determined whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. When the normal pattern game process is executed after the confirmed normal pattern is displayed, it is determined in S304 that the display time for the confirmed pattern is in progress, and it is again determined in S316 whether or not the confirmed pattern display time has elapsed. If it is determined that the confirmed pattern display time has elapsed, the display of the confirmed pattern is terminated (S318), and it is determined whether or not the confirmed normal pattern is a winning pattern (S320).
[0058] If it is determined that the confirmed normal pattern is not a winning pattern but a losing pattern, the normal pattern game process is terminated. On the other hand, if it is determined that the confirmed normal pattern is a winning pattern, the normal pattern winning flag (normal pattern winning flag) is set to a value of 1 (S322) and the normal pattern game process is terminated. When the normal pattern game process is terminated, the process proceeds to the next normal pattern winning game process in S60.
[0059] [Normal symbol winning game processing] FIG. 12 is a flow chart showing an example of a normal symbol winning game process. In the normal symbol winning game process of S60, the CPU 60a of the main control device 60 first judges whether the normal symbol winning flag is a value of 1 or not (S400). If it is judged that the normal symbol winning flag is a value of 0, not a value of 1, it is judged that the normal symbol winning game is not being played, and the normal symbol winning game process is terminated. On the other hand, if it is judged that the normal symbol winning flag is a value of 1, it is judged that the normal symbol winning game is being played, and it is judged whether the second start hole 24 is being opened or not (S402). If it is judged that the second start hole 24 is not being opened, it is judged whether the opening waiting time has elapsed or not (S404). If it is judged that the opening waiting time has not elapsed, it is terminated. On the other hand, when it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start hole 24 is determined (S406), and the second start hole solenoid 24c is controlled so that the second start hole 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start hole 24 differs depending on the game state. In this embodiment, when the game state is the normal state, an opening pattern is set to open once for a maximum of 0.1 seconds, and when the game state is the time-saving state, an opening pattern is set to open once for a maximum of 5.8 seconds.
[0060] When the second start hole 24 is opened, the next time the normal symbol winning game process is executed, it is determined in S402 that the second start hole 24 is open, and it is determined whether or not a specified number of game balls (for example, 10 balls) have entered the second start hole 24 based on the detection signal from the second start hole switch 24a (S410), and whether or not the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start hole 24 and that the elapsed time since the opening of the second start hole 24 has started has not reached the maximum opening time, the normal symbol winning game process is temporarily terminated while the second start hole 24 is kept open. On the other hand, if it is determined that the specified number of game balls have entered the second start hole 24 or that the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game process is ended. When the normal symbol winning game process is ended, the process proceeds to the special symbol game process of S70.
[0061] [Special symbol game processing] 13 and 14 are flow charts showing an example of a special symbol game process. In the special symbol game process of S70, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 or not (S500). If it is judged that the jackpot flag is value 1, it is judged that a jackpot game is being played, and the special symbol game process is terminated. When the special game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is judged that the jackpot flag is value 0 instead of value 1, it is judged that a jackpot game is not being played, and it is judged whether either the first special symbol or the second special symbol is being displayed in a variable manner (S502), and whether or not the fixed symbol is being displayed (S504). If it is judged that either the first special symbol or the second special symbol is not being displayed in a variable manner and the fixed symbol is not being displayed, it is judged whether or not the reserved number of the second special symbol is greater than the value 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining is read (S508), and a process related to the second special symbol change display for displaying the change in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0062] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S514), a process related to the first special symbol variable display for displaying the variable display of the first special symbol is executed (S516), and the special symbol game process is terminated. If it is determined in S512 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol change display (consumption of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Below, the second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be described in detail. In order to avoid duplication, the first special symbol change display related process and the second special symbol change display related process will be described using a common flowchart. FIG. 15 is a flowchart showing an example of the change display related process.
[0063] In the variable display related process, first, it is determined whether the probability of winning is 0 or not, that is, whether the game is in a normal state or not (S600). If it is determined that the probability of winning is 0 (normal state), a low-probability jackpot determination process (win / lose determination) in which the probability of winning is low is performed (S602), and if it is determined that the probability of winning is 1 (probability of winning state), a high-probability jackpot determination process in which the probability of winning is high is performed (S604). The jackpot determination process is performed by comparing a jackpot determination random number obtained based on the entry of a game ball into the first start hole 23 or the second start hole 24 with a jackpot value included in the jackpot determination table, and if the jackpot determination random number matches any of the jackpot values, it is determined that there is a jackpot, and if the jackpot determination random number does not match any of the jackpot values, it is determined that there is a miss. The jackpot determination table is one of low-probability and high-probability jackpot determination tables according to the current jackpot probability setting (one of the setting values 1 to 6). When the probability variable flag is set to value 0 (low probability state), the low-probability jackpot determination table with a small jackpot value is used, and when the probability variable flag is set to value 1 (high probability state), the high-probability jackpot determination table with a large jackpot value is used. When the jackpot determination process is performed, it is determined whether the result of the jackpot determination is a jackpot or not (S606).
[0064] If the result of the jackpot determination process is a jackpot, the jackpot pattern is determined based on the random number for determining the jackpot pattern read in S508 or S514 (S608). This process is performed by using the random number for determining the jackpot pattern to select one pattern from among multiple jackpot patterns (for example, 4R normal jackpot pattern, 4R variable jackpot pattern, 10R variable jackpot pattern, etc.) that have different contents of the jackpot game (number of rounds) and game states after the jackpot game ends (time-saving state, variable state), using the random number for determining the jackpot pattern. The determined jackpot pattern is stored in the RAM 60c and is saved until the jackpot game ends. Then, the variation time of the special pattern (jackpot variation pattern) from the start of the variation display of the special pattern to the stop display of the determined jackpot pattern is determined based on the random number for determining the variation pattern read in S508 or S514 and the jackpot variation pattern table (S610).
[0065] On the other hand, if it is determined in S606 that the result of the jackpot determination is a miss, a miss symbol is determined based on the random number for determining a miss symbol read in S508 or S514 (S612). Then, based on the random number for determining a miss symbol read in S508 or S514 and the miss variable pattern table, the variable time of the special symbol from when the variable display of the special symbol starts to when the determined miss symbol is stopped and displayed (miss variable pattern) is determined (S614). Note that a variable pattern table with a long average variable time may be used in the normal state, and a variable pattern table with a short average variable time may be used in the time-saving state, and different variable pattern tables may be used depending on the game state.
