Gaming Machines
The gaming machine dynamically adjusts gaming states after special games based on consecutive successes, addressing the need for varied gameplay by managing multiple states as a single execution, enhancing player engagement and gameplay variety.
Patent Information
- Application Number
- JP2021017598
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-05
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2041-02-05
AI Technical Summary
Existing gaming machines lack a new management method for special games that can provide a different gaming experience beyond conventional methods, especially when special games and advantageous game states are repeatedly set, leading to a desire for a more dynamic and varied gameplay.
A gaming machine that determines whether to execute a special game in a more advantageous state and sets a second gaming state after the special game ends based on predetermined conditions, with specific external information output based on the number of consecutive successes reaching an upper limit, allowing multiple gaming states to be managed as a single execution.
This approach provides a new management method for special games, enhancing gameplay variety and player engagement by dynamically adjusting gaming states based on consecutive successes, offering a more engaging and dynamic gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as a gaming machine of this type, a win / lose lottery is held to determine whether or not a special game will be played when a gaming ball enters a start entry port provided in the gaming area, and a special pattern showing the result of the win / lose lottery is determined. The special pattern is then displayed in a varying manner, and a jackpot pattern is displayed in a stopped state, indicating that the result of the win / lose lottery is that a special game will be played (a jackpot has been won), thereby playing a special game in which many prize balls can be won. In such gaming machines, it is common to set the degree of advantage of the game state after the special game based on the determination to be different depending on the type of the determined jackpot pattern. For example, there is a gaming machine in which, when a predetermined jackpot pattern is determined, a relatively low-advantage game state (low probability game state) is set after the special game is completed, and when a specific jackpot pattern different from the predetermined jackpot pattern is determined, a relatively high-advantage game state (high probability game state) is set after the special game is completed. In such gaming machines, when a specific jackpot pattern is determined consecutively, and a special game and a high-advantage game state are repeatedly set, the performance is also progressed according to the number of times the special game is performed (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-187467 A Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines such as those described above, the period from when a special game begins to when it ends is treated as one execution of the special game, and the game and presentation are progressed with each execution of this special game. It is common practice to manage the execution of the special game by linking it to the progress of the game and presentation by outputting external information (jackpot information, jackpot signal) indicating that a special game has been executed to an external device that is installed outside the gaming machine and displays and manages the number of times the special game has been executed. However, in recent years, in order to improve gameplay and presentation, there have been attempts to progress the game and presentation by treating the period in which special games and highly advantageous game states are set repeatedly as described above as one execution of a special game, rather than treating the period as a single execution of a special game, and there has been a demand for the emergence of a new method of managing the execution of special games that differs from the conventional methods.
[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has an object to provide a gaming machine that can provide a new management method for the execution of special games. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows. (1) Original Issue Ming is a determining means for determining whether or not to execute a special game advantageous to a player; a setting means for setting either a first game state or a second game state that is more advantageous than the first game state; Specific output for a given period and an output means capable of outputting external information, the setting means being capable of setting a second game state after the special game ends based on the establishment of a predetermined condition, but when the number of consecutive establishments, which is the number of times the predetermined condition is consecutively established, reaches an upper limit number, the setting means being capable of setting a first game state after the special game ends based on the establishment of the predetermined condition, and the output means being capable of setting a first game state after the special game ends based on the establishment of the predetermined condition, The above Special Non-regular The part information can be output, and the special information can be output across a plurality of second game states. Non-regular Part information can be output The gaming machine includes a first frame portion on which a game board having a game area through which game balls flow down is provided, a second frame portion located on the front side of the first frame portion, a decorative portion provided on an upper portion of the second frame portion, a guide passage provided on the upper portion of the game area and capable of