Gaming Machines

The gaming machine addresses the monotony of conventional pachinko machines by introducing easy-to-start games with varying winning probabilities and performance modes, enhancing player engagement and excitement.

JP7607869B2Active Publication Date: 2025-01-06TAKAO KK
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Patent Information

Application Number
JP2020141811
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-08-25
Publication Date
2025-01-06
Estimated Expiration
2040-08-25

AI Technical Summary

Technical Problem

Conventional pachinko machines with variable probability games set to maximize jackpot expectation become monotonous and lack excitement, leading to a decline in player interest.

Method used

A gaming machine that includes a validity determining mechanism, variable display, jackpot game control, and bonus game control, offering easy-to-start games with varying winning probabilities and performance modes to enhance player engagement.

Benefits of technology

The solution enhances game interest by providing diverse gaming experiences with easy-to-start games and variable probability options, increasing player engagement and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of realizing a game for showing a degree of expectation toward a new jackpot and enhancing interest in a game in the game machine having a probability variable game and a time-shortening game.SOLUTION: In a game machine capable of granting a time-shortening game for setting the upper-limit number of times that continues after completion of a jackpot game and variation time of identification information is reduced as compared with a normal game and a probability variable game that sets the upper-limit number of times that continues after completion of a jackpot game and has a higher winning probability of winning / losing determination than a normal game, the time-shortening game has a first time-shortening game and a second time-shortening game having different upper-limit number of times, the first time-shortening game is configured so as to have a lower degree of advantage as a game state than a probability variable game and the second time-shortening game is configured so as to have a higher degree of advantage as a game state than the probability variable game, and a probability to be granted after completion of a jackpot game is set higher in a probability variable game than the second time-shortening game.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine capable of suggesting information on a round of play during a jackpot game. [Background technology]

[0002] Conventionally, the mainstream of pachinko machines, which are gaming machines, is a machine in which a special symbol is judged as a hit or miss when a game ball enters a start hole, and when the judgment result is a hit, a big prize hole is opened, and a big hit game that is advantageous for winning prize balls is started. In addition, in this type of pachinko machine, as a bonus game after the big hit game ends, there are known machines that can be shifted to a sure-change game in which the probability of winning the special symbol is higher than usual, and a game that is advantageous for starting the hit or miss judgment (for example, a time-saving game in which the time for which the special symbol changes according to the hit or miss judgment is shorter than usual).

[0003] Furthermore, in pachinko machines that can transition to special mode and time-saving mode after a conventional jackpot play ends, there are some that are equipped with multiple presentation modes used for displaying effects associated with changes in special patterns, switch presentation modes according to the game status, and indicate the degree of expectation of special mode play by switching presentation modes (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2010-158428 A Summary of the Invention [Problem to be solved by the invention]

[0005] By the way, in the pachinko machine described in Patent Document 1, the probability variation game is treated as the state with the highest expectation of a jackpot. However, if the probability variation game is simply treated as the state with the highest expectation of a jackpot, the game becomes monotonous and lacks interest.

[0006] In view of the above circumstances, the present invention has been made with the objective of providing a gaming machine that is equipped with a special mode game and a game that is advantageous for starting a win / loss judgment, and that realizes a game that indicates the expectation of a new jackpot, thereby increasing the enjoyment of the game. [Means for solving the problem]

[0007] The gaming machine of the present invention includes a win / loss determination means for determining whether or not a win has occurred based on the establishment of a start condition; A variable display means for displaying a variable display of the identification information according to the result of the correct / incorrect judgment; a jackpot game control means for executing a jackpot game state when a jackpot symbol is displayed on the variable display; A bonus game control means for granting a bonus game after the big win game is provided. The bonus game control means sets an upper limit number of times to be continued after the end of the big win game as the bonus game, and sets an easy-to-start game in which the start condition is easily satisfied; A gaming machine that can provide a probability-variable game in which the probability of winning is higher than that of the normal game at least in the winning / losing determination means, wherein an upper limit number of times that the game continues after the end of the jackpot game is set, The easy-to-start game includes a first easy-to-start game and a second easy-to-start game having different upper limit numbers, The first easy-to-start game is set to have a lower advantage as a game state compared to the probability game, The second easy-to-start game is set to have a higher advantage as a game state compared to the probability game, The gist of the invention is that the probability of a winning combination being awarded after the end of the jackpot game in the special probability game is set higher than that in the second easy-to-start game.

[0008] In the present invention, the starting condition is that a random number for determining whether or not a win has been made is obtained by a game ball entering a starting hole arranged in the game area. Furthermore, it is also conditioned that the game is not in the middle of a big win, and that the identification information is not being displayed as changing or as final. The starting condition may include additional conditions or some of the conditions may be removed. Also, the easy-to-start game may be a time-saving game in which the time it takes for the identification information to change is shorter than in normal games.

[0009] In the present invention, it is preferable to perform a preview performance that suggests the degree of expectation of the result of the hit / miss judgment. The preview performance may have a plurality of preview modes that suggest different degrees of expectation, and may be a preview mode that indicates that the hit / miss judgment has been confirmed and that the second easy start game has been awarded.

[0010] In the present invention, it is preferable to perform a variable performance using a performance pattern based on the result of the hit / miss judgment. The variable performance has a plurality of types of performance patterns, and the expectation of a big win varies depending on which performance pattern is used to achieve a reach. Then, when the reach is achieved with the performance pattern with the highest expectation and a win is achieved, it is considered that the second easy start game is given after the big win game ends.

[0011] Furthermore, in the present invention, it is preferable to perform a notification effect regarding a bonus game that is granted after the end of a big win game. The bonus notification effect is a promotion effect that temporarily changes the notification content of the bonus state that has been notified. Furthermore, in the promotion effect, it is possible to perform a performance that changes the notification content already notified, for example, the notification content that has been notified as a probability variable game, to notification content that indicates the second easy-to-start game.

[0012] According to the present invention, it is possible to realize a gameplay that includes an easy-to-start game that is less advantageous than a probability variable game, while having a lower selection rate than the probability variable game and a more advantageous game than the probability variable game. This allows the player to realize a gameplay that desires the second easy-to-start game as a bonus game, realizes a game that shows the expectation of a new jackpot, and provides a gaming machine that increases the interest of the game. [Brief description of the drawings]

[0013] [Figure 1] 1 is a front view of a gaming machine to which the present invention is applied. [Diagram 2] FIG. 2 is a front view of a game board used in the gaming machine. [Diagram 3] FIG. [Figure 4] FIG. 2 is an electrical block diagram of the gaming machine. [Diagram 5] 3 is an explanatory diagram of the gaming state of the gaming machine. FIG. [Figure 6] FIG. 13 is an explanatory diagram of a special symbol of the gaming machine. [Figure 7] FIG. 2 is an explanatory diagram regarding the gaming specifications of the gaming machine. [Figure 8] 4 is a flowchart showing a "start-up process" executed by the main control device. [Figure 9] 1 is a first flowchart showing an "interrupt process" executed by the main control device. [Figure 10] 11 is a second flowchart showing the "interrupt process" executed by the main control device. [Figure 11] 13 is a flowchart showing an "input determination process" executed in the interrupt process. [Figure 12] This is a flowchart showing the "special ball entry confirmation process" executed during the input judgment process. [Figure 13] This is a flowchart showing the "normal ball entry confirmation process" executed during the input judgment process. [Figure 14] This is a flowchart showing the "pass / fail determination process" executed during the interrupt process. [Figure 15] This is the first flowchart showing the "general pass / fail determination process" executed during the pass / fail determination process. [Figure 16] This is a second flowchart showing the "general pass / fail determination process" executed during the pass / fail determination process. [Figure 17] This is a third flowchart showing the "general pass / fail determination process" executed during the pass / fail determination process. [Figure 18] This is the first flowchart showing the "regular game processing" executed during the regular game win / loss determination processing. [Figure 19] This is a second flowchart showing the "regular game processing" executed during the regular game win / loss determination processing. [Figure 20] This is a first flowchart showing the "first special drawing hit / miss determination process" executed in the special drawing hit / miss determination process. [Figure 21] This is a second flowchart showing the "first special drawing hit / miss determination process" executed in the special drawing hit / miss determination process. [Figure 22] This is the first flowchart showing the "second special chart hit / miss determination process" executed in the special chart hit / miss determination process. [Diagram 23] This is a second flowchart showing the "second special chart hit / miss determination process" executed during the special chart hit / miss determination process. [Figure 24] This is a third flowchart showing the "second special chart hit / miss determination process" executed during the special chart hit / miss determination process. [Diagram 25] This is the fourth flowchart showing the "second special chart hit / miss determination process" executed in the special chart hit / miss determination process. [Figure 26] This is the fifth flowchart showing the "second special chart hit / miss determination process" executed in the special chart hit / miss determination process. [Figure 27] This is the first flowchart showing the "jackpot game processing" executed during the special chart hit / miss determination processing. [Figure 28] This is a second flowchart showing the "jackpot game processing" executed during the special chart hit / miss determination processing. [Figure 29] This is a third flowchart showing the "jackpot game processing" executed during the special chart hit / miss determination processing. [Diagram 30] This is the fourth flowchart showing the "jackpot game processing" executed during the special chart hit / miss determination processing. [Diagram 31] This is the first flowchart showing the "small win game processing" executed during the special chart win / loss determination processing. [Diagram 32]This is a second flowchart showing the "small win game processing" executed during the special chart win / loss determination processing. [Diagram 33] 11 is a first display example showing a display mode of the presentation implemented in the gaming machine. [Diagram 34] 13 is a second display example showing the display mode of the presentation. [Diagram 35] 13 is a third display example showing a display mode of the presentation. [Diagram 36] This is a flowchart showing the "Hold notice presentation process 1" executed by the sub-integrated control device. [Figure 37] This is a flowchart showing the "Hold notice performance process 2" executed by the sub-integrated control device. [Figure 38] This is a fourth display example showing the display mode of the presentation. [Figure 39] 13 is a flowchart showing the "step preview performance processing" executed by the sub-integrated control device. [Diagram 40] This is a fifth display example showing the display mode of the performance. [Diagram 41] This is a sixth display example showing a display mode of the performance. [Diagram 42] FIG. 2 is an explanatory diagram regarding the reach effect implemented in the gaming machine. [Diagram 43] This is the seventh display example showing the display mode of the presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] [Example] Hereinafter, an embodiment of a pachinko machine to which the present invention is applied will be described with reference to the drawings. First, the external configuration of a pachinko machine 1 in this embodiment will be described with reference to Figs.

[0015] (1. General configuration of pachinko machine 1) As shown in FIG. 1, a pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.

[0016] (1-1. Front structure of pachinko machine 1) The pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically long fixed outer shell holding frame. A front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see FIG. 3) are provided so as to be openable and closable via hinges 101, 101 provided at upper and lower positions on the left side of the outer frame 10. The front frame 11 and the inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. By inserting a specified key into the cylinder lock 18 and turning the key clockwise to open the inner frame 30, the front frame 11 can be opened by turning it counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (see FIG. 2) held by an inner frame 30 is provided.

[0017] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the entertainment value of the game. The front frame 11 is also provided with frame side decorative lamps 113 that emit light according to the game status, as well as LEDs that notify of abnormalities in the game.

[0018] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A launching handle 14 is provided on the right side of the lower tray 13, and by operating the launching handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched toward the game board 2. Prize balls are also paid out onto the upper tray 12. The lower tray 13 is configured to receive prize balls that overflow from the upper tray 12, and by operating a ball removal lever, the game balls that have accumulated on the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility.

[0019] This pachinko machine 1 is a so-called CR machine, and is adjacent to a prepaid card unit (CR unit) CR that reads and writes prepaid cards. The pachinko machine 1 is provided with a ball loan switch 171, a settlement switch 172, and a settlement display of the settlement display device 170 (see Figure 4) on the right side of the upper tray 12. In addition, in the center of the upper tray 12, there is a performance button 15 that can be operated by the player, and a jog dial 16 is provided around the outer periphery.

[0020] (1-2. Configuration of the game board of pachinko machine 1) As shown in Fig. 2, the game board 2 has a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202. A center case 200 is attached to the game area at a position near the upper center. This divides the game area 20 into a left game area 20L where game balls flow down when the game balls are shot with less than a predetermined shooting power, and a right game area 20R where game balls flow down when the game balls are shot with a predetermined shooting power or more. A large number of game nails and the like are planted in the game area 20.

[0021] An LCD panel of a performance pattern display device 47 (not shown in its entirety) is disposed in the center of the center case 200. The center case 200 is also provided with a warp entrance, a warp gutter, a stage, and the like, in the same manner as known in the art.

[0022] Directly below the center in the left-right direction of the center case 200, a first special symbol start hole 23 is disposed, into which a game ball can always enter and into which a first special symbol (hereinafter referred to as the first special symbol) is judged to be a winning or losing symbol when the game ball enters the first special symbol start hole 23. When a game ball enters the first special symbol start hole 23, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memories for the first special symbol.

[0023] In addition, a general prize opening 27 is located downstream of the first special chart starting opening 23, and a first large prize opening 25 is located further downstream of that. The general prize opening 27 is a prize opening that can always receive balls. The first large prize opening 25 is a prize opening that can be opened and closed by an opening and closing plate of a special electric role, and can be opened in a predetermined opening mode during a round of big win play.

[0024] The ball is mainly aimed at entering the first special game starting hole 23 arranged in this way by making the game ball flow down to the left game area 20L by "left hit game". On the other hand, the ball is mainly aimed at entering the first big prize winning hole 25 that opens in a big win game by making the game ball flow down to the right game area 20R by "right hit game" depending on the game state described later.

[0025] In addition, in the left game area 20L, at a diagonally lower left position of the center case 200 and to the left of the first special chart starting hole 23, there are multiple (three) general winning holes 27 through which balls can be entered at any time.

[0026] In the right game area 20R, a normal symbol operation port 21 is disposed to the right of the center case 200. The normal symbol operation port 21 is a gate through which a game ball can enter and pass, and whether or not a normal symbol (hereinafter simply referred to as a normal symbol) is determined based on the ball's entry and passage. When a game ball enters the normal symbol operation port 21, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memory for the normal symbol.

[0027] In the right game area 20R, a normal electric device 22 (hereinafter, simply referred to as a normal electric device) is disposed downstream of the normal game play opening 21. The normal electric device 22 is equipped with a pair of left and right wings that can be opened and closed, and is a ball entry device that is normally difficult for a game ball to enter. When the normal game play is judged to be a winning combination, the wings are opened in a predetermined opening manner, making it possible for the ball to enter.

[0028] The normal power device 22 has a second special symbol start hole 24 disposed therein. The second special symbol start hole 24 is configured so that only the game ball that has entered the normal power device 22 can enter. The second special symbol start hole 24 is a winning hole in which a winning or losing judgment of a second special symbol (hereinafter, referred to as the second special symbol) is made based on the ball entering the second special symbol start hole 24. When a game ball enters the second special symbol start hole 24, multiple types of random numbers are extracted, and these random numbers are stored as reserved memories of the second special symbol.

[0029] Furthermore, in the right game area 20R, a second large winning hole 26 that is opened and closed by an opening and closing plate of a special electric device is arranged downstream of the normal electric device 22. The second large winning hole 26 is a winning hole that can be opened in a small winning game.

[0030] The aim of the ball entering the normal chart activation port 21, the normal electric device 22, the second special chart start port 24 and the second large prize port 26 thus arranged is mainly to make the game ball flow down to the right game area 20R by "right-hand hit play."

[0031] In the game area 20, at the bottom of the board directly below the first large winning hole 25, there is provided an outlet 203 for taking in game balls that have flowed down to the bottom of the game area 20 without entering any of the various winning holes.

[0032] In the game board 2, a first special symbol display device 281 and a second special symbol display device 283 consisting of a seven-segment display device, and a first special symbol reserved number display device 282 and a second special symbol reserved number display device 284 consisting of four LED displays are arranged in the outer area of ​​the outer rail 201 at the lower right end. In the same area, a normal symbol display device 285 and a normal symbol reserved number display device 286 consisting of multiple LED displays are also arranged.