[0066] FIG. 16 is an explanatory diagram showing an example of a variation pattern. As shown in the figure, the big win variation pattern includes a plurality of variation patterns P01 to P06 that develop from normal variation to various SP reaches via normal reaches. In addition, during the execution of the SP reach, in order to suggest the result of the big win judgment and to heighten the player's sense of expectation for the big win, operation performances such as a button performance involving the operation of the performance button 16 and a lever performance involving the operation of the performance lever 17 may be executed at a predetermined timing. In the variation pattern P01, it develops to SP reach A, and a button performance is executed during the execution of the SP reach A. In the variation pattern P02, it develops to SP reach B, and a button performance is executed during the execution of the SP reach B. In the variation pattern P03, it develops to SP reach C, and a lever performance is executed during the execution of the SP reach C. In the variation pattern P04, it develops to SP reach D, and a button performance is executed during the execution of the SP reach D. In the variation pattern P05, it develops to SP reach D like the variation pattern P04, and a lever performance is executed during the execution of the SP reach D. In the variation pattern P05, it develops into SP reach E like the variation pattern P04, and no operation performance is executed during the execution of the SP reach E. Note that each SP reach has different characters that appear and different story developments. In addition to the variation pattern P11 that ends with a normal variation and the variation pattern P12 that ends with a normal reach, there are multiple variation patterns P13 to P18 that develop from normal variation to various SP reaches via normal reach. Note that the variation patterns P13 to P18 are the same as the big hit variation patterns P01 to P06 in terms of the type of SP reach that develops and the type of operation performance (whether or not it is executed), so an explanation is omitted. Note that the variation patterns P04, P05, P16, and P17 develop into the same SP reach D but have different contents of operation performance (button performance or lever performance), and for example, the selection rate can be set so that the expectation of winning is higher when the lever performance is performed during the SP reach D than when the button performance is performed during the SP reach D. In addition, since the jackpot fluctuation pattern does not include the normal fluctuation pattern and the normal reach fluctuation pattern, a jackpot will not occur during normal fluctuation or normal reach.
[0067] When the variation pattern is determined in this way, the variation display of the special symbol is started (S616), the reserved number of the special symbol is decremented by a value of 1, and the display of the reserved number display device of the special symbol is updated (S618). When the variation display of the first special symbol is started, this process is a process of decrementing the reserved number of the first special symbol by a value of 1 and updating the display of the reserved number display device of the first special symbol, and when the variation display of the second special symbol is started, the reserved number of the second special symbol is decremented by a value of 1 and updating the display of the reserved number display device of the second special symbol. In addition, the random number for judgment related to the reservation to be consumed this time is cleared with the update of the reserved number of the special symbol. Then, a variation instruction command is sent to the sub-integrated control device 90 (S620), and the variation display related process is terminated. The sub-integrated control device 90 that has received the variation instruction command sends a control command to the performance display control device 91 so that the pattern variation performance is started on the performance display device 37. The change instruction command includes the result of the jackpot determination, the change pattern of the special symbol (change time), the confirmed symbol (normal jackpot symbol, special jackpot symbol or miss symbol), etc.
[0068] Returning to the special symbol game process of FIG. 13 and FIG. 14, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has started, since it is determined in S502 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S610 or S614, it can be determined whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether or not the fixed symbol display time has elapsed (S524). Here, the fixed symbol display time is set to 0.5 seconds in this embodiment. If it is determined that the fixed symbol display time has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is determined again in S524 whether or not the fixed symbol display time has elapsed, and if it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether or not the fixed symbol is a jackpot symbol (S528).
[0069] When it is determined in S528 that it is a jackpot symbol, the operation of the condition device is started in order to generate a jackpot (S530), the operation of the accessory continuous operation device is started (S532), and the jackpot flag is set to a value of 1 (S534). Then, in order to stop the probability variable function and the time-saving function during the jackpot game, when the probability variable flag is a value of 1 (probability variable state), the probability variable flag is set to a value of 0 (S536, S538), and when the time-saving flag is a value of 1 (time-saving state), the time-saving flag is set to a value of 0 (S540, S542), a game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the value of the probability variable flag, and the value of the time-saving flag. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process of S80.
[0070] On the other hand, if it is determined in S528 that the symbol is not a jackpot symbol, it is determined whether the probability variable flag is 1 (S546), and if it is determined that the probability variable flag is 0 rather than 1, the process proceeds to S554. If it is determined that the probability variable flag is 1, the probability variable counter is decremented by 1 (S548), and it is determined whether the probability variable counter is 0 (S550). Here, the probability variable counter indicates the remaining number of times that the special symbol that maintains the probability variable state will change, and a predetermined value is set to the probability variable counter at the end of the jackpot game. In this embodiment, when a probability variable jackpot is won, a value of 10,000 is set to the probability variable counter as the number of times that the special symbol that maintains the probability variable state (the number of times that the probability variable state continues), so that the probability variable state is essentially maintained until the next jackpot is won. If it is determined that the value of the special chance counter is not 0, the special chance state is maintained and the process proceeds to the next step S554. If it is determined that the value of the special chance counter is 0, the special chance state is ended by setting the special chance flag to 0 (S552) and the process proceeds to the next step S554.
[0071] Next, it is determined whether the time-saving flag is a value of 1 (S554), and if it is determined that the time-saving flag is a value of 0, not 1, the process proceeds to S544. If it is determined that the time-saving flag is a value of 1, the time-saving counter is decremented by a value of 1 (S556), and it is determined whether the time-saving counter is a value of 0 (S558). Here, the time-saving counter indicates the remaining number of variations of the special pattern that maintains the time-saving state, and a value that is predetermined is set to the time-saving counter at the end of the jackpot game. In this embodiment, when a sure-variable jackpot is won, a value of 10,000 is set, so that the time-saving state is essentially maintained until the next jackpot is won. Also, when a normal jackpot is won, a value of 100 is set. If it is determined that the time-saving counter is not a value of 0, the special pattern game process is ended while maintaining the time-saving state, and if it is determined that the time-saving counter is a value of 0, the time-saving flag is set to a value of 0 to end the time-saving state (S560). Then, a game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game process is terminated.
[0072] [Jackpot game processing] 17 and 18 are flow charts showing an example of the jackpot game process. In the jackpot game process of S80, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S700). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is being opened (S702), whether the jackpot game start presentation is being performed (S704), whether the jackpot game end presentation is being performed (S706), and whether the opening interval is being performed (S708). If it is judged negatively in any of S702 to S708, it transmits a jackpot game start presentation command to the sub integrated control device 90 (S710), and terminates the jackpot game process. The sub-integrated control device 90 that has received the jackpot game start presentation command starts the jackpot game start presentation. When the jackpot game start presentation starts, the next time the jackpot game processing is executed, in order to determine that the jackpot game start presentation is in progress in S704, it is determined whether the jackpot game start presentation time has elapsed (S712). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening 25 is opened by driving the jackpot opening solenoid 25c (S714), and the jackpot game processing is terminated. The main control device 60 transmits a round game presentation command to the sub-integrated control device 90 in conjunction with the opening of the jackpot game opening 25.