guiding game balls to a specific game area corresponding to the right side of the game area, and an outer passage surface constituting the guide passage and located on the outer periphery side of the game area, and among the imaginary lines extending in a direction perpendicular to the board surface of the game board, a virtual line passing through the uppermost end of the outer passage surface is set as a first reference line. When a position where a virtual vertical line that is perpendicular to the first reference line and extends in the vertical direction intersects with the rearmost side of the lower surface of the decorative part is defined as a first reference position, and a position where the virtual vertical line intersects with the lowest end of the lower surface of the decorative part is defined as a second reference position, the first reference position is located below the first reference line, and the distance from the first reference line to the first reference position is equal to or less than the diameter of a gaming ball, and the second reference position is located below the first reference line, and the distance from the first reference line to the second reference position is equal to or more than the diameter of a gaming ball. It is characterized by:
[0007] In the gaming machine of the present invention, specific external information is continuously output from a predetermined start point to a predetermined end point based on the number of consecutive occurrences reaching an upper limit, and the specific external information is output across multiple second gaming states. This makes it possible for the external device to manage multiple second game states and periods during which special games are repeatedly executed as a single execution of a special game, rather than managing each execution of a special game individually, thereby providing a new management method for the execution of special games. Effect of the Invention
[0009] According to the present invention, a gaming machine can be provided that can provide a new management method for the execution of special games. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is an external perspective view of a pachinko machine. [Diagram 2] FIG. 2 is an external perspective view of the pachinko machine with the front door open. [Diagram 3] 1 is a schematic front view of a game board of a pachinko machine. [Figure 4] FIG. 2 is a perspective view of an operating handle of a pachinko machine. [Diagram 5] This is an oblique view showing the state where the frame cover of the operating handle of the pachinko machine has been removed. [Figure 6] FIG. 13 is an explanatory diagram of the results of a sensory test on the operating handle of a pachinko machine. [Figure 7] 1 is an enlarged schematic view showing an operating handle in an initial position in a pachinko machine. [Figure 8] 1 is an enlarged schematic view showing an operating handle of a pachinko machine at its maximum rotation position. [Figure 9] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 10] An explanatory diagram of a win / lose random number determination table for a pachinko machine. [Figure 11] 1 is an explanatory diagram of a special pattern random number determination table for a pachinko machine. [Figure 12] FIG. 1 is an explanatory diagram of a special electric device operating table of a pachinko machine. [Figure 13] FIG. 2 is an explanatory diagram of a game status setting table for a pachinko machine. [Figure 14] FIG. 2 is an explanatory diagram of a variation pattern table of a pachinko machine. [Figure 15] FIG. 13 is an explanatory diagram of a winning determination random number judgment table for a pachinko machine. [Figure 16] 13 is an explanatory diagram of a normal symbol variation pattern determination table for a pachinko machine. [Figure 17] FIG. 2 is an explanatory diagram of a movable piece control table of a pachinko machine. [Figure 18] A state transition diagram showing the transition to each game state of a pachinko machine. [Figure 19] 4 is a flowchart showing an outline of the main processing in the main control board of the pachinko machine. [Figure 20] 4 is a flowchart showing an outline of timer interrupt processing in the main control board of a pachinko machine. [Figure 21] 13 is a flowchart showing an outline of the processing performed when a sensor is detected in the main control board of a pachinko machine. [Figure 22] 11 is a flowchart showing an outline of the processing performed when a first gate is detected in the main control board of a pachinko machine. [Diagram 23] 13 is a flowchart showing an outline of the processing performed when the first start winning port is detected in the main control board of a pachinko machine. [Figure 24] A flowchart showing an outline of the processing performed when the second start winning port is detected in the main control board of a pachinko machine. [Diagram 25] A flowchart showing an outline of special chart-related control processing in the main control board of a pachinko machine. [Figure 26] 13 is a flowchart showing an outline of the special pattern variation start processing in the main control board of a pachinko machine. [Figure 27] 13 is a flowchart showing an outline of the variation pattern determination process in the main control board of a pachinko machine. [Figure 28] 13 is a flowchart showing an outline of the special pattern variation stop processing in the main control board of a pachinko machine. [Figure 29] 13 is a flowchart showing an outline of post-stop processing in the main control board of a pachinko machine. [Diagram 30] 13 is a flowchart showing an outline of the special game control processing in the main control board of a pachinko machine. [Diagram 31] 13 is a flowchart showing an outline of the special game ending processing in the