[0033] (1-3. Back structure of pachinko machine 1) FIG. 3 shows the back of the pachinko machine 1, and the back side of the pachinko machine 1 houses an inner frame 30 to which the game board 2 is detachably attached. The inner frame 30 is hinged to the outer frame 10 at the top and bottom positions of one side edge (right side of FIG. 3) like the front frame 11, and is installed so as to be openable and closable. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, when a game ball enters a winning hole of the game board 2, a predetermined number of game balls (prize balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 through the payout ball flow passage to the upper tray 12. In addition, the payout unit 33, which pays out prize balls, also pays out loan balls that are paid out by operating the ball loan switch 171.

[0034] On the back side of the pachinko machine 1, there are provided a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. The launch control device 44 is not shown in FIG. 3, but it is provided on the back side of the power supply board 45.

[0035] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing game information and the like stored in the RWM built into the main control device 40. The RWM clear switch may be disposed in the payout control device 41 or the power supply board 45.

[0036] The main control device 40 is provided with a performance display device consisting of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the performance display device can be placed in a position that is not visible to players during play.

[0037] In addition, the payout control device 41 is provided with a fraud notification lamp that lights up an LED when the main control device 40 determines that fraud has occurred, thereby notifying employees of the gaming facility, etc., that fraud has occurred.

[0038] On the rear side of the pachinko machine 1, to the right of the ball tank 31, an external connection terminal board 38 is arranged, and signals indicating the game status and game results are sent to the hall computer 500 (see FIG. 4) by the external connection terminal board 38. Conventionally, two types of external connection terminal boards are used for sending signals to the hall computer 500: one for the board (terminals for outputting signals output from the game board side to the hall computer 500) and one for the frame side (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). In this embodiment, signals indicating the game status and game results are sent to the hall computer 500 via a single external connection terminal board 38.

[0039] (2. Electrical Configuration of Pachinko Machine 1) Next, the electrical configuration of the pachinko machine 1 will be described with reference to Fig. 4. The pachinko machine 1 is configured with a main control device 40 that controls the game progress, etc., and sub-control devices such as a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, and a launch control device 44. The main control device 40, the payout control device 41, the sub-integrated control device 42, and the performance symbol control device 43 are all equipped with a CPU, a ROM, a RAM, an input port, an output port, etc., and each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM by the CPU in response to an interrupt signal with a 2 ms or 4 ms cycle, and various controls are executed. The main control device 40 also has a random number counter that extracts various random numbers, etc. In this embodiment, the launch control device 44 is not provided with a CPU, a ROM, a RAM, etc. However, this is not limited to this, and the launch control device 44 may be provided with a CPU, a ROM, a RAM, etc.

[0040] (2-1. Main control device 40) As shown in Fig. 4, the electrical configuration of the pachinko machine 1 is centered around a main control device 40 that mainly controls the game. The main control device 40 is electrically connected to a hall computer 500 or a test firing device (not shown) via a back wiring relay terminal board 530 and an external connection terminal board 38. An output signal from the main control device 40 is sent to the hall computer 500 or the test firing device via the back wiring relay terminal board 530 and the external connection terminal board 38.

[0041] A glass frame opening switch 501, which detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame opening switch 502, which detects whether the inner frame 30 (see FIG. 3) is open or not, are connected to the main control device 40 via a rear wiring relay terminal board 530. In the figure, the switches are simply written as SW. The glass frame opening switch 501 and the inner frame opening switch 502 output their respective detection signals to the main control device 40. In FIG. 4, the "switches" are written as "SW."

[0042] In addition, the main control device 40 is connected, via the game board relay terminal board 531, to a first special symbol start port switch 503 which detects a ball entering the first special symbol start port 23 (see Figure 2), a second special symbol start port switch 504 which detects a ball entering the second special symbol start port 24 (see Figure 2), a normal symbol operation switch 505 which detects a ball entering the normal symbol operation port 21 (see Figure 2), a first count switch 506 which counts the number of balls entering the first large prize port 25 (see Figure 2), a second count switch 507 which counts the number of balls entering the second large prize port 26 (see Figure 2), a general prize port switch 508 which detects balls entering the general prize port 27 (see Figure 2), and an out port switch 509 which detects game balls taken into the out port 203. Then, the first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol activation switch 505, the first count switch 506, the second count switch 507, the general winning port switch 508 and the out port switch 509 output their respective detection signals to the main control device 40.

[0043] Furthermore, the main control device 40 is connected to a first large prize opening solenoid 510 via a game board relay terminal board 531, and drives this to control the opening and closing of the first large prize opening 25 (see FIG. 2). Furthermore, the main control device 40 is connected to a second large prize opening solenoid 511 via a game board relay terminal board 531, and drives this to control the opening and closing of the second large prize opening 26 (see FIG. 2). Furthermore, the main control device 40 is connected to a normal power device solenoid 512 via a game board relay terminal board 531, and drives this to control the opening and closing of the normal power device 22 (see FIG. 2). Note that in FIG. 4, "solenoid" is written as "SOL."

[0044] The main control device 40 operates according to the installed program. The main control device 40 generates various commands related to the progress of the game based on various detection signals, etc., and outputs the commands to the payout control device 41 and the sub-integrated control device 42. Furthermore, the main control device 40 controls the display of the first special symbol display device 281, the first special symbol reserved number display device 282, the second special symbol display device 283, the second special symbol reserved number display device 284, the normal symbol display device 285, and the normal symbol reserved number display device 286, which are connected via the symbol display device relay terminal board 533.

[0045] The MPU (Micro Processing Unit) mounted on the main control device 40 mainly comprises a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. The CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit are each connected via an internal bus, and the internal bus is communicatively connected to various switches and various devices provided in the pachinko machine 1 via an external bus interface.

[0046] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to be capable of two-way communication. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 transmits information about the winning balls, information about the open / closed state of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or the test shot test device (not shown) via the external connection terminal board 38. In addition, the payout control device 41 transmits a firing stop signal to the firing control device 44 to stop the firing of the game balls as necessary.

[0047] In addition, the dispensing control device 41 is connected to a bulb-out switch 520 that detects when the bulb tank 31 (see FIG. 3) is empty via the rear wiring relay terminal board 530. When the bulb-out switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.

[0048] Furthermore, the payout control device 41 is connected to a payout motor 521 that pays out game balls and a payout switch 522 that detects that game balls have been paid out via a payout relay terminal board 534. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that game balls have been paid out, it outputs a detection signal to the payout control device 41. Furthermore, the payout control device 41 is connected to a full switch 523 that detects that the lower tray 13 is full. When the full switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.

[0049] The payout control device 41 stops the payout motor 521 when a detection signal is input from the out-of-ball switch 520 and when a detection signal is input from the full switch 523. This stops the payout operation of the payout unit 33. The out-of-ball switch 520 continues to output a detection signal until the out-of-ball state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the out-of-ball switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.

[0050] In addition, when the present invention is applied to an enclosed type gaming machine in which game balls enclosed in the machine are circulated to play, one-way communication may be used from the main control device 40 to the payout control device 41 (in the case of an enclosed type gaming machine, since game balls are not paid out, it is preferable to call it a frame control device). In this case, the gaming machine can be configured to be difficult to be fraudulently used.

[0051] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535 so as to be capable of two-way communication. A ball lending switch 171 and a settlement switch 172 operated by a player are connected to the settlement display device 170. The ball lending switch 171 is a switch that is operated when a player requests the lending of game balls, and the settlement switch 172 is a switch that is operated when a player requests settlement.

[0052] When the ball lending switch 171 detects an operation by a player, it outputs an operation signal for a lending request. The lending request signal output by the ball lending switch 171 is input to the CR unit CR via the settlement display device 170, and a lending request signal is sent from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the lending request signal from the CR unit CR, it drives the payout motor 521 to pay out game balls and controls the display of the balance of the prepaid card inserted in the CR unit CR.

[0053] When the settlement switch 172 detects an operation by a player, it outputs an operation signal requesting settlement. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR performs control related to balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.

[0054] The payout control device 41 is also provided with a fraud notification lamp, which is an LED that lights up when it is determined that the frequency of balls entering the general winning port 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it lights up the fraud notification lamp, thereby notifying employees of the gaming facility that fraud may have occurred.

[0055] (2-3. Sub-integrated control device 42 and performance pattern control device 43) The sub integrated control device 42 is connected to the main control device 40 via the performance relay terminal board 532, and enables communication from the main control device 40 to the sub integrated control device 42. The sub integrated control device 42 controls performance based on commands received from the main control device 40. The performance button 15 and jog dial 16 are connected to the sub integrated control device 42. The performance button 15 and jog dial 16 each input their respective detection signals to the sub integrated control device 42 when operated.

[0056] The sub integrated control device 42 controls the output of sound by driving the speaker 112, and also controls the turning on and off of various LEDs and lamps including the frame side decorative lamp 113. Furthermore, the sub integrated control device 42 is provided with a volume adjustment switch that adjusts the volume of the sound output from the speaker 112. The sub integrated control device 42 controls the volume of the sound output from the speaker 112 based on an operation signal input from the volume adjustment switch.

[0057] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to be capable of bidirectional communication. The sub-integrated control device 42 transmits commands to the effect symbol control device 43 regarding the display mode of the pseudo effect that displays characters and the pseudo pattern of the special chart. On the other hand, the effect symbol control device 43 displays the pseudo effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 47.

[0058] In addition, if the sub-integrated control device 42 determines that the frequency of balls entering the general winning port 27 is abnormal, it will issue an error alert via the speaker 112, the frame side decorative lamp 113 and the performance pattern display device 47.

[0059] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and rotation signals of the launch handle 14, and launches and stops the launch of game balls.

[0060] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 that detects the player's contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects the player's contact with the launch handle 14, it inputs a detection signal to the launch control device 44. When the detection signal is input from the touch switch 525, the launch control device 44 launches the game ball. On the other hand, when the player operates the launch stop switch 524, the launch control device 44 inputs a detection signal to the launch control device 44. When the detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of the game ball even when a detection signal is input from the touch switch 525.

[0061] (2-5. Power supply board 45) Although not shown, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts AC voltage supplied from an external AC power supply (main power supply AC24V) to generate DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit is connected to the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary DC voltage to various control devices, actuators, etc.

[0062] The power failure detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power failure detection circuit determines that the power switch has been switched OFF or that a power outage has occurred, and sets the power failure detection signal output to the main control device 40 and the dispensing control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power failure detection circuit sets the power failure detection signal to a low level (OFF).

[0063] In this embodiment, the power failure detection circuit is described as transmitting a power failure detection signal to the main control device 40 and the dispensing control device 41, but this is not necessarily limited to this. For example, the power failure detection circuit may be configured to transmit a power failure detection signal to only one of the main control device 40 and the dispensing control device 41, and transmit a power failure command from the main control device 40 to the dispensing control device 41, or from the dispensing control device 41 to the main control device 40.

[0064] The backup power supply circuit is composed of a capacitor, etc. The backup power supply circuit charges the DC 5V power generated while the power supply circuit supplies power from the AC power supply, and in the event of a power outage, supplies the backup power (DC 5V) to the RWM of the main control device 40 and the RWM of the dispensing control device 41, etc.

[0065] In this embodiment, the backup power supply is supplied to the RWM of the main control device 40 and the RWM of the payout control device 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can hold the contents stored in the main control device 40 and the payout control device 41 at the time of the power outage, such as the game status of the pachinko machine 1 and the number of game balls to be paid out as prize balls, for a certain period of time.

[0066] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.

[0067] (3. Operation of Pachinko Machine 1) The operation of the pachinko machine 1 will now be described.

[0068] (3-1. Basic Games) When a game ball enters the normal symbol operation port 21, the pachinko machine 1 extracts multiple random numbers related to the normal symbol hit / miss judgment, and judges the hit / miss based on the extracted random numbers. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the normal symbol variable display on the normal symbol display device 285, and displays the fixed hit after a predetermined time.

[0069] If the result of the normal symbol hit / miss judgment is a hit, the pachinko machine 1 opens the normal symbol 22 and allows the ball to enter the second special symbol starting hole 24. The opening time and number of times of the normal symbol 22 are set to, for example, 0.2 seconds x 1 time in a normal state, and 1.0 seconds x 1 time in a game state advantageous to the player (normal symbol support state described later).

[0070] When a game ball enters the first special symbol start hole 23, the pachinko machine 1 extracts multiple random numbers related to the hit / miss judgment of the first special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the first special symbol. Then, the pachinko machine 1 judges whether the first special symbol is a hit or a miss based on the reserved random number value, and judges whether the first special symbol is a hit or a miss. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the variable display of the first special symbol on the first special symbol display device 281, and displays the final result after a predetermined time has passed. The pachinko machine 1 also starts the variable display of the pseudo performance symbol 700 (see FIG. 33) corresponding to the first special symbol on the performance symbol display device 47, and displays the final result after a predetermined time has passed.

[0071] Similarly, when a game ball enters the second special symbol starting hole 24, the pachinko machine 1 extracts a plurality of random numbers related to the hit / miss judgment of the second special symbol, and stores a predetermined number of the extracted random numbers as reserved memory of the second special symbol. Then, the pachinko machine 1 performs a hit / miss judgment based on the reserved random number value of the second special symbol, and judges whether it is a big hit, a small hit, or a miss. Based on this hit / miss judgment, the pachinko machine 1 starts a variable display of the second special symbol on the second special symbol display device 283, and displays the finalized second special symbol after a predetermined time has passed. Also, the pachinko machine 1 starts a variable display of the pseudo performance symbol 700 corresponding to the second special symbol on the performance symbol display device 47, and displays the finalized symbol after a predetermined time has passed.

[0072] The variable display and the fixed display of the first and second special symbols are displayed in small size in the corners of the game board 2. The pachinko machine 1 performs a pseudo display of the pseudo performance symbols 700 corresponding to the first and second special symbols on the performance symbol display device 47 provided in the center of the game area 20, and notifies the player of the result of the hit / miss judgment through the pseudo performance display. The pachinko machine 1 performs a variable display of three pseudo performance symbols 700 in the pseudo performance display, and if the result of the hit / miss judgment is a jackpot, stops the three pseudo performance symbols 700 with the same symbol. In addition, the pachinko machine 1 performs a reach performance in which two pseudo performance symbols 700 are stopped with the same symbol in the pseudo performance display, and the remaining one pseudo performance symbol 700 is displayed with a variable display, thereby giving the player a sense of expectation that the hit / miss judgment will be a jackpot.

[0073] Furthermore, the pachinko machine 1 is configured such that the judgment of whether the first special chart is a hit or not and the judgment of whether the second special chart is a hit or not are performed according to the ball entering the first special chart starting hole 23 and the second special chart starting hole 24, respectively, and the first special chart and the second special chart can be changed simultaneously.

[0074] In the pachinko machine 1, when the first special symbol and the second special symbol are fluctuating simultaneously, the pseudo performance display performed by the performance symbol display device 47 is configured to perform a pseudo performance display targeting either the first special symbol or the second special symbol, which is the main symbol, depending on the current game situation. For example, in a game state in which a left-handed play is recommended in which it is more advantageous to aim at the first special symbol start hole 23 depending on the game situation, a pseudo performance display corresponding to the first special symbol is performed by the performance symbol display device 47. On the other hand, in a game state in which a right-handed play is recommended in which it is more advantageous to aim at the second special symbol start hole 24, a pseudo performance display corresponding to the second special symbol is performed by the performance symbol display device 47.

[0075] In addition, when the first special chart and the second special chart change simultaneously, it is preferable that the pachinko machine 1 only displays the pseudo performance display of the main special chart on the performance pattern display device 47. In addition, without being limited to this, when the change of the other special chart starts and ends while the pseudo performance display of the main special chart is being performed, a small performance display corresponding to the start of the change of the other special chart and a performance display corresponding to the end of the change of the other special chart may be displayed in the corner of the display screen.

[0076] In the pachinko machine 1, if the result of the first or second special symbol hit / miss judgment is a big hit according to the state in which the first or second special symbol is confirmed and displayed, a big hit game is performed. In this big hit game, the pachinko machine 1 opens and closes the first big winning opening 25. Specifically, the pachinko machine 1 performs a round game a predetermined number of times, with one round being a series of actions such as closing the first big winning opening 25 when a predetermined time (e.g., 29 seconds) has elapsed since the first big winning opening 25 was started to be opened, or when the number of game balls that have entered since the first big winning opening 25 was started to be opened reaches a specified number of winning balls (9 balls in this embodiment). For example, the big hit game is configured to perform 10 rounds of a round game in which the first big winning opening 25 is opened in a predetermined opening state.