[0073] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S702 that the large prize opening 25 is open, and based on the detection signal from the large prize opening switch 25a, it is determined whether the number of game balls entering the large prize opening 25 has reached a specified number (10 in this embodiment) (S716), and whether the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (30 seconds in this embodiment) (S718). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S720), and it is determined whether or not the current round game is the final round (S722). Since the number of rounds of the big prize game is set by the big prize pattern ("4R normal big prize pattern", "10R normal big prize pattern", "10R variable big prize pattern"), the determination of whether or not the current round game is the final round is performed by determining whether or not the number of repetitions of the round game has reached a number determined according to the big prize pattern. When it is determined that the current round game is not the final round, an interval between openings is generated (S724), and the big prize game processing is terminated. When an interval between openings is generated, the main control device 60 transmits an interval between openings generation command to the sub integrated control device 90. When an interval between openings occurs, the next time the jackpot game process is executed, in order to determine in S708 that the interval between openings is in progress, it is determined whether the interval between openings (e.g., 2 seconds) has elapsed (S726). If it is determined that the interval between openings has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S714), and the jackpot game process is terminated.
[0074] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S722 that the current round play is the final round, a big prize play end presentation command is sent to the sub-integrated control device 90 (S728) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end presentation command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S706 that the big prize play end presentation is in progress when the next big prize play processing is started, so it is determined whether or not the big prize play end presentation time has elapsed (S730). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S732) and the operation of the condition device is stopped (S734). Next, it is determined whether or not the current big prize pattern is a sure-variable big prize pattern (S736). If it is determined that the jackpot pattern is a high probability jackpot pattern, the high probability flag is set to a value of 1 (S738), the high probability counter is set to a value of 10000 (S740), the time-saving flag is set to a value of 1 (S742), and the time-saving counter is set to a value of 10000 (S744) in order to generate a high probability state and a time-saving state. On the other hand, if it is determined that the jackpot pattern is not a high probability jackpot pattern but a normal jackpot pattern, the time-saving flag is set to a value of 1 (S746), and the time-saving counter is set to a value of 100 (S748) in order to generate a time-saving state. Then, the jackpot flag is set to a value of 0 (S750) in order to end the jackpot game, and a game state designation command is sent to the sub-integrated control device 90 (S752), and the jackpot game processing is ended. The game state designation command includes the value of the high probability flag, the value of the time-saving flag, the value of the jackpot flag, and the like.
[0075] Next, various processes executed by the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a special pattern variation start command (first special pattern variation start command, second special pattern variation start command), a pattern stop command, a game state designation command, a jackpot game start presentation command, and a jackpot game end presentation command. The processes of the sub-integrated control device 90 that receives various commands include a pattern variation presentation process for executing a pattern variation presentation that varies and displays a presentation pattern in accordance with the variation display of a special pattern, and a jackpot game presentation process for executing a jackpot game presentation in accordance with the occurrence of a jackpot. In addition, during the pattern variation presentation, an operation presentation using the presentation button 16 or the presentation lever 17 may be performed. Details of the pattern variation presentation process and the operation presentation process will be described below. Note that the jackpot game presentation process is not included in the gist of the present invention, so a description thereof will be omitted.
[0076] [Pattern change effect processing] 19 is a flowchart showing an example of a pattern change performance process executed by the CPU 90a of the sub-integrated control device 90. In the pattern change performance process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a special pattern change start command (first special pattern change start command or second special pattern change start command) transmitted from the main control device 60 has been received (S800). If it is judged that a special pattern change start command has not been received, the process proceeds to S808. On the other hand, if it is judged that a special pattern change start command has been received, the process determines the stop pattern of the performance pattern based on the determined pattern of the special pattern (normal jackpot pattern, guaranteed jackpot pattern, or miss pattern) included in the received special pattern change start command (S802), and determines the performance pattern based on the change pattern of the special pattern (S804).
[0077] Here, the determination of the performance pattern can be performed by determining the stop pattern of the performance pattern corresponding to the fixed pattern of the special pattern from the performance pattern setting table stored in advance in the ROM 90b. For example, when the fixed pattern of the special pattern is a normal jackpot pattern, the stop pattern of the performance pattern is determined to be an even number pattern such as "444" or "666", and when the fixed pattern of the special pattern is a probability jackpot pattern, the stop pattern of the performance pattern is determined to be an odd number pattern such as "333" or "777". In addition, the determination of the performance pattern can be performed by determining the performance pattern corresponding to the variable pattern of the special pattern from the performance pattern setting table stored in advance in the ROM 90b. In this way, when the stop pattern and the performance pattern of the performance pattern are determined, a pattern variable performance that displays the performance pattern in a variable manner is started (S806). The pattern variable performance is performed by transmitting a control command to the performance display control device 91 so that the performance pattern is displayed in a variable manner in the determined performance pattern.
[0078] Next, it is determined whether or not a symbol stop command transmitted from the main control device 60 has been received (S808). If it is determined that the symbol stop command has not been received, the symbol change performance process is terminated. On the other hand, if it is determined that the symbol stop command has been received, the symbol change performance is terminated by stopping and displaying the performance symbol (S810), and the symbol change performance process is terminated.
[0079] [Operation processing] 20 is a flowchart showing an example of the operation presentation process executed by the CPU 90a of the sub-integrated control device 90. In the operation presentation process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a pattern change presentation is being executed in a presentation pattern with an operation presentation (S850). In S850, if a pattern change presentation is being executed in a presentation pattern corresponding to any of the above-mentioned change patterns P01 to P05, P13 to P17, it is judged that a pattern change presentation with an operation presentation is being executed. Also, if a pattern change presentation is not being executed or a pattern change presentation is being executed in a presentation pattern corresponding to a change pattern other than the change patterns P01 to P05, P13 to P17, it is judged that a pattern change presentation with an operation presentation is not being executed in S850, and the operation presentation process is terminated.
[0080] If it is determined in S850 that the symbol variation effect with operation effect is being executed, it is determined whether or not it is during the valid period (operation effect) during which the operation of the effect button 16 or the effect lever 17 is valid (S852). If it is determined that it is not during the valid period, it is determined whether or not the start timing of the operation effect has arrived (S854). In this embodiment, the start timing is set to a timing a predetermined time before the hit / miss notification effect (jackpot notification effect, miss notification effect) that notifies whether or not there is a jackpot at the end of the SP reach effect. If it is determined that it is not the start timing of the operation effect, the operation effect processing is terminated. On the other hand, if it is determined that it is the start timing of the operation effect, an operation instruction effect for instructing the player to perform a predetermined operation of the effect button 16 or the effect lever 17 is determined (S856), and a result suggestion effect to be executed at the end of the valid period is determined (S858). Next, the operation instruction performance determined in S856 is executed, and a gauge image (valid period image) indicating the valid period (remaining period) is displayed on the performance display device 37, thereby starting the execution of the operation performance (S860).