main control board of a pachinko machine. [Diagram 32] 1 is a flowchart showing an outline of the general map-related control processing in the main control board of a pachinko machine. [Diagram 33] 13 is a flowchart showing an outline of the normal pattern variation start processing in the main control board of a pachinko machine. [Diagram 34] 13 is a flowchart showing an outline of the normal pattern variation stop processing in the main control board of a pachinko machine. [Diagram 35] 13 is a flowchart showing an outline of the processing after a normal symbol stops in the main control board of a pachinko machine. [Diagram 36] 13 is a flowchart showing an outline of the movable piece control process in the main control board of a pachinko machine. [Figure 37] 13 is a flowchart showing an outline of the external information output control process in the main control board of a pachinko machine. [Figure 38] A figure showing an example of the variable presentation of a pachinko machine. [Figure 39] A figure showing an example of the variable presentation of a pachinko machine. [Diagram 40] A figure showing an example of the variable presentation of a pachinko machine and various presentations executed in connection with special games. [Diagram 41] A figure showing an example of the variable presentation of a pachinko machine and various presentations executed in connection with special games. [Diagram 42]A figure showing an example of the variable presentation of a pachinko machine and various presentations executed in connection with special games. [Diagram 43] A figure showing an example of the variable presentation of a pachinko machine and various presentations executed in connection with special games. [Diagram 44] 13 is an enlarged right-side cross-sectional view of the decorative portion and the upper guide passage of a pachinko machine according to a modified example. FIG. [Diagram 45] 13 is an oblique view of the rail base, outer rail, and game board of a pachinko machine according to a modified example. FIG. [Diagram 46] 13 is a schematic diagram of an outer rail of a pachinko machine according to a modified example. FIG. [Figure 47] FIG. 11 is an enlarged cross-sectional view of the rail base and game board of a pachinko machine according to a modified example. [Figure 48] FIG. 13 is a front view of a game board of a pachinko machine according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an area where the gaming machines are installed, called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores value information required for lending game balls. After inserting bills (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.
[0012] As shown in Figures 1 and 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not shown in particular), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not shown in particular) so as to be able to be opened and closed freely, and a door frame 3a which is a rectangular frame body attached to the main body frame 2 by a hinge mechanism (not shown in particular) so as to be able to be opened and closed freely, with an opening portion (not shown in particular) formed on the front, and which constitutes the front door 3 of the pachinko machine P. In addition, the main body frame 2 and the door frame 3a can be used to open and close the machine frame 1 by closing the door frame 3a and integrating them together (i.e., the main body frame 2 and the door frame 3a are integrated to form a frame portion that can open and close the machine frame 1, and this frame portion opens and closes the machine frame 1).
[0013] Furthermore, the length from the upper edge to the lower edge of the main frame 2 (the height of the main frame 2) is slightly longer than the length from the upper edge to the lower edge of the door frame 3a (the height of the door frame 3a), and the length from the left edge to the right edge of the main frame 2 (the width of the main frame 2) is slightly longer than the length from the left edge to the right edge of the door frame 3a (the width of the door frame 3a). Therefore, when the door frame 3a is closed, the lower edge of the main frame 2 is located slightly lower than the lower edge of the door frame 3a, and the right edge of the main frame 2 is located slightly to the right of the right edge of the door frame 3a (see Figures 7 and 8). In addition, the height and width of the door frame 3a and the main body frame 2 may be the same, and when the door frame 3a is closed, the lower edge of the door frame 3a coincides with the lower edge of the main body frame 2, and the right edge of the door frame 3a coincides with the right edge of the main body frame 2. Furthermore, the door frame 3a and the main body frame 2 do not have to be configured as frame bodies that can be opened and closed separately, as described above. For example, an outer frame (not shown) that can house the door frame 3a and the main body frame 2 and is attached to the machine frame 1 so as to be freely opened and closed may be provided, and the outer frame with the door frame 3a and the main body frame 2 housed therein may open and close the machine frame 1.
[0014] 1, a speaker 10 serving as a sound output device is provided at the lower left of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The door frame 3a is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for performing the shooting operation of the game balls, and two speakers 10 serving as sound output devices 10 attached to the upper left and right of the transparent plate 4, one each.
[0015] In this pachinko machine P, when the main body frame 2 is closed against the machine frame 1 and the front door 3 formed by the door frame 3a is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap therebetween. This allows the game board 11 located behind to be viewed through the transparent plate 4.