[0077] If the result of the second special symbol hit / miss judgment is a small hit according to the state of the confirmed display of the second special symbol, the pachinko machine 1 executes a small hit game. In this small hit game, the pachinko machine 1 opens and closes the second large winning hole 26. In the small hit game, for example, an opening operation is executed once to open the second large winning hole 26 for 6.0 seconds.

[0078] In the pachinko machine 1, when the first special symbol and the second special symbol are simultaneously changing, for example, if the second special symbol determination result is a small win and the second special symbol is displayed to indicate a small win, the change of the first special symbol is interrupted. The change of the first special symbol is interrupted during the small win game of the second special symbol, and is resumed after the small win game ends.

[0079] In addition, in the pachinko machine 1, when the first special chart and the second special chart are simultaneously changing, for example, if the judgment result of either the first special chart or the second special chart is a jackpot and the first special chart or the second special chart is displayed as a confirmation of a jackpot, the change of the other second special chart or the first special chart is stopped. In this case, even if a hit / miss judgment is made during the change of one special chart that results in a jackpot, it is forcibly judged as a miss, so the change of the other special chart is stopped and confirmed with a miss pattern. Note that the game configuration of simultaneous change is not necessary to implement the present invention, and it can be implemented with any gaming machine equipped with a probability change function and a time-saving function.

[0080] (3-2. Game Status) The pachinko machine 1 is a so-called probability variation machine. The pachinko machine 1 is roughly divided into two game states: a game state in which the first large prize opening 25 is closed, and a game state in which the first large prize opening 25 is open. Furthermore, as shown in FIG. 5, the pachinko machine 1 includes game states of a normal game, a probability variation game that is more advantageous to the player than the normal game, and a time-saving game that is more advantageous to the player than the normal game (corresponding to an easy-to-start game described in the claims).

[0081] In the normal game, the probability of winning the jackpot in the hit / miss judgment of the first or second special chart is set low, and the normal power support function described below is not provided. In the normal game, when the hit / miss judgment of the first or second special chart results in a jackpot, the game state transitions to the jackpot game in which the first big prize winning hole 25 is opened. In addition, after the jackpot game ends, the normal game can be transitioned according to the jackpot pattern determined at the time of the hit / miss judgment that caused the jackpot game.

[0082] The probability of winning the jackpot in the first or second special chart is set higher than in the normal game. In the probability of winning the jackpot, a time-saving function is provided to shorten the time for the special chart to change when the first or second special chart is judged to be a winning or losing probability, and a normal power accessory support function is provided to increase the winning probability when the normal chart is judged to be a winning or losing probability, shorten the time for the normal chart to change, and extend the opening time of the normal power accessory. During the operation of this normal power support function, the pachinko machine 1 can increase the number of times the second special chart and the normal chart are displayed in a certain period of time. Note that the time-saving function may not shorten the time for the special chart to change, and the winning probability of the normal chart may not be increased, but the normal power accessory support function may be provided. In particular, in the case of configurations that provide time-saving effects without going through a jackpot game, such as the "b time-saving" and "c time-saving" described below, the rules do not permit the shifting of the winning probability to a high probability without going through a jackpot game, so in the case of configurations that have such time-saving effects, it is necessary to create a time-saving game state without shifting the winning probability of the normal game to a high probability.

[0083] In the case of the probability variation game, if the first or second special symbol is judged to be a jackpot during the game, the game will transition to the jackpot game. In addition, the probability variation game can transition after the jackpot game ends, depending on the jackpot symbol determined at the time of the jackpot judgment that caused the jackpot game. On the other hand, the probability variation game is configured to transition to the normal game when the number of times the special symbol changes due to the judgment of the first and second special symbols reaches a predetermined number of continuations (maximum number of times).

[0084] Time-saving play is a game state in which a time-saving function that shortens the time for the special chart to change when the first or second special chart is judged to be a hit or a miss, and a normal power accessory support function that increases the probability of winning when the normal chart is judged to be a hit or a miss, shortens the time for the normal chart to change, and extends the time for the normal power accessory to open are given. Depending on the game configuration, the average time for the special chart to change may not be shortened and only the normal power accessory support function may be given. In either case, a state in which it is easy to win the normal power accessory may be called a time-saving play. In the time-saving play, if the first or second special chart is judged to be a hit during the game, the game will transition to a jackpot game. In addition, the time-saving play may transition after the jackpot game ends according to the jackpot pattern determined at the time of the hit or miss judgment that caused the jackpot game (also called a time-saving play). In this case, the time-saving game can be transitioned to either a first time-saving game (corresponding to the first easy-to-start game described in the claims) or a second time-saving game (corresponding to the second easy-to-start game described in the claims) with different durations depending on the winning symbol.

[0085] In addition, there are types of time-saving games that can be switched from normal games when the number of times the special chart changes in response to the hit / miss judgment of the first or second special chart reaches a predetermined ceiling number (number of times the specific time-saving is reached) in normal games (also called b time-saving). Furthermore, there are types of time-saving games that can be switched from normal games when a predetermined small hit pattern or a predetermined miss pattern is determined in normal games when the hit / miss judgment of the first or second special chart is made (also called c time-saving).

[0086] The time-saving game is configured to transition to normal game when the number of times the special chart changes due to the hit / miss judgment of the first and second special charts reaches a predetermined number of times (upper limit). Note that the a time-saving, b time-saving, and c time-saving may each be configured to have a different number of times of continuation, or may be configured to have the same number of times of continuation. It is also possible to have multiple a time-saving and c time-saving with different numbers of times of continuation.

[0087] (3-3. Special design) 6, the big win symbol, small win symbol, and miss symbol used in the pachinko machine 1 will be described. The pachinko machine 1 has eight types of special symbols, such as "first big win symbol," "second big win symbol," "third big win symbol," "fourth big win symbol," "small win symbol A," "small win symbol B," "miss symbol 1," and "miss symbol 2."

[0088] The "first jackpot symbol" is a "probability variable symbol." The "first jackpot symbol" is a symbol that sets the game state to "probability variable game" after the jackpot game ends. The "second jackpot pattern" is a "time-saving pattern." The "second jackpot pattern" is a pattern that sets the game state to "first time-saving game" after the jackpot game ends. The type of time-saving game is "a time-saving game." The "third jackpot pattern" is a "time-saving pattern." The "third jackpot pattern" is a pattern that sets the game state to "second time-saving game" after the jackpot game ends. The type of time-saving game is "a time-saving game."

[0089] The "fourth jackpot symbol" is a "normal symbol." The "fourth jackpot symbol" is a symbol that sets the game state to "normal game" after the jackpot game ends.

[0090] Of the "small win pattern A," "small win pattern B," "miss pattern 1," and "miss pattern 2," "small win pattern B" and "miss pattern 2" are "time-saving patterns." The "small win pattern B" is a pattern in which the game state is set to "c time-saving game" after the small win game ends. "Missing symbol 2" is a symbol that, after the symbol is determined, sets the game state to "c time-saving game" from the next change without going through a jackpot game.

[0091] (4. Game Specifications of Pachinko Machine 1) Next, the basic game specifications of the pachinko machine 1 will be explained. As shown in Fig. 7, the probability of winning in the normal game state of the pachinko machine 1 is set to 1 / 300 for both the first special chart and the second special chart. The probability of winning in the probability variation game state is set to 1 / 80 for both the first special chart and the second special chart.

[0092] In the pachinko machine 1, the small win is not judged in the hit / miss judgment of the first special pattern. On the other hand, the winning probability of the small win of the second special pattern is set to 1 / 300 regardless of the normal game state or the probability game state. Not limited to this, the winning probability of the small win may be different depending on the normal game state or the probability game state.

[0093] In the pachinko machine 1, the probability of winning the regular map is 1 / 6 in the normal game mode. In the normal game mode, the regular map fluctuation time is set to about 30 seconds. In the regular power support mode, the probability of winning the regular map is 5 / 6, and the regular map fluctuation time is set to about 1 second. Note that the regular map winning probability may be constant, and only the fluctuation time may be changed.

[0094] In the pachinko machine 1, the maximum number of reserved memories that can be stored is four for both the first special chart and the second special chart.

[0095] In the pachinko machine 1, the probability of transitioning to a probability variation game state after a jackpot game ends is set to 50% for the first special symbol and 70% for the second special symbol. The duration of the probability variation game state continues until the number of changes associated with the hit / miss judgment of the first special symbol and the second special symbol reaches 100 times.

[0096] In the pachinko machine 1, the time-saving award rate for transitioning to the time-saving game state after the end of the jackpot game is set to 40% for the first special game and 10% for the second special game. On the other hand, the time-saving award rate for the second special game is set to 25% for the first special game and 5% for the second special game.

[0097] The duration of the time-saving game state continues until the number of times of fluctuations due to the hit / miss judgment of the first and second special charts reaches 100 in the first time-saving game. On the other hand, the duration of the second time-saving game continues until the number of times of fluctuations due to the hit / miss judgment of the first and second special charts reaches 700.

[0098] When a jackpot occurs on the first or second special design of the pachinko machine 1, a jackpot game is played at the first large prize opening 25. In the jackpot game, 10 rounds of games are played to open the first large prize opening 25. In each round, the first large prize opening 25 is opened until the opening time reaches 29 seconds or until the number of balls entering the first large prize opening 25 reaches the specified number of nine.

[0099] When a small win occurs on the second special chart, the pachinko machine 1 plays a small win game at the second large winning hole 26. In the small win game, the second large winning hole 26 is opened once for 6.0 seconds. The number of balls that can enter the small win game is one.

[0100] In the pachinko machine 1, the operation mode of the normal power accessory 22 is different between the normal game state (non-electric support), the probability variable game, the first time-saving game, and the second time-saving game. For example, when a normal figure is won in the normal game state, the normal power accessory 22 is opened once for 0.2 seconds. On the other hand, in the probability variable game, the first time-saving game, and the second time-saving game, when a normal figure is won, the normal power accessory 22 is opened once for 1.0 seconds.

[0101] Next, the prize balls will be explained. The number of prize balls in the first special prize starting hole 23 and the second special prize starting hole 24 is set to three per ball. The number of prize balls in the first large prize winning hole 25 and the second large prize winning hole 26 is set to 13 per ball. The number of prize balls in the other general prize winning holes 27 and the like is set to 10 per ball.

[0102] In the pachinko machine 1, the winning pullback rate of a jackpot occurring in the first time-saving game after the jackpot game is over is 28.3%, since the jackpot probability is 1 / 300 and 100 draws are performed. The pullback rate of a jackpot occurring in the special probability game after the jackpot game is over is 71.57%, since the jackpot probability is 1 / 80 and 100 draws are performed. The pullback rate of a jackpot occurring in the second time-saving game after the jackpot game is over is 90.34%, since the jackpot probability is 1 / 300 and 700 draws are performed. In this way, the pachinko machine 1 is configured such that the pullback rate is higher in the second time-saving game than in the special probability game, and the second time-saving game is more advantageous as a game state than the special probability game.

[0103] Not only this, but in order to configure the second time-saving game to be more advantageous as a game state than the probability variable game, the winning pull-back rate of both is approximately the same, but the average fluctuation time of the special pattern of the second time-saving game is made shorter than that of the probability variable game, and the time required for the probability variable game to reach the number of continuations of the second time-saving game is made shorter than the time required for the probability variable game to reach the number of continuations. Also, if the configuration is such that the game state after the jackpot game is selected not only based on the probability of the jackpot pull-back but also on the jackpot pattern and game state at the time of the win, if it is made more advantageous to win in the time-saving game state than to win in the probability variable game, it can be considered advantageous even if the pull-back rate at which the jackpot occurs in the second time-saving game is approximately the same as that of the probability variable game.

[0104] (5. Startup process) Next, the "start-up process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 8. The start-up process is a process executed when the power of the pachinko machine 1 is turned on.

[0105] 8, the main control unit 40 sets a stack pointer to a stack address as the first process of the startup process (process S1). Next, the main control unit 40 sets an interrupt vector address of the interrupt vector table to a corresponding register (process S2) and sets a built-in register (process S3). Note that the interrupt vector address is used to specify a start address in the address space (memory space) related to a program for interrupt processing, which will be described later.

[0106] Next, the main control device 40 reads the register of the input port (process S4) and judges whether the power failure stop signal is OFF or not (process S5). If the power failure detection signal remains ON and the judgment is negative (process S5: No), the main control device 40 judges that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power failure stop signal is turned OFF.

[0107] On the other hand, if the power outage detection signal switches to OFF and the judgment is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 has reached a predetermined voltage or higher and a stable voltage supply has been achieved, and allows writing to the RWM 630 (process S6).

[0108] After process S6, the main control device 40 executes an initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. After that, the main control device 40 prohibits interrupts (process S8) and executes register save (process S9). Furthermore, the main control device 40 executes a game performance calculation process (process S10) that calculates game performance such as a base value. In other words, the main control device 40 performs calculations related to game performance outside the area of ​​the RWM 630.

[0109] After process S10, the main control device 40 executes register restoration (process S11) and also permits interrupts (process S12), and returns to process S8. Thus, the main control device 40 repeatedly executes processes S8 to S12 in the startup process. Meanwhile, the main control device 40 periodically (for example, at a process S cycle of 4m) executes an interrupt process (see FIG. 9), which will be described later, between the time when process S12 is executed and the time when process S8 is executed again.

[0110] (6. Interrupt Processing) Next, the "interrupt process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 9. As shown in Fig. 9, the main control device 40 sets a timer and a watchdog timer as the first process executed in the interrupt process (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40, and clears and restarts the watchdog timer.

[0111] After process S21, the main control device 40 judges whether the transition mode to which the pachinko machine 1 transitions after power-on is the "game stop mode" (process S22). As a result, if the transition mode is the "game stop mode" (process S22: Yes), it can be judged that the pachinko machine 1 is in a state in which it is not possible to start playing and is waiting for the power switch to be switched to OFF. Therefore, in this case, the main control device 40 performs interrupt permission (process S36) and returns to the start-up process (see FIG. 8).

[0112] On the other hand, if the determination in process S22 is negative and not "game stop mode" (process S22: No), the main control device 40 executes a timer update process for updating various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24) which is a process related to the entry of game balls into various starting holes and various winning holes. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in FIG. 11. After process S24, the main control device 40 executes a win / loss determination process (process S25) which is a process related to win / loss determination and jackpot game. Details of the win / loss determination process (process S25) will be described later with reference to the flowchart shown in FIG. 14.

[0113] After the process S25, the main control device 40 executes a game state setting process (process S26) in which, when the game state has changed, a signal to that effect is sent to the hall computer 500. In the process S26, the main control device 40 sends a signal to the hall computer 500 after a predetermined time has elapsed after the big win game (special game) or winning game (normal game) has ended in the hit / miss determination process (process S25) described above.

[0114] Furthermore, when the pachinko machine 1 is connected to a test firing test device (not shown), the main control device 40 transmits a test signal indicating that the game state has shifted to the test firing test device (not shown) in process S26.

[0115] After process S26, the main control device 40 performs an error monitoring process (process S27) for monitoring whether an error has occurred. Examples of errors that the main control device 40 monitors for in the error monitoring process (process S27) include an open error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and a vibration error indicating that an abnormal vibration has been detected by a vibration sensor (not shown).

[0116] After the process S27, the main control device 40 executes a prize ball command transmission process (process S28) for transmitting a prize ball command to the payout control device 41. Then, the payout control device 41 executes the payout of the prize balls set for each of the various starting holes or various winning holes into which the balls entered, based on the received prize ball command.

[0117] After process S28, the main control device 40 executes a performance data output process (process S29) in which image data, audio data, etc. corresponding to the game content are created during execution, and output to the sub-integrated control device 42. Furthermore, when the main control device 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately notifies the error by displaying an error on the performance symbol display device 47, lighting or blinking the frame side decorative lamp 113, outputting audio from the speaker 112, etc., according to the content of the detected error.

[0118] After the process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In the process S30, the main control device 40 transmits data related to the first large winning port solenoid 510, the second large winning port solenoid 511, and the normal power accessory solenoid 512 to the hall computer 500 based on the processing contents of the hit / miss determination process (process S25) described above. Also, in the process S30, the main control device 40 transmits a security signal to the hall computer 500 when it detects an error in the error monitoring process (process S27) described above. Note that, if a test firing device is connected to the pachinko machine 1, the main control device 40 transmits data related to the first large winning port solenoid 510, the second large winning port solenoid 511, and the normal power accessory solenoid 512 and a security signal to the test firing device in the process S30.