[0081] Here, the operation instruction performance is determined using an operation instruction performance setting table stored in advance in the ROM 90b. FIG. 21 is an explanatory diagram showing an example of the operation instruction performance setting table. In this embodiment, as shown in the figure, there are four types of operation instruction performances Q to T associated with the type of reach performance (any of SP reach A to D, variation pattern of special symbols) and the content of the operation performance (button performance or lever performance). The content of the operation instruction performance will be described later, but the operation instruction performances Q and S are instruction performances for the performance button 16, and the operation instruction performances R and T are instruction performances for the performance lever 17. In addition, the operation instruction performances Q and R each have three types of performances (Q1, Q2, Q3, R1, R2, R3).
[0082] Based on such an operation instruction performance setting table, in S856, among the operation instruction performances associated with the type of reach performance and the contents of the operation performance, one operation instruction performance is selected by lottery or the like according to different selection rates according to the hit / miss judgment result (jackpot or miss). For example, four types of operation instruction performances Q1, Q2, Q3, and S are associated with the button performances of SP reach A and SP reach D, and the selection rates when the hit / miss judgment result is a hit are 10%, 30%, 50%, and 10%, respectively, and the selection rates when the miss is 50%, 35%, 15%, and - (no selection), respectively. In other words, the operation instruction performance S is not selected in the case of a miss and is selected only in the case of a hit, and the operation instruction performances Q1 to Q3 are in the order of operation instruction performances Q3, Q2, and Q1, from the highest selection rate in the case of a hit. For this reason, the order of operation instruction performances is S, Q3, Q2, and Q1 from the highest expectation of a jackpot, and the operation instruction performance S with the highest expectation of a jackpot indicates a confirmed jackpot. Note that the button performance of SP Reach B is not associated with the operation instruction performance S, and has the same tendency except for the difference in the selection rate of the operation instruction performances Q1, Q2, and Q3, so the explanation is omitted.
[0083] In addition, four types of operation instruction effects R1, R2, R3, and T are associated with the lever performance of SP reach D, and the selection rates when the hit / miss judgment result is a jackpot are 10%, 30%, 50%, and 10%, respectively, and the selection rates when the hit / miss result is 50%, 35%, 15%, and - (no selection), respectively. Therefore, the order of operation instruction effects is T, R3, R2, and R1 from the highest expectation of a jackpot, and operation instruction effect T, which has the highest expectation of a jackpot, suggests that a jackpot is confirmed. Note that the lever performance of SP reach C is not associated with the operation instruction effect T, and has the same tendency except that the selection rates of operation instruction effects R1, R2, and R3 are different, so a description will be omitted.
[0084] FIG. 22 is an explanatory diagram showing an example of an operation instruction performance corresponding to a button performance. The operation instruction performance Q in FIG. 22(a) is a combination of a button image 374 (374a, 374b, 374c) which is a target image imitating the performance button 16 to be operated, and a character image 376A of "Press!" which is an action image showing the player's action required for a predetermined operation (push operation) of the performance button 16. As the button image 374, one of the button image 374a with an image size of "small" (first size), the button image 374b with an image size of "medium" (second size), and the button image 374c with an image size of "large" (third size) can be selected, and the operation instruction performances are selected in the order of Q3, Q2, and Q1 from the largest. That is, the higher the expectation of a big win, the larger the size of the button image 374. The button image 374 may be one type rather than multiple types, and the character image 376A may be one type rather than multiple types. For example, the character colors may be "Push!" in "black" (first color), "Push!" in "red" (second color), and "Push!" in "gold" (third color), and the order of expectation of a jackpot may be "gold", "red", and "black".
[0085] 22(b), there is provided one type of operation instruction performance S, which is a combination of a common character image 377A, which is a common image of the operation performance indicating that the operation performance (valid period) is in progress, and a text image 376A of "PUSH!" In other words, the operation instruction performance S is a combination of the button image 374, out of the button image 374 and the text image (action image) 376A of the operation instruction performance Q, as the common character image 377A, with the text image 376A.
[0086] FIG. 23 is an explanatory diagram showing an example of an operation instruction performance corresponding to a lever performance. The operation instruction performance R in FIG. 23(a) is a combination of a lever image 375 (375a, 375b, 375c) which is a target image imitating the performance lever 17 to be operated, and a character image 376B of "Pull!" which is an action image showing the player's action required for a predetermined operation (pull operation) of the performance lever 17. As the lever image 375, one of the lever image 375a with an image size of "small" (first size), the lever image 375b with an image size of "medium" (second size), and the lever image 375c with an image size of "large" (third size) can be selected, and the operation instruction performances are selected in the order of R3, R2, and R1 from the largest. That is, the higher the expectation of a big win, the larger the size of the lever image 375. It should be noted that the number of lever images 375 is not limited to a plurality of types, and may be only one type, and the number of character images 376B is not limited to a single type, and may be a plurality of types as described for character image 376A.
[0087] 23(b), one type of operation instruction performance T is provided, which combines a common character image 377A common to the operation instruction performance S with a character image 376B of "Pull!" That is, the operation instruction performance T combines the lever image 375, of the lever image 375 and character image (action image) 376B of the operation instruction performance R, with the character image 376B as a common character image 377A. Note that the button image 374, lever image 375 (target image), character images 376A and 376B (action images), and common character image 377A (common image) used in each operation instruction performance are stored in the ROM 90b as separate images, and each image is selected and displayed.
[0088] Next, the result suggestion performance determined in S858 will be described. The result suggestion performance is determined using a result suggestion performance setting table pre-stored in ROM90b. FIG. 24 is an explanatory diagram showing an example of the result suggestion performance setting table. FIG. 25 is an explanatory diagram showing an example of the result suggestion performance. In this embodiment, as shown in the figure, there are six types of result suggestion performances X1, X2, X3, Y1, Y2, and Y3 that correspond to the content of the operation performance (button performance or lever performance) and the type of operation instruction performance (one of operation instruction performances Q1 to Q3, R1 to R3, S, and T). The result suggestion performances X1, X2, and X3 are performances that display suggestion images 379a, 379b, and 379c, respectively, when a button performance is executed, to suggest the result of the hit / miss judgment (expected hit probability). The result suggestion effects Y1, Y2, and Y3 are effects that suggest the result of the hit / miss judgment (the expected probability of a big hit) by displaying the suggestion images 379d, 379e, and 379f, respectively, when the lever effect is executed. The suggestion images 379a to 379c suggest the expected probability of a big hit by differences in the facial expressions of the character images and decorations such as glasses, and the suggestion images 379d to 379f suggest the expected probability of a big hit by differences in the lines of the character images, but are not limited to this, and may be suggested by text images suggesting the expected probability. In this embodiment, different result suggestion effects are performed for the button effect and the lever effect, but are not limited to this, and may be a common result suggestion effect in part or in whole. Also, different suggestion images may be used to perform different result suggestion effects for each type of SP reach.
[0089] Based on this result suggestion effect setting table, in S858, among the result suggestion effects associated with the contents of the operation effect and the type of the operation instruction effect, one result suggestion effect is selected by lottery or the like according to different selection rates according to the hit / miss judgment result (jackpot or miss). For example, three types of result suggestion effects X1, X2, and X3 are associated with the operation instruction effects Q1, Q2, and Q3 of the button effect. For all of the operation instruction effects Q1 to Q3, the result suggestion effects X3, X2, and X1 are ordered in order from the highest selection rate in the case of a jackpot, and the result suggestion effects X1, X2, and X3 are ordered in order from the highest selection rate in the case of a miss. For this reason, the result suggestion effects X3, X2, and X1 are ordered in order from the highest expectation of a jackpot. Also, as described above, the operation instruction performances Q3, Q2, and Q1 are in the order from the highest jackpot expectation, and the probability of selecting the result suggestion performance X3 with a high jackpot expectation is also in the order from the highest, and the probability of selecting the result suggestion performance X1 with a low jackpot expectation is in the order from the lowest. Therefore, in the case of the operation instruction performances Q1, Q2, and Q3, the higher the jackpot expectation, the higher the probability of selecting the result suggestion performance with a high jackpot expectation among the multiple result suggestion performances. Also, as described above, the operation instruction performance S of the button performance has the highest jackpot expectation and suggests a jackpot confirmation, but only the result suggestion performance X3 is associated with it. From these facts, it can be said that the probability of executing the operation instruction performance with a high jackpot expectation is higher when the operation instruction performance with a high jackpot expectation is executed among the operation instruction performances Q (Q1 to Q3), S.
[0090] On the other hand, details of the result suggestion performance of the lever performance are omitted, but the operation instruction performances R1, R2, and R3 are associated with three types of result suggestion performances Y1, Y2, and Y3 in the same tendency as the operation instruction performances Q1, Q2, and Q3 of the button performance. Also, the operation instruction performance T is associated with only the result suggestion performance Y3, just like the operation instruction performance S of the button performance. From these, the result suggestion performances are ordered from the highest expectation of a jackpot to the lowest, Y3, Y2, and Y1. Also, it can be said that the probability of the operation instruction performance with the highest expectation of a jackpot being executed is higher when the operation instruction performance with the highest expectation of a jackpot is executed among the operation instruction performances R (R1 to R3) and T.
[0091] In the operation performance process of FIG. 20, when the operation instruction performance is thus determined in S856 and the result suggestion performance is determined in S858, and the execution of the operation performance is started in S860, it is determined whether the performance button 16 or the performance lever 17 has been operated based on the detection signal from the button switch 16a or the detection signal from the lever switch 17a (S864). If it is determined that the performance button 16 or the performance lever 17 has been operated, it is determined whether the operation condition for this operation performance has been established, that is, whether a predetermined operation has been performed according to the operation instruction (S866). If it is determined that the performance button 16 and the performance lever 17 have not been operated, or if it is determined that the performance button 16 or the performance lever 17 has been operated but the predetermined operation has not been performed, it is determined whether the effective period for this operation performance has elapsed (S868), and if it is determined that the effective period has not elapsed, the operation performance process is temporarily terminated. During the valid period, the next time the operation presentation process is executed, it will be determined in S852 that the valid period is in progress, so the remaining period of the gauge image (valid period image) being displayed is updated (S862), and the process proceeds to S864.
[0092] If it is determined in S864 and S866 that the effect button 16 or effect lever 17 has been operated and a predetermined operation has been performed in response to the operation instruction, the operation valid period ends (the operation instruction effect ends and the gauge image is erased) (S870), the result suggestion effect determined in S858 is executed (S872), and the operation effect processing ends. Note that the determination of the result suggestion effect is not limited to that performed in S858, and may be performed before S872.
[0093] On the other hand, if it is determined in S868 that the effective period has elapsed without determining in S864 and S866 that the effect button 16 or the effect lever 17 has been operated and a predetermined operation has been performed in response to the operation instructions, the effective period is terminated (S870), a result suggestion effect is executed (S872), and the operation and performance processing is terminated. That is, in this embodiment, even if the predetermined operation of the effect button 16 or the effect lever 17 in response to the operation instructions is not performed within the effective period, the result suggestion effect is executed. However, if the predetermined operation of the effect button 16 or the effect lever 17 in response to the operation instructions is not performed within the effective period, the effective period may be terminated without executing the result suggestion effect, or the result suggestion effect with the lowest probability of winning (result suggestion effect X1, Y1) may be executed.
[0094] Here, Fig. 26 to Fig. 29 are explanatory diagrams showing an example of the state of the operation presentation. In Fig. 26, for example, when the operation presentation start timing arrives during SP Reach A of the variation patterns P01 and P13, the operation instruction presentation Q2 that displays the button image 374b and the character image 376A is executed, and the gauge image 378 is displayed to start the operation presentation (valid period) (Fig. 26(a)). From the size of the button image 374b, the player can understand that the expectation of a big win is medium. Also, from the button image 374b and the character image 376A, the player can recognize that the operation target is the presentation button 16. During the valid period of the operation presentation, the display of the gauge image 378 is updated (Fig. 26(b)), and a predetermined operation of the presentation button 16 is waited for. Then, when the predetermined operation of the presentation button 16 is performed, the valid period ends and the result suggestion presentation is executed (Fig. 26(c)). FIG. 26 shows the state in which the result suggestion effect X2 is executed, which displays a suggestion image 379b suggesting that the probability of a big win is medium.
[0095] In FIG. 27, for example, when the operation performance start timing arrives during the SP reach D of the variation patterns P04 and P16, the operation instruction performance S that displays the common character image 377A and the character image 376A is executed, and the gauge image 378 is displayed to start the operation performance (valid period) (FIG. 27(a)). As described above, the operation instruction performance S that displays the common character image 377A has the highest expectation of a big win, and in this embodiment, it suggests that a big win has been confirmed. For this reason, the player can easily understand that the expectation of a big win is high and that a big win has been confirmed. In addition, since the character image 376A of "Press!" is displayed together with the common character image 377A, the player can recognize that the operation target is the performance button 16. During the valid period of the operation performance, the display of the gauge image 378 is updated (FIG. 27(b)), and a predetermined operation of the performance button 16 is waited for. Then, when the predetermined operation of the performance button 16 is performed, the valid period ends and the result suggestion performance is executed (FIG. 27(c)). FIG. 27 shows how the result suggestion effect X3 is executed, which displays a suggestion image 379c suggesting that the probability of a big win is high.