[0119] As shown in Fig. 10, after process S30, the main control unit 40 performs register save (process S31) and executes performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) executed outside the area of ​​the RWM 630 during the startup process (see Fig. 8) and the test results of the test firing test. After process S31, the main control unit 40 executes register restore (process S33).

[0120] After process S33, the main control device 40 executes a segment data creation process (process S34). In process S34, the main control device 40 creates segment data for controlling the light emission of each common (display area in 8-bit units related to LED segments) of various LEDs provided on the performance display device in preparation for displaying the data created in process S31 on the performance display device.

[0121] After process S34, the main control device 40 displays game performance and test firing data on the performance display device as a display process (process S35) for various display devices. In process S35, the main control device 40 also performs variable display and final display of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285 according to the game situation being played. After process S35, the main control device 40 permits an interrupt (process S36) and returns to the start-up process (see FIG. 8).

[0122] The main control device 40 executes the performance display calculation process (process S10) in the startup process (FIG. 8), while performing the process related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, the main control device 40 performs the performance display calculation process (process S10), which involves a large amount of processing, in the startup process, thereby preventing interrupt prohibition (process S8, see FIG. 8) from being executed before the performance display calculation process (process S10) is completed. Meanwhile, the main control device 40 can improve the efficiency of display control by executing the display process for the performance display device at the same timing as the display process for the first special chart display device 281, etc.

[0123] (7. Input Determination Processing) Next, the "input judgment process" (process S24) executed in the interrupt process (see FIG. 9) will be described with reference to the flowchart shown in FIG. 11. As shown in FIG. 11, the main control device 40 executes a special ball entry confirmation process (process S101) as the first process of the input judgment process (process S24). The special ball entry confirmation process (process S101) is a process executed when a game ball enters the first special ball start hole 23 or the second special ball start hole 24. The details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 12.

[0124] After the process S101, the main control device 40 executes a normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is a process executed when a game ball enters the normal ball operation port 21. Details of the normal ball entry confirmation process (process S102) will be described later with reference to the flowchart shown in FIG.

[0125] After process S102, the main control device 40 executes a winning number count process (process S103). The winning number count process (process S103) is a process executed when a gaming ball enters the first large prize opening 25, the second large prize opening 26, or the general prize opening 27. Specifically, in process S103, the main control device 40 adds 1 to the value of a counter that counts the number of gaming balls that have entered the first large prize opening 25, the second large prize opening 26, or the general prize opening 27 when the first count switch 506, the second count switch 507, or the general prize opening switch 508 detects a gaming ball.

[0126] After process S103, the main control device 40 executes a process for counting the number of outs (process S104). The process for counting the number of outs (process S104) is a process for tallying up the number of outs to be used in calculating game performance. Specifically, in process S104, when the first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol activation switch 505, the first count switch 506, the second count switch 507, the general winning port switch 508, and the out port switch 509 detect a game ball, the main control device 40 adds 1 to the value of a counter that counts the number of outs.

[0127] After process S104, the main control device 40 judges whether the frequency of balls entering the general winning opening 27 is abnormal (process S105). Specifically, in process S105, the main control device 40 judges that cheating has occurred if the number of game balls entering the general winning opening 27 within a predetermined time (e.g., 60 seconds) exceeds a specified number of winnings (e.g., 10 balls). As a result, if the ball entry frequency is normal and the judgment is negative (process S105: No), the main control device 40 ends this process as it is and returns to the interrupt process (see FIG. 9).

[0128] On the other hand, if the ball entry frequency is abnormal and the judgment is positive (Process S105: Yes), the main control unit 40 sends a fraud notification command to the payout control unit 41 and the sub integrated control unit 42 (Process S106), and ends this process. In Process S106, the payout control unit 41, which has received the fraud notification command from the main control unit 40, turns on the fraud notification lamp provided on the payout control unit 41.

[0129] Furthermore, the sub-integrated control device 42, which has received a fraud notification command from the main control device 40, issues an error notification by turning on or blinking the frame side decorative lamp 113, outputting a voice from the speaker 112, etc. Furthermore, the performance pattern control device 43, which has received a fraud notification command from the sub-integrated control device 42, displays a warning that fraud has occurred on the performance pattern display device 47. The error notification by voice output from the speaker 112 ends 30 seconds after the error notification starts, and the warning display on the performance pattern display device 47 and the error notification by the frame side decorative lamp 113 end 5 minutes after the error notification starts.

[0130] (7-1. Special ball entry confirmation process) Next, the special ball entry confirmation process (process S101) executed in the input judgment process (process S24, see FIG. 11) will be described with reference to the flowchart shown in FIG. 12. The special ball entry confirmation process (process S101) extracts and reserves a plurality of first special random numbers according to the entry into the first special starting hole 23, and extracts and reserves a plurality of second special random numbers according to the entry into the second special starting hole 24. Then, it is a process of transmitting various commands resulting from the entry into the first special starting hole 23 and the second special starting hole 24 to the sub-integrated control device 42.

[0131] As shown in Fig. 12, the "special drawing entry confirmation process" first determines in process S110 whether or not the first special drawing start port switch 503 detects an entry into the first special drawing start port 23. If the determination is negative (process S110: No), the process proceeds to process S115. If the result is positive (process S110: Yes), in process S111, it is determined whether the number of reserved memories of the first special symbol stored in the reserved memory area for the first special symbol is full (whether the upper limit number has been reached). If the result is positive (process S111: Yes), the process proceeds to process S115.

[0132] If the judgment in the process S111 is negative (process S111: No), in process S112, the random numbers for determining the jackpot of the first special chart, the random numbers for determining the jackpot pattern, the random numbers for reaching the target, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary storage area of ​​the reserved storage area for the first special chart. Furthermore, the various random numbers stored in the temporary storage area are stored in the main storage area of ​​the reserved storage area for the first special chart as reserved storage for the first special chart. Note that even if the reserved storage number of the first special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the first special chart start hole 23 are stored in the same way as when there is a storage number less than the maximum value.

[0133] Next, the first special symbol pre-reading judgment process of process S113 is executed. In this pre-reading judgment process, before the judgment of whether or not it will be a jackpot, the random number for determining the jackpot and the random number for determining the jackpot pattern stored in the temporary storage area of ​​the reserved storage area for the first special symbol are confirmed to be specific numerical values. For example, as the specific numerical value, whether or not it is a numerical value determined to be a jackpot, a numerical value determined to be a super reach or a reach, and further, in the case of a jackpot, whether or not it is a jackpot that is granted a probability variable game, a first time-saving game, or a second time-saving game, are confirmed. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment of the first special symbol is transmitted to the sub-integrated control device 42. After that, in process S114, the reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter of the first special symbol is transmitted to the sub-integrated control device 42.

[0134] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 47, suggesting that there is a possibility of a jackpot or a reach.

[0135] In the next process S115, the second special pattern start port switch 504 determines whether or not a ball has entered the second special pattern start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 11) and ends this process. If the determination is affirmative (process S115: Yes), in process S116, it is determined whether the number of reserved memories of the second special figures stored in the reserved memory area for the second special figures is full (whether the upper limit number has been reached). If the determination is affirmative (process S116: Yes), it returns.

[0136] If the judgment in the process S116 is negative (process S116: No), in process S117, the random numbers for determining the big win of the second special chart, the random numbers for determining the big win pattern, the random numbers for determining the small win pattern, the random numbers for reaching the limit, the random numbers for determining the variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary memory area of ​​the reserved memory area for the second special chart. Furthermore, the various random numbers stored in the temporary memory area are stored in the main memory area of ​​the reserved memory area for the second special chart as reserved memory for the second special chart. Furthermore, the random numbers stored in the predetermined memory area are stored as reserved memory. Note that even if the reserved memory number of the second special chart is "0", various random numbers such as the win / lose random number extracted when the game ball enters the second special chart start hole 24 are stored in the same way as when there is a memory number less than the maximum value.

[0137] Next, in process S118, a pre-reading judgment process for the second special symbol is executed. In this pre-reading judgment process, before a judgment is made as to whether or not a jackpot will be obtained, it is confirmed whether the random numbers for determining a jackpot or for determining a jackpot pattern stored in the temporary storage area of ​​the reserved storage area for the second special symbol are specific values. For example, as specific values, it is confirmed whether or not the numbers are determined to be a jackpot, a super reach or a reach, and further whether or not the jackpot is a jackpot that is granted a probability variable game, a first time-saving game, or a second time-saving game in the case of a jackpot. In this process, a pre-reading command indicating the judgment result of the pre-reading judgment for the second special symbol is transmitted to the sub-integrated control device 42. After that, in process S119, a reserved memory counter indicating the reserved memory number is incremented, and a reserved number instruction command indicating the incremented value of the reserved memory counter for the first special symbol is transmitted to the sub-integrated control device 42.

[0138] It is preferable that the read-ahead command is sent to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, or the like. Of course, it may be configured to send a read-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the read-ahead command, the sub-integrated control device 42 performs a read-ahead performance on the reserved memory patterns of the performance pattern display device 47, suggesting that there is a possibility of a jackpot or a reach.

[0139] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary storage area, and then the random number stored in the temporary storage area is stored in the subject reserved storage area. Not limited to this, if the number of reserved memories is not full, the extracted random number may be stored in the temporary storage area and the subject reserved storage area, respectively. Furthermore, when a random number is extracted due to a ball entering the first special ball start hole 23 or the second special ball start hole 24, the extracted random number is stored in the temporary storage area. Then, it is confirmed whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary storage area may be stored in the subject reserved storage area. In this case, if the number of reserved memories is full, the random number stored in the temporary storage area is erased. In addition, in the special ball entry confirmation process (process S101), the look-ahead judgment process looks ahead and judges the random numbers stored in the temporary memory area, but it is not limited to this, and it is also possible to look ahead and judge the random numbers stored in the subject's reserved memory area.

[0140] (7-2. Normal ball entry confirmation process) Next, the normal ball entry confirmation process (process S102) executed in the input judgment process (process S24, see FIG. 11) will be described with reference to the flowchart shown in FIG. 13. The normal ball entry confirmation process (process S102) extracts and reserves random numbers related to multiple normal balls in response to a ball entering the normal ball operation port 21. Then, various commands resulting from the ball entering the normal ball operation port 21 are sent to the sub-integrated control device 42.

[0141] As shown in Fig. 13, the "normal ball entry confirmation process" first determines in process S121 whether or not the normal symbol operation switch 505 has detected a ball entering the normal symbol operation port 21. If the determination is negative (process S121: No), the process returns to the input determination process (see Fig. 11) and ends this process. If the answer is yes (step S121: Yes), the process determines whether the number of reserved memories of ordinary maps stored in the reserved memory area for ordinary maps is full (whether the upper limit has been reached) in step S122. If the answer is yes (step S122: Yes), the process returns.

[0142] If the result of the process S122 is negative (process S122: No), in process S123, a random number for determining whether a regular figure is a winning symbol, a random number for determining a winning symbol, a random number for determining a variation pattern, etc. are extracted. Then, the various extracted random numbers are stored in the regular figure reserve memory area as reserved memory for regular figures. Even if the reserved memory number for regular figures is "0", the various random numbers extracted when a game ball enters the regular figure operation port 21 are stored in the same way as when there is a memory number less than the maximum value. Then, in process S124, a reserved memory counter indicating the reserved memory number for regular figures is incremented, and a reserved number instruction command indicating the value of the incremented reserved memory counter for regular figures is sent to the sub-integrated control device 42.

[0143] (8. Correctness determination process) Next, the winning / losing determination process (process S25) executed in the interrupt process will be described with reference to the flowchart shown in Fig. 14. As shown in Fig. 14, the main control device 40 executes the regular winning / losing determination process (process S200), which is a process related to the winning / losing determination of the regular game and the winning game (regular game), as the first process executed in the winning / losing determination process (process S25). Details of the regular winning / losing determination process (process S200) will be described later with reference to the flowcharts shown in Figs. 15 to 19.

[0144] Next, the main control device 40 executes a special symbol win / loss determination process (process S300) which is a process related to the first special symbol or the second special symbol and the big win game (special game). Details of the special symbol win / loss determination process (process S300) will be described later with reference to the flowcharts shown in Figs. 20 to 32.

[0145] (8-1: Normal map validity determination process) Next, the "regular winning / loosening process" (process S200) executed in the winning / loosening process (process S25, see FIG. 14) will be described with reference to the flowcharts shown in FIG. 15 to FIG.

[0146] As shown in Fig. 15, the main control device 40 judges whether the normal power role 22 that operates during a winning game (normal game) is in operation (process S201) as the first process executed in the normal game win / loss judgment process (process S200). In process S201, if the normal power role 22 is in operation and the judgment is positive (process S201: Yes), the main control device 40 judges that a winning game is in operation and proceeds to the normal game process (process S250).

[0147] On the other hand, if the normal power device 22 is not operating and the judgment is negative (processing S201: No), the main control device 40 judges whether or not the normal pattern is being displayed in a variable manner on the normal pattern display device 285 (processing S202). As a result, if the normal pattern is being displayed in a variable manner and the judgment is positive (processing S202: Yes), the main control device 40 judges whether or not the variable time of the normal pattern being displayed in a variable manner has elapsed (processing S203).

[0148] If the time for the normal map being displayed to change has elapsed and the judgment is positive (Process S203: Yes), the main control device 40 stops the change of the normal map, executes a confirmation display process to display the confirmation (Process S204), and proceeds to the normal map game process (Process S250). On the other hand, if the time for the normal map being displayed to change has not elapsed and the judgment is negative (Process S203: No), the main control device 40 skips Process S204 and proceeds to the normal map game process (Process S250).

[0149] In process S202, if the normal map is not being displayed in a changing state and the judgment is negative (process S202: No), the main control device 40 determines whether the normal map is being displayed in a fixed state on the normal pattern display device 285 (process S205).

[0150] Then, if the confirmed display of the normal map is in progress and the judgment is positive (processing S205: Yes), the main control unit 40 judges whether or not the confirmed display time of the normal map has elapsed (processing S206). As a result, if the confirmed display time has not elapsed and the judgment is negative (processing S206: No), the main control unit 40 proceeds to normal map game processing (processing S250). On the other hand, if the confirmed display time of the normal map has elapsed and the judgment is positive (processing S206: Yes), the main control unit 40 executes confirmed display end processing (processing S207).

[0151] In process S207, the main control device 40 sets the display end of the normal symbol currently being displayed on the normal symbol display device 285. The main control device 40 also transmits a command to the sub-integrated control device 42 to end the performance related to the normal symbol on the performance symbol display device 47. After process S207, the main control device 40 proceeds to process S208 shown in FIG.

[0152] As shown in FIG. 16, in process S208, the main control device 40 judges whether the result of the hit / miss judgment of the normal map is a hit or not. Then, if the result of the hit / miss judgment of the normal map is a hit and the judgment is affirmative (process S208: Yes), the main control device 40 performs a process to start a winning game (normal map game). Specifically, the main control device 40 performs a process to start the operation of the normal power device 22 (process S209). In addition, the main control device 40 transmits a winning game start command to the sub integrated control device 42 to instruct the start of a winning game presentation (process S210), and starts timing the start interval time of the winning game. After process S210, the main control device 40 proceeds to a normal map game process (process S250, see FIG. 15).

[0153] On the other hand, in process S208, if the result of the judgment of whether the normal game is a win or a loss is a loss, that is, if the judgment is negative (process S208: No), the main control device 40 skips processes S209 and S210 and proceeds to the normal game play processing (process S250).

[0154] Returning to Fig. 15, the explanation of the normal map correctness judgment process (process S200) will be continued. In process S205, if the normal map is not being confirmed and the judgment is negative (process S205: No), the main control device 40 judges whether or not there is a reserved memory of the normal map (process S211).

[0155] As a result, if there is no reserved memory of a normal map and the judgment is negative (process S211: No), the main control unit 40 proceeds to normal map game processing (process S250). On the other hand, if there is a reserved memory of a normal map and the judgment is positive (process S211: Yes), the main control unit 40 performs shift processing of the reserved memory of the normal map (process S212) and performs a win / loss judgment based on the oldest reserved memory among the reserved memories of the normal map. Also, in conjunction with this process S212, the main control unit 40 subtracts 1 from the number of reserved memories of the normal map. Then, after process S212, the process proceeds to process S213 shown in FIG. 17.