[0096] In FIG. 28, for example, when the operation effect start timing arrives during SP reach D of the variation patterns P05 and P17, the operation instruction effect R1 that displays the lever image 375a and the character image 376B is executed, and the gauge image 378 is displayed to start the operation effect (valid period) (FIG. 28(a)). From the size of the lever image 375a, the player can understand that the expectation of a big win is low. Also, from the lever image 375a and the character image 376B, the player can recognize that the operation target is the effect lever 17. During the valid period of the operation effect, the display of the gauge image 378 is updated (FIG. 28(b)), and a predetermined operation of the effect lever 17 is waited for. Then, when the predetermined operation of the effect lever 17 is performed, the valid period ends and the result suggestion effect is executed (FIG. 28(c)). FIG. 28 shows the manner in which the result suggestion effect Y1 that displays the suggestion image 379d that suggests that the expectation of a big win is low is executed.
[0097] In FIG. 29, for example, when the operation performance start timing arrives during the SP reach D of the variation patterns P05 and P17, the operation instruction performance T that displays the common character image 377A and the character image 376B is executed, and the gauge image 378 is displayed to start the operation performance (valid period) (FIG. 29(a)). As described above, the operation instruction performance T that displays the common character image 377A has the highest expectation of a big win, and in this embodiment, it suggests that a big win has been confirmed. For this reason, the player can easily understand that the expectation of a big win is high and that a big win has been confirmed. In addition, since the character image 376B of "Pull!" is displayed together with the common character image 377A, the player can recognize that the operation target is the performance lever 17. During the valid period of the operation performance, the display of the gauge image 378 is updated (FIG. 29(b)), and a predetermined operation of the performance lever 17 is waited for. Then, when the predetermined operation of the performance lever 17 is performed, the valid period ends and the result suggestion performance is executed (FIG. 29(c)). FIG. 29 shows the state in which a result suggestion effect Y3 is executed, which displays a suggestion image 379f suggesting that the probability of a jackpot is high.
[0098] The pachinko machine 1 of the embodiment described above has an operation instruction performance Q (first instruction performance) that displays the button image 374 (target image) to be operated and the character image 376A (action image) that indicates the player's action, and an operation instruction performance S (second instruction performance) that displays the button image 374 as a common character image (common image) 377A together with the character image 376A (action image). During the SP reach A (predetermined game performance), the expectation of a big win is higher when the operation instruction performance S is executed than when the operation instruction performance Q for the performance button 16 is executed (than when any of the operation instruction performances Q1, Q2, and Q3 is executed). In this way, the expectation of a big win is higher when the common character image 377A is included, so the player can easily grasp the expectation of a big win. In addition, the player's interest in the game can be improved by drawing attention to the operation instruction performance.
[0099] In addition, as the suggestive images in the case of the button performance, there are a plurality of suggestive images 379a to 379c with different jackpot expectation rates. During the SP reach A (predetermined game performance), the suggestive image 379c with the highest jackpot expectation rate is more likely to be displayed when the operation instruction performance S is executed and a predetermined operation is performed according to the instruction than when the operation instruction performance Q for the performance button 16 is executed (including any of the operation instruction performances Q1, Q2, and Q3) and a predetermined operation is performed according to the instruction. Therefore, when the operation instruction performance includes the common character image 377A, the suggestive image 379c with the highest jackpot expectation rate is more likely to be displayed in the result suggestive performance after the predetermined operation is performed, so that the player can easily grasp the jackpot expectation rate. In addition, the player can be attracted to the operation instruction performance and the result suggestive performance to improve the interest in the game.
[0100] In the embodiment, the operation instruction performance S combines the button image 374 of the operation instruction performance Q with the character image 376A as a common character image (common image) 377A. However, this is not limited to this. Also, the operation instruction performance T combines the lever image 375 of the operation instruction performance R with the character image 376B as a common character image 377A. However, this is not limited to this. FIG. 30 is an explanatory diagram showing an operation instruction performance of a modified example. As shown in FIG. 30(a), the operation instruction performance S# of the modified example combines the character image 376A of the operation instruction performance Q with the button image 374 (for example, 374C) as a common character image (common image) 377B showing the character "GO!". Also, as shown in FIG. 30(b), the operation instruction performance T# of the modified example is a combination of the character image 376B of the operation instruction performance R as a common character image 377B and a lever image 375 (for example, 375C). Even if the common character image 377B with a common character image is displayed, the target image is also displayed, so the player can understand which operation means to operate. Also, in this modified example, the player can easily understand the jackpot expectation degree as in the embodiment by increasing the jackpot expectation degree (considering the jackpot to be confirmed) when the common character image 377B is included. Note that the common character image 377B is not limited to "GO!" and may be other characters (phrases) such as "TRY!" or "Now!" Note that the operation instruction performances S# and T# of the modified example may be used instead of the operation instruction performances S and T, or all of the operation instruction performances S, S#, T, and T# may be used.
[0101] In the embodiment, two types of operation means, the effect button 16 and the effect lever 17, are exemplified, but the present invention is not limited to this, and three or more types of operation means may be provided. The effect button 16 and the effect lever 17 differ in appearance, such as color and shape, and in operation, such as pushing and pulling, but the present invention is not limited to this, and a plurality of operation means having different appearances and operations may be provided. For example, as two operation means having different appearances and the same operation, two types of effect buttons having different appearances and the same pushing operation may be provided. In this case, since the operation image is the same image, when a common image is included, a combination of the button image 374 (target image) and the common image may be used, as in the operation instruction performance S# of the above-mentioned modified example. In addition, as two operation means having the same appearance but different operations, two types of effect levers having the same appearance but different operations, which are pulling forward and pushing backward (pushing in), may be provided. In this case, since the lever image 375 (target image) is the same image, when a common image is included, a combination of the operation image and the common image may be used, as in the embodiment.
[0102] The operation means is not limited to those operated by the player by contacting an object such as the effect button 16 or the effect lever 17, but may be those operated by the player without contacting an object or a target area. For example, the operation means may be an operation means that the player can operate without contacting a predetermined object, or may be an operation means that the player can operate without contacting a predetermined area in front of the glass plate 4 (game board 20, effect display device 37) as the target area. Such an operation means may be equipped with a non-contact sensor such as an optical sensor or an infrared sensor that can detect the action of the player holding (approaching) his / her hand over the object or the target area. In addition, when giving an operation instruction for a non-contact action on the target area, the target image is an image that imitates the target area so that the target area can be recognized (an image including the glass plate 4 and the game board 20 and the effect display device 37 in the background), and the action image is an image that imitates the action of holding a hand over or a text image such as "hold it over!", so that the operation instruction performance (first instruction performance) can be performed in the same manner as in the embodiment. In addition, one of the target image and the action image can be a common image, and an operation instruction performance (second instruction performance) can be performed in combination with the other of the target image and the action image.