[0156] As shown in Fig. 17, in process S213, the main control device 40 performs a win / loss judgment based on a win / loss judgment table (normal table) used for the normal figure and a win determination random number. As a result, if the result of the win / loss judgment is a win and the judgment is positive (process S214: Yes), the main control device 40 determines the winning symbol of the normal figure based on the winning symbol determination random number (process S215) and determines the variation pattern based on the variation pattern determination random number (process S216). After that, the main control device 40 executes a win setting process (process S217) for setting the start interval time and end interval time of the winning game.

[0157] On the other hand, if the result of the win / loss judgment is a loss and the judgment is negative in process S214 (process S214: No), the main control unit 40 determines a losing symbol based on the random number for determining a winning symbol (process S218) and determines a fluctuation pattern based on the random number for determining a fluctuation pattern (process S219).

[0158] In the process S216 and the process S219, if the game state is time-saving game, the main control device 40 determines the variation pattern so that the normal game variation time is shorter than that in the normal game state. For example, if the game state is the normal game state, the main control device 40 selects a variation pattern with a variation time of 6.2 seconds, and if the game state is the time-saving game state, the main control device 40 selects a variation pattern with a variation time of about 1 second, which is shorter than that in the normal game state.

[0159] After the process S217 or S219, the main control device 40 transmits reserved memory information including information indicating a decrease in the reserved memory of the normal map to the sub-integrated control device 42 (process S220). Then, the sub-integrated control device 42 that has received the reserved memory information transmits the reserved memory information to the performance pattern control device 43 and updates the display contents of the reserved display of the normal map (not shown) on the performance pattern display device 47.

[0160] After the process S220, the main control device 40 transmits a normal pattern variation start command to the sub-integrated control device 42 (process S221). The process S221 is a pre-process for performing a performance corresponding to the normal pattern on the performance pattern display device 47 in conjunction with the display of the normal pattern variation on the normal pattern display device 285. Specifically, the main control device 40 transmits, as a normal pattern variation start command to the sub-integrated control device 42, a pattern variation start command including the result of the win / loss judgment and the normal pattern variation pattern, and a performance designation command designating a performance according to the winning pattern or losing pattern determined in the process S215 or process S218. After the process S221, the main control device 40 executes a normal pattern game process (process S250, FIG. 15).

[0161] (8-2. Normal game processing) Next, the "regular game processing" (process S250) executed in the regular game winning / losing judgment processing (process S200) will be described with reference to the flowchart shown in FIG. 18. As shown in FIG. 18, the main control device 40 judges whether the regular game device 22 is being opened (process S251) as the first processing executed in the regular game processing (process S250). Then, if the regular game device 22 is opened and the judgment is positive (process S251: Yes), the main control device 40 proceeds to process S252 shown in FIG. 19.

[0162] As shown in FIG. 19, in process S252, the main control device 40 judges whether or not one game ball has entered the normal power device 22 based on the detection signal of the second special chart start switch 504. If the game ball that entered the normal power device 22 has not reached one and the judgment is negative (process S252: No), the main control device 40 judges whether or not a predetermined time has elapsed since the normal power device 22 was released (process S253). If the predetermined time has not elapsed since the normal power device 22 was released and the judgment is negative (process S253: No), the main control device 40 ends the normal chart game process (process S250, see FIG. 18) as it is, and returns to the win / loss judgment process (see FIG. 14).

[0163] On the other hand, if the number of game balls entering the normal power device 22 reaches four and the result of the determination in step S252 is affirmative (step S252: Yes), or if a predetermined time has elapsed since the normal power device 22 was opened and the result of the determination in step S252 is affirmative (step S253: Yes), the main control device 40 drives the normal power device solenoid 512 to close the normal power device 22 (step S254). Next, the main control device 40 executes an end interval process (step S255) that starts timing the end interval time. After step S255, the main control device 40 ends the normal game process (step S250) and returns.

[0164] Returning to FIG. 18, the explanation of the normal game process (process S250) will be continued. In process S251, if the determination is negative (process S251: No), the main control device 40 determines whether or not the end interval is in progress (process S256). As a result, if the determination is positive (process S256: Yes) and the end interval is in progress, the main control device 40 subsequently determines whether or not the end interval time has elapsed (process S257).

[0165] As a result, if the judgment is affirmative in process S257 (process S257: Yes), the main control device 40 executes the process of ending the winning game of the normal map in process S258, and transmits a winning game end command to the sub-integrated control device 42 in process S259. Then, the sub-integrated control device 42, having received the winning game end command, ends the winning game presentation. After process S259, the main control device 40 ends the normal map game process (process S250, see FIG. 18) and returns to the winning / losing judgment process (see FIG. 14). On the other hand, if the end interval time has not elapsed and the judgment is negative (process S257: No), the main control device 40 ends the normal map game process (process S250) as it is, and returns to the winning / losing judgment process.

[0166] Also, if the determination is negative in process S256 (process S256: No), the main control device 40 determines whether the start interval time has elapsed (process S260). As a result, if the start interval time has elapsed and the determination is positive (process S260: Yes), the main control device 40 drives the normal power role solenoid 512 in process S261 to open the normal power role 22. On the other hand, if the determination is negative in process S260 (process S260: No), the main control device 40 ends the normal game processing (process S250) as it is and returns to the win / loss determination processing.

[0167] (8-3. Special drawing validity determination process) Next, the "special pattern hit / miss judgment process" (process S300) executed in the hit / miss judgment process (process S25, see FIG. 14) will be described with reference to the flowchart shown in FIG. 20 to FIG. 32. The special pattern hit / miss judgment process (process S300) executes the "first special pattern hit / miss judgment process" shown in FIG. 20 to FIG. 21, the "second special pattern hit / miss judgment process" shown in FIG. 22 to FIG. 26, the "big hit game process" shown in FIG. 27 to FIG. 30, and the "small hit game process" shown in FIG. 31 to FIG. 32 in sequence.

[0168] In the "special drawing hit / miss judgment process" (process S300), the hit / miss judgment of the first special drawing and the hit / miss judgment of the second special drawing are performed separately in the "first special drawing hit / miss judgment process" and the "second special drawing hit / miss judgment process".

[0169] (8-4. First special drawing pass / fail judgment process) As shown in Fig. 20, the "first special symbol hit / miss judgment process" first checks whether the special electric device is not in operation in process S301 and judges whether the player is not in a big hit game or a small hit game. If the judgment is negative (process S301: No), the process is terminated and the process returns to the special symbol hit / miss judgment process.

[0170] If the result is positive (process S301: Yes), it is determined in process S302 whether the first special symbol is stopped changing. If the result is positive (process S302: Yes), it is determined in process S303 whether the determined symbol of the first special symbol is not yet displayed.

[0171] If the determination is affirmative in the process S303 (process S303: Yes), it is determined in process S304 whether or not there is a reserved memory of the first special drawing. If the determination is negative (process S304: No), it returns. If the determination is affirmative (process S304: Yes), the number of reserved memories of the first special drawing is subtracted in process S305, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the first special drawing becomes the target of the judgment of whether or not it is correct.

[0172] Next, in process S310 shown in FIG. 21, it is determined whether the current game state is a special symbol's high probability state. Specifically, it is determined whether the high probability flag is "1". The high probability flag is a flag that indicates that the game state is in a high probability state, and when it is set (the flag value is "1"), it is in a high probability state. On the other hand, when it is released (the flag value is "0"), it is in a normal (low probability) state.

[0173] If the judgment is affirmative in the process S310 (S310: Yes), the judgment is made in process S311 by comparing the winning / losing judgment table during the probability change with the random number for determining the winning / losing of the reserved memory of the first special chart that is the subject of the winning / losing judgment. If the judgment is negative in the process S310 (S310: No), the judgment is made in process S312 by comparing the winning / losing judgment table for low probability with the random number for determining the winning / losing of the reserved memory of the first special chart that is the subject of the winning / losing judgment.

[0174] Next, in process S313, it is determined whether the second special chart is fluctuating to a jackpot. If the determination is positive (process S313: Yes), the hit / miss determination of the first special chart is forcibly determined to be a miss, and the process proceeds to process S320. If the determination is negative (process S313: No), in process S314, it is determined whether the hit / miss determination of the process S311 or the process S312 is a jackpot or not. If the determination is negative (process S314: No), the hit / miss determination of the first special chart is determined to be a miss, and the process proceeds to process S320.

[0175] If the result of the process S314 is positive (Yes in process S314), the winning symbol is determined in process S315 based on the winning symbol determination random number in the reserved memory of the first special symbol that is the target of the winning / losing determination. As a result, one of the symbols "winning symbol A" to "winning symbol D" (see FIG. 9) is determined.

[0176] Next, in process S316, a variation pattern such as the variation time of the jackpot pattern of the first special symbol is determined from the variation table based on the variation pattern determination random number of the reserved memory of the first special symbol that is the target of the hit / miss judgment. In this case, in the pachinko machine 1, the variation table is determined according to the previous jackpot pattern and the game state at the time of the hit / miss judgment. Then, the variation pattern is determined from the determined variation table based on the variation pattern determination random number.

[0177] After the variation pattern is determined, a jackpot setting process is performed in process S317. In this process, based on the determined jackpot pattern, the contents of the jackpot game, such as performing a 10R jackpot game, the transition to a certain variable game or a time-saving game after the jackpot game ends, the number of times these will continue, the time of the jackpot start effect of the jackpot game performed by the effect pattern display device 47, the time of the jackpot end effect, etc. are set.

[0178] Next, in process S318, a process is performed to transmit information on the reserved memory of the first special chart after the win / loss determination (for example, information indicating a decrease in the reserved memory after the win / loss determination is executed) to the sub-integrated control device 42.

[0179] Furthermore, in process S319, the first special symbol display device 281 performs symbol variation start control, and transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42. Then, it returns. The variation start command and the symbol designation command include the variation pattern of the first special symbol, the result of the hit / miss judgment of the first special symbol, and the like. Depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is designated in advance by the variation pattern, etc.

[0180] If the determination in the process S313 is affirmative (process S313: Yes) or the determination in the process S314 is negative (process S314: No), the first special symbol is determined to be a miss, so in process S320, a miss symbol is determined, and in process S321, a miss symbol variation pattern is determined based on the random number for determining the variation pattern of the reserved memory of the first special symbol that is the subject of the hit / miss determination. Furthermore, a miss setting process is performed in process S322. After that, the process S318 and the process S319 are performed in the same manner as when a big hit is determined. Then, return is made.

[0181] (8-5. 2nd special drawing right or wrong judgment processing) Next, as shown in Fig. 22, the "second special chart hit / miss judgment process" first checks whether the special electric device is not in operation in process S331 and judges whether the big hit game or the small hit game is in progress. If the judgment is negative (process S331: No), this process is terminated and the process returns to the special chart hit / miss judgment process.

[0182] If the result is positive (process S331: Yes), it is determined in process S332 whether the second special symbol is stopped changing. If the result is positive (process S332: Yes), it is determined in process S333 whether the fixed symbol of the second special symbol is not yet displayed.

[0183] If the determination is affirmative in the process S333 (process S333: Yes), it is determined in process S334 whether or not there is a reserved memory of the second special drawing. If the determination is negative (process S334: No), it returns. If the determination is affirmative (process S334: Yes), the number of reserved memories of the second special drawing is subtracted in process S335, and a shift process of the reserved memories is performed. By the shift process, the oldest reserved memory among the reserved memories of the second special drawing becomes the target of the judgment of correctness.

[0184] Next, in process S340 shown in Fig. 23, it is determined whether the current game state is in a special pattern probability variable state. If the determination is positive (process S340: Yes), a determination is made in process S341 by comparing a winning / losing determination table during a probability variable with a random number for determining a winning / losing of the second special pattern that is the target of the winning / losing determination. If the determination is negative (process S340: No), a determination is made in process S342 by comparing a winning / losing determination table with a low probability and a random number for determining a winning / losing of the second special pattern that is the target of the winning / losing determination.

[0185] Next, in process S343, it is determined whether the first special chart is fluctuating to be a jackpot. If the result is positive (process S343: Yes), the hit / miss determination of the second special chart is forcibly determined to be a miss, and the process proceeds to process S355. If the result is negative (process S343: No), in process S344, it is determined whether the hit / miss determination of process S341 or process S342 is a jackpot.

[0186] If the result of the process S344 is positive (Yes in process S344), the winning symbol is determined in process S345 based on the winning symbol determination random number of the second special symbol that is the target of the winning / losing determination. As a result, one of the symbols "winning symbol A" to "winning symbol D" (see FIG. 9) is determined.

[0187] Next, in process S346, a variation pattern such as the variation time of the jackpot pattern of the second special symbol is determined from the variation table based on the variation pattern determination random number of the second special symbol that is the target of the hit / miss judgment. In this case, as in process S316, the variation table is determined according to the previous jackpot pattern and the game state at the time of the hit / miss judgment. Then, a variation pattern is determined from the determined variation table based on the variation pattern determination random number.

[0188] After the variation pattern is determined, a jackpot setting process is performed in process S347. In this process, the content of the jackpot game, for example, a 10R jackpot game, is set based on the determined jackpot pattern. In addition, the transition to a certainty game or a time-saving game after the jackpot game ends, the number of times these will continue, the time of the jackpot start performance of the jackpot game performed by the performance pattern display device 47, the time of the jackpot end performance, etc. are set.

[0189] Next, in process S348, information on the reserved memory after the hit / miss judgment of the second special chart (for example, information indicating a decrease in the reserved memory after the hit / miss judgment is executed) is transmitted to the sub-integrated control device 42.

[0190] In the next process S349, the second special symbol display device 283 performs symbol variation start control, and transmits a symbol variation start command and a symbol designation command to the sub-integrated control device 42. Then, it returns. The variation start command and the symbol designation command include the variation pattern of the second special symbol, the result of the hit / miss judgment of the second special symbol, and the like. Furthermore, depending on the configuration, a symbol determination command may be sent to indicate the end of the variation time. However, this is not essential since the variation time is specified in advance by the variation pattern, etc.

[0191] If the result of the process S344 is negative (process S344: No), the process S350 determines whether the result of the process S341 or the process S342 is a small win. If the result of the process S350 is positive (process S350: Yes), the process S351 determines the small win pattern based on the random number for determining the small win pattern of the second special pattern that is the subject of the win / loss determination.

[0192] Next, in process S352, a variation pattern such as the variation time of the small win pattern of the second special chart is determined based on the random number for determining the variation pattern of the second special chart that is the subject of the hit / miss judgment.

[0193] Next, in process S353, a small win setting process is performed. In this process, the contents of the small win game, the time of the small win start performance of the small win game performed by the performance pattern display device 47, the time of the small win end performance, etc. are set based on the small win symbol determined above. After that, the process S348 and the process S349 are executed, and the process returns.

[0194] If the result of the process S343 is positive (Yes in process S343) or negative (No in process S350), the second special symbol is a loss judgment, so the loss symbol of the second special symbol is determined in process S355, and the change pattern such as the change time of the loss symbol is determined based on the random number for determining the change pattern of the second special symbol that is the subject of the win / loss judgment in process S356. Next, a loss setting process is performed in process S357. After that, the process S348 and the process S349 are executed, and then the process returns.

[0195] If the determination is negative in the process S302 (FIG. 20) or the process S332 (FIG. 22) (process S302 or process S332: No), as shown in FIG. 24, in process S360, it is determined whether the pattern change time of the first special pattern or the second special pattern has elapsed (process S360). If the determination is positive (process S360: Yes), in process S361, the control is performed to end the change display of the first special pattern display device 281 and to display the first special pattern, or the control is performed to end the change display of the second special pattern display device 283 and to display the second special pattern. Furthermore, a command is sent to the sub-integrated control device 42 and the performance pattern control device 43 to display the pseudo performance pattern corresponding to the special pattern. Since the change time is specified by the change start command, a configuration may be adopted in which the pattern confirmation command is not sent. With this configuration, the performance display can be performed equally while suppressing the number of commands.

[0196] Next, in process S362, it is determined whether the special symbol determined and displayed in the process S361 is a small winning symbol. If the determination is affirmative (process S362: Yes), the interruption flag is set to "1" in process S363. Then, the process proceeds to "big winning game process".

[0197] If the result of the process S362 is negative (process S362: No), the process S364 determines whether the special symbol is a jackpot symbol. If the result of the process S362 is negative (process S364: No), the process proceeds to "jackpot game process". If the determination is affirmative (process S364: Yes), the stop flag is set to "1" in process S365. Then, the process proceeds to "big win game process".

[0198] If the result of the process S360 is negative (process S360: No), the process S366 determines whether the interruption flag is set to "1." If the result of the process S360 is positive (process S366: Yes), the process S367 performs special chart variation interruption processing. After that, the process proceeds to the big win game processing.

[0199] The special chart change interruption process is a process for interrupting the change of the other special chart (first special chart) that is changing because one of the first special chart or the second special chart (second special chart) is displayed as a small win pattern. Furthermore, this process is a process for stopping the measurement of the change time of the other special chart, and when the small win game based on the display of one special chart is finished, the change of the other special chart is resumed.

[0200] If the determination is negative in the process S366 (process S366: No), it is determined in process S368 whether or not the stop flag is set to "1". If the determination is negative (process S368: No), the process proceeds to "jackpot game process". If the determination is positive (process S368: Yes), the process proceeds to "jackpot game process" after performing special chart variation stop process in process S369.

[0201] The special chart change stopping process is a process for stopping the change of the other special chart, which is currently changing, at a losing pattern because one of the first special chart or the second special chart has been confirmed and displayed as a winning pattern.

[0202] If the determination is negative in the process S303 or the process S333 (process S303 or process S333: No), it is determined whether or not the determined symbol display time of the first special symbol or the second special symbol has elapsed in process S370, as shown in Fig. 25. If the determination is negative (process S370: No), the process proceeds to "big win game process".

[0203] On the other hand, if the judgment is positive (process S370: Yes), in process S371, control is performed to terminate the display of the confirmed pattern of the first special pattern by the first special pattern display device 281 or the display of the confirmed pattern of the second special pattern by the second special pattern display device 283, and a command is sent to the sub-integrated control device 42 to terminate the confirmed display of the pseudo performance pattern corresponding to the first special pattern or the second special pattern.

[0204] Next, in process S372, it is determined whether the symbols on the first special chart or the second special chart are a combination that will result in a jackpot. If the determination is positive (process S372: Yes), it is determined in process S373 whether the probability variable flag indicating the probability variable state is "1". If the determination is negative (process S373: No), the process proceeds to process S375. If the determination is positive (process S373: Yes), the probability variable flag is reset to "0" in process S374.

[0205] In process S375, it is determined whether or not the time-saving flag indicating the time-saving gaming state is "1." If the determination is negative (process S375: No), the process proceeds to process S377. If the determination is positive (process S375: Yes), the time-saving flag is reset to "0" in process S376.

[0206] The time-saving flag is a flag that indicates that the game state is in a time-saving game state, and when it is set (the value of the flag is "1"), the game state is the time-saving game state. On the other hand, when it is released (the value of the flag is "0"), the game state is the non-time-saving game state.

[0207] Through these processes, the game status regarding the special probability game and the time-saving game during the jackpot game is reset to the normal game status.

[0208] Next, in process S377, the operation of the condition device is started. The condition device is operated when the first or second special symbol is judged to be a jackpot and the jackpot symbol is displayed to establish the start condition of the jackpot game, and is a device necessary for the operation of the accessory continuous operation device in the jackpot game.

[0209] In the next process S378, the accessory continuous operation device is operated. Furthermore, the special electric accessory is operated in response to the operation of the accessory continuous operation device. This makes it possible to start a big win game, and in the next process S379, a big win game start process is performed.

[0210] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) are transmitted to the sub-integrated control device 42. After that, the process proceeds to "jackpot game process".

[0211] If the determination is negative in the process S372 (process S372: No), as shown in FIG. 26, in process S381, it is determined whether or not the symbols on the second special chart are a combination that will result in a small win. If the determination is negative (process S381: No), the process proceeds to process S384. If the determination is positive (process S381: Yes), the process starts the operation of the special electric device in process S382. In the following process S383, a process to start the small win game is performed. In this process, a command to start the small win game and information related to the small win game (opening time of the small win, opening pattern, ending time of the small win, etc.) are sent to the sub-integrated control device 42.

[0212] Next, in process S384, it is determined whether the time-saving flag is "1". If the determination is negative (process S384: No), the process proceeds to process S388. If the determination is positive (process S384: Yes), the process proceeds to process S385, where the number of times the first special chart and the second special chart change after the transition to the time-saving game state is counted by the time-saving counter. In this case, the number of times the first special chart and the second special chart change is the sum of the number of times the first special chart and the second special chart change.

[0213] For example, in this embodiment, the number of times the time-saving game state continues is 100 times (first time-saving game), 500 times (specific time-saving game (b time-saving)), or 700 times (second time-saving game), and it is preferable that the counting process by the time-saving counter subtracts "1" from the count value of the time-saving counter for each change other than the jackpot of the first special chart and the second special chart from the number of times "100", "500", or "700". Not limited to this, the process of counting the number of changes may be a process of adding "1" to the count value of the time-saving counter from the initial value "0" each time a change occurs other than the jackpot of the first special chart and the second special chart.

[0214] Next, in process S386, it is determined whether the number of times the first special chart and the second special chart have changed has reached the end number (100 times, 500 times, or 700 times) at which the time-saving game state ends. That is, it is determined whether the value counted in process S385 is "0" (in an addition configuration, it is determined whether it is 100, 500, or 700). If the determination is negative (process S386: No), the process proceeds to process S388. If the determination is positive (process S386: Yes), the time-saving flag is reset to "0" in process S387. This ends the time-saving game, and the game state transitions to a non-time-saving game state.

[0215] In the next process S388, it is determined whether or not the game state is a low probability state. If the determination is negative (process S388: No), the process proceeds to process S397. If the determination is positive (process S388: Yes), it is determined in process S389 whether or not the small winning symbol or the losing symbol set in accordance with the winning / losing determination is a time-saving symbol (small winning symbol B or losing symbol 2). If the determination is negative (process S389: No), the process proceeds to process S392.

[0216] If the result of the process S389 is positive (process S389: Yes), the game will transition to a time-saving game state. Therefore, in process S390, a predetermined number of continuations (100 times) is set in the time-saving counter according to the time-saving pattern of the small winning pattern or the losing pattern. Next, in process S391, the time-saving flag is set to "1". This gives the time-saving game state.

[0217] In this case, if the time-saving symbol is "small win symbol B," the machine will transition to a time-saving game state after the small win game ends. On the other hand, if the time-saving symbol is "miss symbol 2," the machine will transition to a time-saving game state after the special symbol changes. Note that even if the time-saving symbol is displayed in the time-saving game state, the pachinko machine 1 is considered invalid. In other words, a new time-saving game state does not start after the change ends, but the time-saving game state before the change continues (the time-saving counter continues counting).

[0218] In the next process S392, the number of times that the variable display of the first special chart and the second special chart do not become a jackpot after the end of the previous jackpot game is counted by the specific time-saving counter. In this case, the count is the sum of the number of times that the variable display of the first special chart and the second special chart do not become a jackpot.

[0219] For example, the process of counting with the specific time-saving counter is preferably a process of adding "1" to the count value of the specific time-saving counter from the initial value "0" for each change other than the jackpot of the first special chart and the second special chart. Not limited to this, the process of counting the number of changes other than the jackpot may be a process of setting the specific time-saving number of times (1500) determined in advance after the previous jackpot game ends as the count value in the specific time-saving counter, and subtracting "1" from the count value for each change other than the jackpot of the first special chart and the second special chart. The count value of the specific time-saving counter is reset (cleared) to the initial value when a jackpot game occurs (see process S380) or when the specific time-saving number of times is reached in process S395 described later.

[0220] Next, in process S393, it is determined whether the number of fluctuations other than the jackpot of the first special chart and the second special chart has reached the specific time-saving reaching number that grants the time-saving game state. That is, it is determined whether the count value of the specific time-saving counter counted in process S392 is the specific time-saving reaching number (in the case of a subtraction configuration, it is determined whether it is "0" or not). If the determination is negative (process S393: No), it proceeds to process S397.

[0221] If the determination in the process S393 is positive (process S393: Yes), a process is performed in which the number of times to continue the specific time-saving game state (for example, 500 times) to which the game state is to be entered when the specific time-saving number of times is reached is set in process S394. Next, in process S395, the count value of the special time-saving counter is reset to an initial value when the specific time-saving number of times is reached.

[0222] Next, in process S396, the time-saving flag is set to "1". As a result, the game state is shifted to a specific time-saving game state by reaching the specific time-saving number of times. In the specific time-saving game state, the pattern change time accompanying the hit / miss judgment of the first special chart and the second special chart is shortened, and the time-saving function of the normal chart and the opening extension function of the normal electric device 22 are given. On the other hand, the probability of winning the normal chart is not high.

[0223] In this case, if the specific time-saving number of times is reached by a small win change display, the game will transition to the specific time-saving game state after the small win game ends. On the other hand, if the specific time-saving number of times is reached by a miss change display, the game will transition to the specific time-saving game state after the special chart changes. As described above, in the pachinko machine 1 of this embodiment, even if the specific time-saving number of times is reached in the time-saving game state, the transition to the specific time-saving game state due to this is invalidated. In other words, the time-saving game state before the change is continued (the time-saving counter continues to count). However, this is just one example, and a configuration in which the specific time-saving game starts from there when the specific time-saving number of times is reached in the time-saving game state, or a configuration in which the game will transition to the one with the longer number of continuations when a new time-saving game starts in the time-saving game state may be adopted as appropriate when determining the gameplay.

[0224] Next, in process S397, a state designation command indicating whether the current game state is a probability variable state or a time-limited game state or not is sent to the sub-integrated control device 42 after the special symbol determination time. The timing for sending the state designation command from the main control device 40 to the sub-integrated control device 42 is after the special symbol determination time, but the state designation command may also be sent when the special symbol variation starts and when the power is restored. Then, the process moves to "jackpot game process".

[0225] (8-6. Jackpot game processing) Next, the "big win game process" will be described with reference to Figs. As shown in Fig. 29, in the "big win game processing", first, in process S400, it is determined whether the accessory continuous operation device is in operation. If the determination is negative (process S400: No), the process ends and proceeds to the "small win game processing". On the other hand, if the determination is positive (process S400: Yes), it is determined in process S401 whether the first big win opening 25 is open.

[0226] If the determination is negative in the process S401 (process S401: No), a determination is made in process S402 as to whether or not the jackpot game is in an interval, and if the determination is negative (process S402: No), a determination is made in process S403 as to whether or not the jackpot end presentation is in progress. If the determination is negative (process S403: No), a determination is made in process S404 as to whether or not the jackpot start presentation time has elapsed. If the determination is negative (process S404: No), the process returns to the special chart hit / miss determination process. If the result is positive (process S404: Yes), the first big prize opening opening process in process S405 controls the opening of the first big prize opening 25 in the first round. Also, in process S405, a command to start a big prize game is sent to the sub integrated control device 42. Then, the process returns.

[0227] If the determination is affirmative in the process S401 (process S401: Yes), as shown in FIG. 31, a determination is made as to whether or not 10 prizes have been won in the first large prize opening 25 (prescribed number of prizes) (process S410), or whether or not the opening time of the first large prize opening 25 has ended (process S411). If either of these is affirmative (process S410 or process S411: Yes), the first large prize opening 25 is closed in process S412, and a process is executed to start the jackpot interval in the following process S413. Then, the process returns (see FIG. 27). If the determinations in both the process S410 and the process S411 are negative (process S410: No, process S411: No), the process returns.

[0228] If the judgment is affirmative in the process S402 (FIG. 27) (process S402: Yes), as shown in FIG. 29, it is judged in process S420 whether or not the jackpot interval time has elapsed. If the judgment is negative (process S420: No), the process returns (see FIG. 27). If the judgment is affirmative (process S420: Yes), it is judged in process S421 whether or not it is the final round. If the judgment is affirmative (process S421: Yes), the process of jackpot end presentation in process S422 is executed, and in this process a jackpot end command is sent to the sub-integrated control device 42 and presentation pattern control device 43, the jackpot game ends, and the process returns.

[0229] On the other hand, if the determination is negative in the process S421 (process S421: No), the first large prize opening 25 is opened in the next round by the first large prize opening opening process in process S423, and then the process returns.

[0230] If the determination is affirmative in the process S403 (FIG. 27) (process S403: Yes), as shown in FIG. 30, it is determined in process S430 whether or not the jackpot end presentation time has elapsed. If the determination is negative (process S430: No), the process returns (see FIG. 27). If the determination is affirmative (process S430: Yes), a process is executed in process S431 to stop the operation of the device for continuously operating the role, and then a process is executed in process S432 to stop the operation of the condition device and the special electric role.

[0231] Next, in process S433, it is determined whether or not the setting is for a special state after the end of the jackpot game according to the jackpot pattern. If the determination is negative (process S433: No), the process proceeds to process S436. If the determination is positive (process S433: Yes), the number of special states to continue the special state is set in process S434. In this case, the special state continues until the next jackpot, so for example, the number of special states is set to 10,000. Next, in process S435, the special state flag is set to "1". This grants the special state after the end of the jackpot game.

[0232] Next, in process S436, it is determined whether or not the setting is for a time-saving game state after the jackpot game ends according to the jackpot pattern. If the determination is negative (process S436: No), the process proceeds to process S439. If the determination is positive (process S436: Yes), the number of times the time-saving game state continues is set to the number of times set in process S317 or process S347 in process S437. Next, in process S438, the time-saving flag is set to "1". This allows the time-saving game state to be granted after the jackpot game ends.

[0233] Next, in process S439, it is determined whether or not the value of the stop flag is "1." If the determination is negative (process S439: No), the process proceeds to process S441. If the determination is positive (process S439: Yes), the stop flag is reset to "0" in process S440.

[0234] In the next process S441, a process of sending a big win end command is executed, and in this process, a big win end command is sent to the sub-integrated control device 42, etc. In addition, in process S442, a state designation command such as a probability variable game state or a time-limited game state is sent to the sub-integrated control device 42, etc. Then, the process returns (see FIG. 27).

[0235] If the continuous operation device of the reel is not in operation in the process S400 (FIG. 27) (process S400: No), the process proceeds to "small win game process".

[0236] (8-7. Small hit game processing) Next, the "small win game processing" will be described with reference to Figures 31 and 32. As shown in FIG. 31, in the "small win game processing", first, in processing S450, it is determined whether or not the special electric role is in operation. If the determination is negative (processing S450: No), the processing is terminated and the process returns to the special chart win / loss determination processing. If the determination is positive (processing S450: Yes), it is determined in processing S451 whether or not the small win start performance is in progress.

[0237] If the determination is affirmative in the process S451 (process S451: Yes), it is determined in process S452 whether the small win start performance time has elapsed. If the determination is negative (process S452: No), the process returns. If the determination is affirmative (process S452: Yes), the second large winning port 26 is opened in a predetermined opening mode in process S453. Then, the process returns.

[0238] If the determination is negative in the process S451 (process S451: No), then in process S454 it is determined whether the second large prize opening 26 is open or not. If the determination is positive (process S454: Yes), then it is determined whether 10 prizes have been won in the second large prize opening 26 (prescribed number of prizes) (process S455) or whether the opening time of the second large prize opening 26 has ended (process S456), and if either is positive (process S455 or process S456: Yes), then in process S457 the second large prize opening 26 is closed. Then, the process returns. If either determination is negative (process S455 or process S456: No), then the process returns.

[0239] If the determination is negative in the process S454 (process S454: No), the operation of the special electric feature is stopped in process S460, as shown in FIG.

[0240] Next, in process S461, it is determined whether the interruption flag is "1". If the determination is affirmative (process S461: Yes), the interruption flag is reset to "0" in process S462. As a result, the first special chart that has been suspended from varying resumes varying.

[0241] On the other hand, if the result of the process S461 is negative (process S461: No), a small win end command is sent to the sub-integrated control device 42 in process S463. After that, a state designation command is sent to the sub-integrated control device 42 in process S464, and the process returns. This ends the small win game.

[0242] (9. Pachinko Machine 1 Performance Display) The pachinko machine 1 performs various effects to enhance the interest of the game, mainly in the effect pattern display device 47. For example, the pachinko machine 1 performs an effect to notify the result of the hit / miss judgment using a pseudo effect pattern according to the hit / miss judgment of the first special pattern or the second special pattern. It is also configured to perform a notice effect to show the expectation of a jackpot or the expectation of the game state after the jackpot game ends when the pseudo effect pattern changes.