[0103] In the embodiment, the predetermined operation is an operation of pressing the performance button 16 once or pulling the performance lever 17 once, but this is not limited thereto. For example, the predetermined operation may be an operation of pressing the performance button 16 multiple times or pulling the performance lever 17 multiple times. In such a case, the action image may be an image that indicates the action, including the number of operations. In addition, when the target image and the common image are displayed without displaying the action image, the common image may suggest the number of operations. For example, when the predetermined operation is a single operation, one common image is displayed, but when the predetermined operation is a multiple operation, a number of common images smaller than those in the case of a single operation are displayed according to the number of operations, and the images may be erased or changed in sequence according to the number of operations.
[0104] In the embodiment, the button image 374 and the lever image 375 are exemplified as the target image, but the present invention is not limited thereto. Any image showing the object to be operated (the effect button 16 and the effect lever 17) may be used, and the object to be operated may be a text image showing the object with text such as "button" or "lever", or may be a text image showing the color or shape of the object. In addition, as the action image, text images showing the action of the player with words (text), such as the text image 376A of "Push!" and the text image 376B of "Pull!", are exemplified, but the image may be an image showing the action of the player with an image, and the action image may be a pushing action imitating the image of an open hand moving from the top to the bottom, or a pulling action imitating the image of a lightly clenched hand moving from the back to the front.
[0105] In the embodiment, the display of the gauge image 378 (validity period image) is started when the operation instruction presentation is started, i.e., the gauge image 378 is displayed separately from the operation instruction presentation, but the present invention is not limited to this, and the gauge image 378 may be included in the operation instruction presentation. Alternatively, the gauge image 378 may not be displayed, and a countdown display may be performed when the remaining time of the validity period becomes short, or no indication of the remaining validity period may be given.
[0106] In the embodiment, the target image, the action image, and the common image are stored in the ROM 90b as separate images, and the images required for the operation instruction performance are combined and displayed, but this is not limited to this. The images may be stored in the ROM 90b for each operation instruction performance as a single image that is combined in advance according to the contents of the operation instruction performance, and the image may be displayed.
[0107] In the embodiment, the target image, the action image, and the common image are not displayed overlapping each other (displayed separately), but this is not limited to the above. For example, the action image may be displayed overlapping the target image, such as displaying the character image 376A at the center of the button image 374, or displaying the common character image 377A at the center of the button image 374, or the common image may be displayed overlapping the target image. Of course, the action image and the common image may be displayed overlapping each other. Also, as described above, one image obtained by combining the images by overlapping each other may be stored in the ROM 90b.
[0108] In the embodiment, the jackpot expectation rate when the operation instruction performance S is executed is set to 100% (jackpot guaranteed), but it is not limited to 100%, and it is sufficient if the jackpot expectation rate is higher than when the operation instruction performance Q is executed. Note that some of the jackpot expectation rates when the operation instruction performance Q is executed may be higher than when the operation instruction performance S is executed. That is, the jackpot expectation rate when the operation instruction performance S is executed may be higher than the overall jackpot expectation rate (for example, average value) when the operation instruction performance Q is executed. Similarly, the jackpot expectation rate when the operation instruction performance T is executed is not limited to 100%, and it is sufficient if it is higher than when the operation instruction performance R is executed. Note that the jackpot expectation rate when the operation instruction performance S is executed is preferably higher than when the operation instruction performances Q and R are executed, and the jackpot expectation rate when the operation instruction performance T is executed is preferably higher than when the operation instruction performances Q and R are executed.
[0109] In the embodiment, the jackpot expectation is higher when the operation instruction performance S is executed than when the operation instruction performance Q is executed during the SP reach A, D (predetermined game performance) in which the button performance is performed. Similarly, the jackpot expectation is higher when the operation instruction performance T is executed than when the operation instruction performance R is executed during the SP reach D in which the lever performance is performed, but this is not limited to this. For example, the jackpot expectation may be the same when the operation instruction performance R is executed and when the operation instruction performance T is executed, or the former may be higher. Also, if the operation instruction performance S is executed in SP reaches other than the SP reach A, D (predetermined game performance) in which the button performance is performed, the jackpot expectation may be the same when the operation instruction performance Q is executed and when the operation instruction performance S is executed, or the former may be higher.
[0110] In the embodiment, the common images such as the common character image 377A and the common letter image 377B are the same images in the operation instruction performances S and T, but are not limited to this. In other words, as long as the image is recognized as being used in common for operation instructions to a plurality of operation means without recognizing the target or action of the operation, the images are not limited to being all the same, and may be partially different. For example, in a case where a character image is used as the common image, the face (expression) may be the same but the body part such as the posture (pose) or the clothes may be different, the posture and the clothes may be the same but the face may be different, or the face, posture, clothes, etc. may be different. In a case where a character image is used as the common image, the font, color, size, etc. may be partially different.
[0111] In the embodiment, the start timing and the length of the effective period of the operation instruction performance (operation instruction performance) are the same regardless of the type of operation instruction performance, but the present invention is not limited to this, and the start timing and the length of the effective period of the operation instruction performance (operation instruction performance) may be different depending on the type of operation instruction performance. Also, the timing of erasing the operation instruction performance when a predetermined operation is performed and the timing of starting the result suggestion performance may be different depending on the type of operation instruction performance.
[0112] In the embodiment, the start timing of the operation performance is during the SP reach, but it is not limited to this, and may be other timing such as during the normal reach, or may be the timing of the SP reach winning / losing notification performance, or may be the timing of the notification of the result of the pattern change performance (stop display of the performance pattern). Also, the operation performance is not limited to being performed only once during the pattern change performance, but may be performed multiple times. In such a case, the button performance and the lever performance can be respectively executed, and, for example, during a predetermined game performance such as SP reach A, either of the operation instruction performances Q and S and either of the operation instruction performances R and T may be executed. That is, it is not limited to being performed during a predetermined game performance, but multiple types of operation instruction performances may be executed. Also, the probability of the operation instruction performance Q(R) is high in the operation instruction performance performed first, and the probability of the operation instruction performance S(T) is high in the operation instruction performance performed later.