[0243] In the pachinko machine 1, when the variation of the first or second special symbol starts in response to the win / loss judgment, the variation of the pseudo performance symbol corresponding to the first or second special symbol starts in the performance symbol display device 47. As shown in Fig. 33(a), a pseudo performance symbol 700 consisting of three number symbols or the like corresponding to the variation of the first or second special symbol is displayed in a large manner in the center of the display screen of the performance symbol display device 47. In addition, a first character image 710 of "Tatsuyoshi the Bear", the main character of the pachinko machine 1, is displayed in the upper right part of the display screen.

[0244] In this case, the display screen of the effect pattern display device 47 has a reserved effect area in the lower part of the screen below the pseudo effect pattern 700, where the reserved memory of the first or second special pattern is displayed and a pre-reading effect based on the reserved memory is performed. In the reserved effect area, a first special pattern 721 indicating the reserved memory of the first special pattern is displayed on the left side. Meanwhile, a second special pattern 722 indicating the reserved memory of the second special pattern is displayed on the right side of the reserved effect area. And a changing pattern 730 is displayed in the center of the reserved effect area.

[0245] The first special reserved pattern 721 and the second special reserved pattern 722 are displayed with the oldest reserved pattern being displayed in the center, and the newest reserved patterns are displayed gradually toward the outside. The reserved patterns can display up to four patterns each for the first special pattern and the second special pattern.

[0246] In addition, the pachinko machine 1 is configured so that the first special symbol and the second special symbol can be changed simultaneously, and the reserved symbol of the special symbol that is the main focus of the game is displayed in the reserved performance area. Figure 33(a) shows a game state in which the first special symbol is the main focus, and the reserved symbol 721 of the first special symbol is reported. The reserved symbol 722 of the second special symbol is shown by a virtual line.

[0247] When the game progresses and the variation of the first special chart starts anew, the oldest reserved pattern in the reserved memory is consumed, and the reserved pattern is shifted toward the center (to the right) in the first special chart reserved pattern 721. And the variable pattern 730 displays the variable pattern of the first special chart that has been newly started to vary after the reserved memory is consumed.

[0248] On the other hand, as the game progresses and the variation of the second special chart starts anew, the oldest reserved pattern in the reserved memory 722 is consumed, and the reserved pattern is shifted toward the center (to the left). And the variable pattern 730 displays the variable pattern of the second special chart whose reserved memory has been consumed and whose variation has started anew.

[0249] In the pachinko machine 1, if the expectation of a big win is high when the pseudo performance symbol 700 changes, it develops into a reach performance. In this case, as shown in Fig. 33(b), the display screen of the performance symbol display device 47 displays a reach suggestion display section 731 on the upper left side, and displays a large reach pseudo performance symbol 701 on the lower half of the display screen. In the reach pseudo performance symbol 701, the two symbols on both sides stop with the same symbol, and only the central symbol is changing.

[0250] If the result of the hit / miss judgment of the first or second special chart is a hit (pattern hit), the pachinko machine 1 displays a hit suggestion display section 732 on the upper left side of the display screen of the performance pattern display device 47 as shown in Fig. 33(c). Then, a large pseudo-hit performance pattern 702 consisting of three identical patterns corresponding to the hit pattern of the first or second special chart is displayed in the lower half of the display screen. Also, a smiling "Bear Tatsukichi" is displayed as the first character image 710.

[0251] If the result of the hit / miss determination is a small hit, the pachinko machine 1 will display a confirmed small hit pseudo performance pattern 703 consisting of three identical small hit patterns corresponding to the small hit patterns of the first special chart or the second special chart in a large size in the lower half of the display screen of the performance pattern display device 47, as shown in Figure 33 (d).

[0252] (9-1. Hold notice performance) The pachinko machine 1 performs a hold notice performance that indicates the expectation of a big win and the game state after the big win game ends, using the first special chart and the second special chart foreseeing judgment. A display example of the hold notice performance will be described with reference to Figures 34 and 35. The illustrated example shows the hold notice performance of the first special chart in a game mainly based on the first special chart.

[0253] As shown in Figure 34(a), the reserved preview performance of the first special chart shows the expectation of a jackpot and the game status after the jackpot game ends by displaying multiple types of marked patterns, different from the usual "white circle plain pattern", on the reserved pattern 721 of the first special chart according to the pre-reading judgment of the first special chart. In the example, it is the "?" mark pattern" near the center and the "time mark pattern" second from the left.

[0254] As shown in Figure 34(b), the symbols for the hold preview performance consist of seven types of symbols: a "white circle plain map symbol," a "?" symbol, a "!" symbol, a "star symbol," a "certain symbol," a "sure symbol," and a "time symbol." The "white circle plain pattern" is a normal reserved pattern and does not indicate the expected probability of a jackpot or the game status after the jackpot game ends. The "?" symbol is a preview symbol, and it indicates a 3% chance of a big win. The "!" symbol is a preview symbol, and it indicates a 20% chance of a big win. The "star symbol" is a preview symbol, and it indicates a 60% chance of a big win. The "Win Mark" symbol is a preview symbol that indicates that a jackpot has been won. The "certain mark pattern" is a preview pattern, which indicates that a jackpot has been won and that a transition to a certain probability mode will occur after the jackpot game ends. The "time mark pattern" is a preview pattern, which indicates that a jackpot has been won and that the game will transition to the second time-saving mode after the jackpot play ends. As such, the value of the prediction is lowest for the "white circle plain map" pattern, and gradually increases from the "?" mark pattern to the "sure mark" pattern.

[0255] In conventional pachinko machines, the most advantageous gaming state has been the probability variation state. pachinko Since the machine has a second time-saving mode that increases the chances of hitting a jackpot more than the probability of hitting a jackpot, the machine has a "time mark" pattern that confirms the second time-saving mode as the most valuable notice. This allows the machine to have a time-saving mode that is more anticipated than the probability of hitting a jackpot. pachinko This can be a unique effect of the machine. In this embodiment, the "time mark pattern" is used to indicate the second time-saving game, but it can also be used to indicate that either the first time-saving game or the second time-saving game is awarded. In that case, the first time-saving game is less valuable than the probability variable game, and the second time-saving game is more valuable than the probability variable game, so the player can expect whether or not the second time-saving game will be awarded when the "time mark pattern" appears.

[0256] As shown in Fig. 35(a), when the game progresses and the first special symbol starts to change, the oldest reserved symbol in the reserved memory is consumed, and the reserved symbols are shifted toward the center (to the right). Then, the "?" symbol shifted from the first special symbol reserved symbol 721 is displayed in the changing symbol 730. This indicates that the expected probability of a jackpot for the change of the first special symbol is 3%.

[0257] Furthermore, when the game progresses and a new change of the first special pattern starts after one change, the reserved pattern is consumed and the reserved pattern is shifted toward the center (shifted to the right) as shown in FIG. 35(b). Then, the "time mark pattern" shifted from the reserved pattern 721 of the first special pattern is displayed in the changing pattern 730. This indicates that the change of the first special pattern is a big win and that the game will move to the second time-saving game after the big win game ends. It is also possible that the pattern changes to one with a high expectation of a big win when shifting in this way. In addition, when the reserved pattern is displayed after winning, it may be displayed as a reserved pattern that indicates the expectation level immediately, or a performance pattern in which the most valuable "time mark pattern" is displayed immediately upon winning may be provided. Furthermore, it is also possible to provide a performance pattern in which the reserved pattern that indicates the expectation level is not displayed in the reserved pattern, and the expectation level is indicated by the changing pattern, or the pattern changes to one with a high expectation level. In this case, it is conceivable that the reserved pattern may be changed at key points in the variable performance in association with the variable performance, so that the variable performance and the reserved preview performance may be presented together as one.

[0258] As shown in FIG. 35(c), in a game mainly using the second special symbol, the second special symbol reserved pattern 722 performs a reserved notice performance in the same manner as in a game mainly using the first special symbol.

[0259] (9-2. Hold notice processing 1) Next, with reference to Fig. 36, the "Hold notice performance process 1" that controls the hold notice performance will be described. The "Hold notice performance process 1" is a subroutine process executed by the sub-integrated control device 42. The "Hold notice performance process 1" is a process that performs a notice performance using the first special reserved pattern 721 or the second special reserved pattern 722 in the hold performance area. The "Hold notice performance process 1" first determines in process S501 whether or not a look-ahead command (process S113) indicating the look-ahead determination result has been received from the main control device 40. If the determination is negative (process S501: No), this process is terminated and the process is returned to the main routine executed by the sub-integrated control device 42.

[0260] If the judgment in process S501 is positive (process S501: Yes), then in process S502, for example, a lottery is conducted to judge whether or not a reserved notice performance will be performed. If the judgment is negative (process S502: No), the process returns. In this case, the reserved pattern in the new reserved memory is displayed as a "white circle, no map pattern." Note that in the reserved notice performance, even if the reserved pattern changes to one that indicates the expectation level at the time of shifting, the "white circle, no map pattern" may be displayed when a prize is won.

[0261] If the result of the pre-reading judgment received in step S502 is positive (step S502: Yes), the process determines whether or not the result of the pre-reading judgment received in step S503 is a jackpot. If the result of the pre-reading judgment received in step S503 is positive (step S503: Yes), the process determines whether or not the result of the pre-reading judgment received will transition to a probability variable game after the jackpot game ends in step S504.

[0262] If the determination is negative in process S504 (process S504: No), in process S505, it is determined whether or not the result of the received pre-reading determination indicates a transition to a second time-saving game after the end of the big win game.

[0263] If the result of the process S505 is positive (process S505: Yes), the result of the look-ahead determination is determined to be a jackpot, and it is determined that the game will move to the second time-saving game after the jackpot game ends, so in process S506, the reserved symbol of the new reserved memory corresponding to the received look-ahead determination is displayed as the "hour mark symbol". Then, the process returns.

[0264] If the result of the above process S505 is negative (process S505: No), the result of the pre-reading judgment is a jackpot judgment, but since it is a judgment that the game will not move to either the probability variation game or the second time-saving game after the jackpot game ends, in process S507, the reserved symbol of the new reserved memory corresponding to the received pre-reading judgment is displayed as the "current mark symbol". Then, return is made.

[0265] If the result of the process S504 is positive (process S504: Yes), the result of the pre-reading judgment is judged to be a jackpot, and it is judged that the game will move to a probability variable game after the jackpot game ends, so in process S508, the reserved symbol of the new reserved memory corresponding to the received pre-reading judgment is displayed as a "certain mark symbol". Then, the process returns.

[0266] If the result of the process S503 is negative (process S503: No), the process S509 displays the reserved symbol of the new reserved memory corresponding to the received pre-reading judgment as any one of the "?" symbol, "!" symbol, and "star symbol" other than the "this symbol", "certain symbol", and "time symbol". Then, the process returns.

[0267] (9-3. Hold notice performance processing 2) Next, with reference to Fig. 37, the "Hold notice performance process 2" which controls the hold notice performance will be described. The "Hold notice performance process 2" is a subroutine process executed by the sub-integrated control device 42. The "Hold notice performance process 2" is a process which performs a notice performance using the changing pattern 730 in the hold performance area. The "Hold notice performance process 2" first determines in process S521 whether or not a change start command (process S319 or process S349) has been received from the main control device 40. If the determination is negative (process S521: No), this process ends and the process returns to the main routine executed by the sub-integrated control device 42.

[0268] If the result of the process S521 is positive (Yes in the process S521), the process S522 determines whether the reserved memory that starts the change is performing a pre-reading performance. If the result of the process S522 is negative (No in the process S522), the process returns. In this case, the changing pattern 730 is displayed as a "white circle no map pattern".

[0269] If the determination is affirmative in process S522 (process S522: Yes), in process S523, it is determined whether the reserved symbol in the reserved memory to be consumed this time is the "hour mark symbol". If the determination is affirmative (process S523: Yes), in process S524, the variable symbol 730 is displayed as the "hour mark symbol". Then, it returns.

[0270] If the result of the process S523 is negative (process S523: No), the process S525 determines whether the reserved symbol in the reserved memory to be consumed this time is a "certain mark symbol." If the result of the process S525 is positive (process S525: Yes), the process S526 displays the variable symbol 730 as a "certain mark symbol." Then, the process returns.

[0271] If the result of the process S525 is negative (process S525: No), the process S527 determines whether the reserved symbol in the reserved memory to be consumed this time is the "current mark symbol". If the result of the process S527 is positive (process S527: Yes), the process S528 displays the variable symbol 730 as the "current mark symbol". Then, the process returns.

[0272] If the result of the process S525 is negative (process S525: No), the process S527 displays the changing pattern 730 as one of the following: "? mark", "!" mark", or "star mark" other than the "this mark", "certain mark", or "time mark". Then, the process returns. The expectation level indicated by the changing pattern is also an expectation level notification for the change, and it can be changed to a changing pattern with a high expectation level depending on the change content, or can function as a notice effect to liven up the change effect.

[0273] In this way, the reserved prediction performance can increase the player's sense of expectation for a big win before the change stops (the pattern is fixed) and the expectation for the game state after the big win by using the reserved pattern before the change and the pattern during the change, and makes the game more interesting. Note that the reserved prediction performance does not necessarily have to give an accurate prediction. For example, a "white circle no map pattern", a "? mark pattern", a "!" mark pattern", or a "star mark pattern" may be displayed at the time of a big win, and a "win mark pattern", a "sure mark pattern", or a "time mark pattern" may be displayed at the time of a loss. In this way, the excitement is increased by interweaving inaccurate predictions.

[0274] (9-4. Step preview performance) The pachinko machine 1 steps up the image displayed on the performance pattern display device 47 during one of the variations of the first or second special chart, and performs a step advance notice performance that indicates the expectation of a big win and the game state after the big win game ends. A display example of the step advance notice performance will be explained with reference to Figure 38. The illustrated example shows the step advance notice performance of the first special chart in a game mainly based on the first special chart.

[0275] As shown in FIG. 38(a), the step preview performance displays a step image 741 that combines a window frame and a character. The size of the step image 741 is gradually increased, and the final size of the image indicates the expectation of a jackpot and the game status after the jackpot game ends. The step image 741 in the example is the first step image 741 at the initial stage, and the size will be gradually increased from now on. In addition, in the step preview performance, a step stage display 745 is displayed together with the step image. In the case of the first step image 741, the step stage display 745 displays "x1".

[0276] The step preview performance is configured so that the first step image 741 can be changed in five stages, and usually a step-up performance is performed in any of the stages from 1st stage to 3rd stage. Then, when it reaches the 3rd stage, a reach performance is performed.

[0277] As shown in FIG. 38(b), the step preview performance indicates that a jackpot game is confirmed when a fourth step B image 742 consisting of a fighter character in the fourth stage is displayed, and that a transition to a high probability game is confirmed after the jackpot game ends. In the case of the fourth step B image 742, the step stage display 745 displays "x4." In this embodiment, a jackpot game is confirmed when the game progresses to the fourth step, and normally a fourth step A image (not shown) different from the fourth step B image 742 is selected, but when a high probability game is awarded, the fourth step B image 742 may be selected.

[0278] 38(c), the step preview performance indicates that a big win game is confirmed when a fifth step special image 743 consisting of a fifth-stage cat character different from a fighter is displayed, and that a transition to the second time-saving game is confirmed after the big win game ends. In the case of the fifth step special image 743, the step stage display 745 displays "x5".

[0279] The fifth step is originally a step up from the fourth step, which indicates a confirmed big win, and is rarely displayed, and can be considered to be configured to develop only from the fourth step image 742. Just when the player thinks that the probability variation game has been confirmed, the even more advantageous second time-saving game is confirmed, giving the player even more joy in addition to the satisfaction he or she got from the fourth step.

[0280] (9-5. Step notice processing) Next, the "step preview performance process" which controls the step preview performance will be described with reference to Fig. 39. The "step preview performance process" is a subroutine process executed by the sub-integrated control device 42. The "step preview performance process" first determines in process S601 whether or not a variation start command (process S319 or process S349) has been received from the main control device 40. If the determination is negative (process S601: No), this process is terminated and a return is made to the main routine executed by the sub-integrated control device 42.

[0281] If the determination is affirmative in step S601 (step S601: Yes), then in step S602, for example, a lottery is performed to determine whether or not to perform a step notice performance. If the determination is negative (step S602: No), the process returns. In this case, the process is arranged so as not to overlap with the hold notice performance.

[0282] If the result of the judgment of the special chart during the change is positive (processing S602: Yes), it is judged in processing S603 whether or not the result of the judgment of the special chart during the change is a jackpot. If the result of the judgment is positive (processing S603: Yes), it is judged in processing S604 whether or not to transition to a probability change game after the end of the jackpot game.

[0283] If the determination is negative in process S604 (process S604: No), it is determined in process S605 whether or not to transition to the second time-saving game after the end of the jackpot game. If the determination is positive (process S605: Yes), a jackpot is confirmed, and it is confirmed that the game will transition to the second time-saving game after the end of the jackpot game, so in process S606, a fifth step performance process is performed. This process causes the step notice performance to display the fifth step special video 743. Then, the process returns.

[0284] If the result of the process S605 is negative (process S605: No), the jackpot is confirmed, but the game does not move to the probability change game or the second time-saving game after the jackpot game ends, so the fourth step A performance process is performed in process S607. This process causes the step notice performance to display the fourth step A video. Then, the process returns.

[0285] If the determination is affirmative in the process S604 (process S604: Yes), the big win is confirmed, and it is confirmed that the game will move to the probability change game after the big win game ends, so in process S608, the fourth step B performance process is performed. This process causes the step notice performance to display the fourth step B video 742. Then, the process returns.

[0286] If the result of the process S603 is negative (process S603: No), the big win is not confirmed, so in process S609, a step notice performance is performed by any of the steps from the first step to the third step. Then, the process returns.

[0287] In this way, the step notice performance can increase the player's expectation of a big win and the expectation of the game state after the big win by the step image during the fluctuation before the fluctuation stops (the pattern is fixed), and the fun of the game increases. In addition, after announcing that the probability of a game being awarded is a hit, the step notice may progress further and be changed to an announcement that the second time-saving game is awarded. Unlike the conventional gaming machine in which the hit that the probability of a game being awarded was the highest level of the notice content, a new notice performance in which the time-saving game is awarded is the highest level can be provided. Note that the step notice performance does not necessarily have to be accurate. For example, when a big win occurs, a performance using any of the steps from the first stage to the third stage may be performed, and when a loss occurs, a performance using the fourth stage of steps may be performed. In this way, the fun increases by interweaving inaccurate notices.

[0288] (9-6. The first promotion performance) In the pachinko machine 1, in the jackpot game performance during the jackpot game, a first promotion performance is performed to notify the player that the game state after the jackpot game has been promoted from a low to a more advantageous game state. When the second time-saving game is granted after the jackpot game, the first promotion performance is performed to change the performance content notified as the probability variation game to the second time-saving game. A display example of the first promotion performance during the jackpot game will be described with reference to FIG. 40.

[0289] For example, in a pachinko machine, when a jackpot game ends and a second time-saving game mode is to be started, a presentation is given at an early stage of a round of play to indicate that the game will transition to normal game or the first time-saving game mode after the jackpot game mode is ended.

[0290] For example, as shown in FIG. 40(a), when the jackpot game reaches the fifth round, the first promotion effect displays a probability variable promotion character image 751 on the display screen of the effect pattern display device 47, indicating that the game will move to a probability variable game after the jackpot game ends, and also displays a probability variable promotion image 752 by a karate character. Note that the promotion effect at this stage is not the final effect. Also, in the jackpot game, the round number display 750 indicates the number of rounds.

[0291] As shown in FIG. 40(b), when the jackpot game progresses further and reaches the sixth round, the first promotion effect displays on the display screen of the effect pattern display device 47 an ultra-time-saving text image 753 indicating that the game will move to the second time-saving game after the jackpot game ends, and also displays an ultra-time-saving promotion image 754 by a cat character.

[0292] In this way, the first promotion effect can improve the player's expectation for the game state after the jackpot game by promoting from normal play or first time-saving play to probability variable play, and further from probability variable play to second time-saving play during the jackpot game, and the game becomes more interesting. In the embodiment, the effect of promoting in order of increasing advantage is shown, but it is also possible to perform an effect of promoting from the first time-saving play to either probability variable play or second time-saving play, so that the player can enjoy which state he or she will be promoted to, or to perform a maximum of four stages of promotion effects by providing a pattern of returning to the normal game state without granting either time-saving play or probability variable play.

[0293] (9-7. The second promotion performance) The pachinko machine 1 performs a second promotion effect that notifies the player that the current game state has been promoted from a low one to a more advantageous game state on condition that the number of times the first special chart or the second special chart changes reaches a predetermined number of times after the end of the jackpot game. A display example of the second promotion effect when the game shifts to the second time-saving game after the end of the jackpot game will be described with reference to FIG.

[0294] For example, as shown in Fig. 41(a), when the second time-saving game is awarded after the end of the big win game, the display screen of the performance pattern display device 47 displays the Tatsukichi RUSH text image 761, which indicates that the game is a probability variable game, and also displays a fighting image 762 in the probability variable mode in which two fighters face off. Of course, the same fighting image 762 will be displayed even if the probability variable game is awarded after the end of the big win game. The illustrated example shows the first change that has been made to the game, and the change number display 763 indicates that there are 100 times left to continue the probability variable game.

[0295] As the game progresses, when the number of fluctuations of the first special chart and the second special chart reaches 100, as shown in Fig. 41(b), the fluctuation number display 764 displays it as if it is the last fluctuation of the probability fluctuation game. If this game state is really a probability fluctuation game, it will become a normal game from the next fluctuation, and the fluctuation of the normal presentation mode will occur.

[0296] When the game state is the second time-saving game as shown in the figure, just when you think that the game will move to the normal presentation mode with the next spin as shown in Figure 41 (c), the display screen of the presentation symbol display device 47 displays the Ultra Tatsukichi RUSH text image 765 indicating that the game is in the second time-saving game, and displays the Tatsukichi image 767 of the second time-saving presentation mode in which Tatsukichi the bear is making a leap. In this case, the number of times that the second time-saving game continues is 700, and since 100 changes have been made in the apparent Tatsukichi RUSH, the change number display 766 indicates that the number of times that the second time-saving game continues is 600.

[0297] In this way, the second promotion effect can improve the player's expectation for the game state after the big win game by promoting from the probability variable game to the second time-saving game on the condition that the number of times of fluctuation of the first special chart or the second special chart reaches a predetermined number after the end of the big win game, and the fun of the game can be increased. In the embodiment, the configuration was explained as a configuration in which it is shown that it is the second time-saving game after pretending to be a probability variable game, but it is also possible to perform a performance in a performance mode in which it is difficult to distinguish whether it is a probability variable game or a time-saving game, and when the predetermined number of times is reached, a branch performance is performed to determine whether it is a normal game or a second time-saving game. In addition, in this embodiment, the specification that notifies the player that it was the second time-saving game at the end of the number of times that the probability variable game continues may be changed to a configuration in which it is notified that it is the second time-saving game by drawing a lottery every time it changes, or a configuration in which it is notified that it is the second time-saving game by a number of times different from the number of times that the probability variable game continues may be considered.

[0298] (9-8. Reach pattern preview) In the reach performance during the variation of the first or second special chart, the pachinko machine 1 performs a reach pattern advance notice performance that indicates the expectation degree of a jackpot and the game state after the end of the jackpot game according to the reach pattern displayed. The reach patterns and the expectation degree will be described with reference to FIG.

[0299] As shown in FIG. 42, the pachinko machine 1 uses reach symbols of "1" to "7" for advance notice performance. The number "1" is the symbol that indicates a reach, and when a reach is established with the symbol "1", the expected probability of a jackpot at that point is 5%. The number "2" is the symbol that indicates a reach, and when the symbol "2" indicates a reach, the expected probability of a jackpot at that point is 5%. The "3" is a reach notice symbol, and when the "3" symbol is reached, the expected probability of a jackpot is 66%. If a jackpot is reached, it indicates that the machine will move to a special mode or a second time-saving mode after the jackpot play ends. The number "4" is the symbol that indicates a reach, and when the symbol "4" indicates a reach, the expected probability of a jackpot at that point is 10%. The "5" is a reach notice symbol, and when the "5" symbol is reached, the expected probability of a jackpot is 33% at that point. In addition, if a jackpot is reached, it indicates that the game will transition to a probability change game after the jackpot game ends. The number "6" is the symbol that indicates a reach, and when the "6" symbol is reached, the expected probability of a jackpot at that point is 5%. The number "7" is a symbol for predicting a jackpot, and the formation of a jackpot with the "7" symbol indicates that a jackpot has been reached at that point, and that the game will transition to the second time-saving mode after the jackpot has ended. In the past, when the number "7" was the most popular number in pachinko games, such as lucky 7, a jackpot was confirmed or a jackpot with a special bonus was confirmed, but in a game configuration that includes a second time-saving mode that is more advantageous than a special bonus mode, the most popular number "7" will confirm a jackpot with a special bonus.

[0300] In this way, the reach symbol advance notice performance can increase the player's sense of expectation for a big win when the reach is established and the expectation for the game state after the big win, making the game more interesting. Furthermore, by treating the time-saving game as the most valuable rather than the probability variation game, it is possible to give the player a new sense of play.

[0301] (9-9. Production mode) The pachinko machine 1 may change the presentation mode of the first special symbol or the second special symbol according to the game state after the big win game ends. The relationship between the game state and the presentation mode will be described with reference to FIG.

[0302] For example, in the first time-saving game, as shown in Fig. 43(a), the display screen of the effect pattern display device 47 displays a Tatsukichi Time character image 771 indicating that the game is in the first time-saving game mode, and also displays a fighting image 773 in the first time-saving effect mode in which two fighters face off. Note that the illustrated example shows the first fluctuation after the transition to the first time-saving game mode, and the fluctuation number display 772 indicates that the number of times the first time-saving game can be continued is 100.

[0303] For example, in a probability variable game, as shown in Fig. 43(b), the display screen of the performance pattern display device 47 displays a Super Tatsukichi Time character image 774 indicating that the game is a probability variable game, and also displays an aerial battle image 775 of a probability variable performance mode in which two fighter planes engage in an aerial battle. Note that the illustrated example shows the first fluctuation that has transitioned to a probability variable game, and the fluctuation number display 772 indicates that there are 100 remaining times for the probability variable game.

[0304] For example, in the second time-saving game, as shown in Fig. 43(c), the display screen of the effect pattern display device 47 displays an Ultra Tatsukichi Time character image 776 indicating that the game is in the second time-saving game mode, and also displays a boxing image 777 of the second time-saving effect mode in which two boxers face off. Note that the illustrated example shows the first fluctuation upon transition to the second time-saving game mode, and the fluctuation number display 772 indicates that the number of times the second time-saving game can be continued is 700.

[0305] In this way, by changing the presentation mode when the first or second special chart changes depending on the game state, the game state after the big win game ends can be easily recognized, and the game becomes more interesting. In addition, it is possible to switch to the probability variable presentation mode when the first time-saving presentation mode is displayed, or to switch to the second time-saving presentation mode when the probability variable presentation mode is displayed, and to notify that the game state is actually in a more favorable state. In this case, while in conventional gaming machines, the time-saving presentation mode only switches to the probability variable presentation mode, by providing the second time-saving play, which is more fun than the probability variable play, it is possible to perform a presentation such as upgrading from the probability variable presentation mode to the time-saving presentation mode.

[0306] (10. Effects of the embodiment) The pachinko machine 1 of this embodiment has the following configuration. That is, it is equipped with a hit / miss judgment means (process S311, process S312, process S341, process S342) that judges whether or not there is a hit based on the establishment of the starting condition. It is equipped with a variable display means (first special symbol display device 281, second special symbol display device 283) that displays a variable display of the identification information according to the result of the hit / miss judgment. It is equipped with a jackpot game control means (process S405) that executes a jackpot game state when a jackpot pattern is displayed in the variable display, and a bonus game control means (process S435, process S438) that grants a bonus game after the jackpot game. The bonus game control means can grant, as bonus games, a time-saving game in which an upper limit number of times that continues after the end of a jackpot game is set and the time for the variable display means to vary the identification information is shorter than that of a normal game, and a probability-changing game in which an upper limit number of times that continues after the end of a jackpot game is set and the probability of winning is higher than that of a normal game in the win / loss determination means. The time-saving game includes a first time-saving game and a second time-saving game in which the upper limit number of times is different. Furthermore, the first time-saving game is set to have a lower advantage as a game state compared to the probability-changing game, and the second time-saving game is set to have a higher advantage as a game state compared to the probability-changing game. Furthermore, the probability of the probability-changing game being granted after the end of a jackpot game is set to be higher than that of the second time-saving game.

[0307] The pachinko machine 1 is provided with a notice performance control means (processing S506 to S509, processing S524, processing S526, processing S528, processing S529, processing S605 to S607) for performing a notice performance suggesting the degree of expectation of the result of the hit / miss judgment. The notice performance control means is configured to provide a plurality of notice modes with different suggested degrees of expectation in the notice performance, and to perform a notice mode indicating that the hit / miss judgment has been confirmed and that the second time reduction has been granted.

[0308] The pachinko machine 1 also includes a variable performance control means for performing a variable performance using performance symbols based on the result of the hit / miss judgment. The variable performance control means provides a plurality of types of performance symbols in the variable performance, and the expectation of a jackpot varies depending on which performance symbol is used to achieve a reach. If a reach is achieved with the performance symbol with the highest expectation and a win occurs, a second time-saving game is awarded after the jackpot game ends.

[0309] Furthermore, the pachinko machine 1 is provided with a bonus notification means for performing a notification regarding a bonus game that is granted after the end of a big win game. The bonus notification performance is a promotion performance that temporarily changes the notification content of the bonus state that has been notified. Furthermore, in the promotion performance, it is possible to perform a performance that changes the notification content already notified, for example, the notification content that has been notified as a probability variable game, to notification content indicating a second time-saving game. Also, a new promotion performance that has never been performed before, in which a time-saving game is promoted to a probability variable game and then promoted again from the promoted probability variable game to a time-saving game, becomes possible.

[0310] According to the pachinko machine 1, it is possible to realize a gameplay that includes a time-saving game (first time-saving game) that is less advantageous than the probability variable game, while also including a time-saving state (second time-saving game) that has a lower selection rate than the probability variable state and is more advantageous than the probability variable state. This allows the player to realize a gameplay that makes him / her want the second time-saving game as a bonus game, realizes a game that shows the expectation of a new jackpot, and increases the interest of the game.

[0311] The present invention is not limited to the above-mentioned embodiment, and can be implemented in various ways without departing from the scope of the present invention. For example, the present invention may be applied to an enclosed type gaming machine in which the launched gaming balls are collected inside the gaming machine and launched again by the launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. [Explanation of symbols]

[0312] 1: Pachinko machine, 2: Game board, 20 Game area, 20L: Left game area, 20R: Right game area, 22: Ordinary electric device, 23: First special chart start port, 24: Second special chart start port, 25: First big prize port, 26: Second big prize port, 281: First special chart display device (variable display means), 283: Second special chart display device (variable display means), 40: Main control device (win / lose determination means, big prize game control means, special prize game control means), 42: Sub-integrated control device (advance notice control means, special prize notification performance means, variable performance control means), 47: Performance pattern display device

Claims

[Claim 1] A hit / miss determination means for determining whether or not a hit has occurred based on the establishment of a start condition; A variable display means for displaying a variable display of the identification information according to the result of the correct / incorrect judgment; a jackpot game control means for executing a jackpot game state when a jackpot symbol is displayed on the variable display; A bonus game control means for granting a bonus game after the big win game is provided. The bonus game control means sets an upper limit number of times to be continued after the end of the big win game as the bonus game, and sets an easy-to-start game in which the start condition is easily satisfied; A gaming machine that can provide a probability-variable game in which the probability of winning is higher than that of the normal game at least in the winning / losing determination means, wherein an upper limit number of times that the game continues after the end of the jackpot game is set, The easy-to-start game includes a first easy-to-start game and a second easy-to-start game having different upper limit numbers, The first easy-to-start game is set to have a lower advantage as a game state compared to the probability game, The second easy-to-start game is set to have a higher advantage as a game state than the probability game, The probability of being awarded in the probability variation game after the end of the jackpot game is set higher than that of the second easy-to-start game, A jackpot game performance means for performing a performance at least in the jackpot game state is provided, When the second easy-to-start game is awarded after the big win game ends, A first advantage level promotion effect is performed in which the effect of granting the first easy-to-start game is changed to the effect of granting the second easy-to-start state; A second advantage degree promotion effect in which the second start-easiness state is given after the effect in which the probability variation game is given is performed; and A gaming machine comprising:

Citation Information

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