[0113] In the embodiment, when a predetermined operation according to the operation instruction is performed, a result suggestion effect is performed to suggest the result of the winning / losing judgment, but this is not limited to this. For example, in a pachinko machine capable of performing a high probability promotion effect that notifies the player that a high probability jackpot has been won in a high probability jackpot game by stopping and displaying the performance pattern as a normal jackpot pattern in a pattern change performance even if the fixed pattern of the special pattern is a high probability jackpot pattern, a performance suggesting the possibility of a high probability promotion may be performed when a predetermined operation is performed in the operation performance. In other words, it is not limited to the winning / losing judgment result, and may be something that suggests predetermined information. In addition, such information suggestion may be performed in a suggestion performance for the second or subsequent operation performances, for example, when multiple operation performances are performed.
[0114] In the embodiment, the operation instruction performance is performed by combining two images from among the target image, the action image, and the common image, but this is not limited to this. For example, when the expectation of a jackpot that is particularly advantageous to the player is high, such as when a jackpot is confirmed and a chance jackpot is also won, or when information that is particularly advantageous to the player is suggested by the suggestion performance, the operation instruction may be performed by combining the target image, the action image, and the common image.
[0115] In the embodiment, the present invention has been described as being applied to a so-called seven-machine type gaming machine, but is not limited to this and may also be applied to a so-called type 1 / type 2 mixed machine which has a specific area inside a large prize opening which opens during a small win game, and in which a gaming ball enters the large prize opening during a small win game, and when the entering gaming ball passes through the specific area, it progresses to a large win game.
[0116] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but it may be a so-called sealed type pachinko machine. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machines of the embodiment and the modified example may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.
[0117] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be described. In the embodiment, the effect button 16 (button switch 16a) and the effect lever 17 (lever switch 17a) correspond to the "operation means", the CPU 90a of the sub-integrated control device 90 that executes S856 and S860 of the operation effect process corresponds to the "instruction effect execution means", and the CPU 90a of the sub-integrated control device 90 that executes S858, S866, and S872 of the operation effect process corresponds to the "suggestion effect execution means". Note that the effect button 16 corresponds to the "first operation means" and the effect lever 17 corresponds to the "second operation means", but they may be interchanged. Also, in the embodiment, SP reach A and D correspond to the "predetermined game effect". SP reach B and C are included in the game effect, but do not correspond to the "predetermined game effect". In addition, the correspondence between the main elements of the Examples and the main elements of the invention described in the Means for Solving the Problem column does not limit the elements of the invention described in the Means for Solving the Problem column, since the Examples are examples for specifically explaining the form for implementing the invention described in the Means for Solving the Problem column. In other words, the interpretation of the invention described in the Means for Solving the Problem column should be made based on the description in that column, and the Examples are merely a specific example of the invention described in the Means for Solving the Problem column.
[0118] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]
[0119] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 LED, 16 performance button, 16a button switch, 17 performance lever, 17a lever switch, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern operation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c large prize port solenoid, 27 normal prize port, 27a Regular winning port switch, 29 exit port, 31 first special symbol display device (first special symbol display device), 32 second special symbol display device (second special symbol display device), 33 first special symbol reserved number display device (first special symbol reserved number display device), 34 second special symbol reserved number display device (second special symbol reserved number display device), 35 regular symbol display device (regular symbol display device), 36 regular symbol reserved number display device (regular symbol reserved number display device), 37 performance display device, 371L, 371C, 371R performance symbol (pseudo symbol), 372a first reserved symbol, 372b second reserved symbol, 373 character symbol, 374, 374a, 374b, 374c button image, 375, 375a, 375b, 375c lever image, 376A, 376B character image, 377A common character image, 377B Common character images, 378 Gauge images, 379a, 379b, 379c, 379d, 379e,379f Suggested image, 38 Center role-playing device, 50 CR unit, 51 CR unit terminal board, 52 Settlement display device, 53 Ball loan button, 53a Ball loan switch, 54 Settlement button, 54a Settlement switch, 60 Main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 Pattern display device relay terminal board, 63 Performance relay terminal board, 64 Back wiring relay terminal board, 65 External connection terminal board, 67 Setting key switch, 68 RAM clear switch, 69 Setting display device, 70 Payout control device, 71 Payout relay terminal board, 72 Payout device, 73 Payout motor, 74 Payout switch, 75 Full switch, 76 Ball out switch, 77 Ball tank, 78 Tank rail, 80 Launch control device, 81 Launch stop switch, 82 Touch switch, 83 Launch motor, 90 Sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 95a power switch, 100 hall computer.
Claims
1. A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition, and executes a game presentation based on the result of the win / loss determination on a display screen, An operation means that allows a player to operate the object or target area to be operated by contacting or not contacting the object or target area; an instruction effect execution means for executing an instruction effect for instructing a player to perform a predetermined operation on the operation target during the game effect; A suggestion performance execution means for executing a suggestion performance that suggests predetermined information when a predetermined operation corresponding to the instruction performance is performed; Equipped with The operation means includes a first operation means and a second operation means that is different from the first operation means in at least one of appearance and operation, The instruction effects include a first instruction effect for displaying on the display screen an object image showing the operation object and an action image showing the action of the player relating to the predetermined operation, and a second instruction effect for displaying on the display screen one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of the operation means, During a predetermined game presentation, the probability of the result of the hit / miss determination being a hit is higher when the second instruction presentation is performed for the first operation means than when the first instruction presentation is performed for the first operation means. Amusement machine.
2. A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition, and executes a game presentation based on the result of the win / loss determination on a display screen, An operation means that allows a player to operate the object or target area to be operated by contacting or not contacting the object or target area; an instruction effect execution means for executing an instruction effect for instructing a player to perform a predetermined operation on the operation target during the game effect; A suggestion effect execution means for executing a suggestion effect that displays a suggestion image suggesting the result of the pass / fail judgment on the display screen when a predetermined operation corresponding to the instruction effect is performed; Equipped with The operation means includes a first operation means and a second operation means that is different from the first operation means in at least one of appearance and operation, The instruction effects include a first instruction effect for displaying on the display screen an object image showing the operation object and an action image showing the action of the player relating to the predetermined operation, and a second instruction effect for displaying on the display screen one of the object image and the action image together with the other of the object image and the action image as a common image used in common regardless of the type of the operation means, The suggestion image includes a plurality of suggestion images each having a different expected probability of winning the result of the hit / miss judgment, During a predetermined game presentation, the probability that a suggestive image having the highest winning expectation among the plurality of suggestive images will be displayed is higher when the second instruction presentation is executed on the first operation means and a predetermined operation is performed in response to the second instruction presentation than when the first instruction presentation is executed on the first operation means and a predetermined operation is performed in response to the first instruction presentation. Amusement machine.
Citation Information
Patent Citations
Game machine
JP2011217766A
Game machine
JP2012223472A
Game machine
JP2017131571A
Game machine
JP2018023886A
Game machine
JP2018075198A