[0016] In addition, the upper tray 6 is adapted to guide game balls dispensed by the game ball dispenser R and prize balls dispensed from the pachinko machine P. The upper tray 6 is adapted to receive a predetermined amount of game balls, and when the upper tray 6 is filled with game balls, game balls to be dispensed or dispensed thereafter are adapted to be guided to the receiving tray 7. In addition, although not shown in the figure, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole. In a normal state, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, and the discharge hole is opened. This allows the game balls to fall through the discharge hole and be discharged outside the receiving tray 7.
[0017] The operating handle 5 is formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength according to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.
[0018] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 (door frame 3a) are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area through which game balls can flow down. As shown in FIG. 3, the game area 12 is composed of a first game area 12a, which is an area on the left side as seen by a player facing the pachinko machine P, and a second game area 12b, which is an area on the right side as seen by a player facing the pachinko machine P. These two game areas 12 have different possibilities for game balls to enter depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength at which the game balls launched by the launching device do not reach the highest point of the game area 12), the game balls enter the first game area 12a. On the other hand, when the firing strength of the launching device is equal to or greater than a predetermined strength (a strength at which the game balls launched by the launching device can reach the highest point of the game area 12), the game balls enter the second game area 12b.
[0019] Here, the operating handle 5 will be described in detail. As shown in Figures 4 and 5, the operating handle 5 broadly comprises a base 510 fixed to the door frame 3a, an operating frame 550 rotatably supported on this base 510 and rotating within a predetermined angle range from an initial position in the normal state, and a frame cover 570 covering the front of the operating frame 550.
[0020] Although not specifically shown, the base 510 is a roughly cylindrical member that opens toward the front when fixed to the door frame 3a, and this base 510 has holes and protrusions for mounting various components, as well as a storage space for accommodating the various components.
[0021] Operation frame 550 is supported by base 510 so as to be rotatable relative to base 510, and includes an annular ring body 551 facing an opening of base 510, and a flat plate portion 552 provided within this ring body 551 (see FIG. 5). Three finger hook projections 551a, 551b, and 551c protruding outward are provided on the outer circumferential surface of ring body 551, and a player can easily rotate operation of operation frame 550 by hooking his / her fingers on these finger hook projections 551a, 551b, and 551c.
[0022] The flat plate portion 552 is provided with a pair of elongated guide holes 553 that penetrate in the direction of the rotation axis of the operation frame 550 and curve along the circumferential direction of the operation frame 550. The guide shaft 518 protruding from the base 510 can be inserted into the guide holes 553, and with the operation frame 550 supported by the base 510, the guide holes 553 are guided by the guide shafts 518, allowing the operation frame 550 to rotate freely. In addition, a protrusion 554 is provided on the front side (frame cover 570 side) of the flat plate portion 552, standing in the front direction at the center position of the operation frame 550, and a spring retaining piece 555 is provided near this protrusion 554, protruding in the front direction.
[0023] The frame cover 570 is a substantially hemispherical member that opens toward the rear when covering the front surface of the operation frame 550. The rear side of the frame cover 570 is screwed to the guide shaft 518 of the base 510 inserted into the guide hole 553, whereby the frame cover 570 is fixed to the base 510. In addition, the rear side of the frame cover 570 is provided with a rear hole (not shown) into which the protrusion 554 of the operation frame 550 can be inserted so as to be relatively rotatable, and when the frame cover 570 covers the front surface of the operation frame 550, the protrusion 554 of the operation frame 550 is inserted into the rear hole. By being screwed in the above manner, the operation frame 550 is sandwiched between the frame cover 570 and the base 510 so as to be freely rotatable.
[0024] Then, in a state in which the operating handle 500 is assembled, the guide shaft 518 of the base 510 is inserted into the guide hole 553 of the operating frame 550, and when the guide shaft 518 abuts against the circumferential end of the guide hole 553, further rotation of the operating frame 550 is restricted. In other words, the guide shaft 518 and the guide hole 553 guide the rotation of the operating frame 550 and function as a stopper that restricts the rotation angle within a certain range.
[0025] As shown in FIG. 5, a coil spring 581 is wound around the outer periphery of the protrusion 554 of the operation frame 550. One end of this coil spring 581 is wound around the outer circumferential surface of the guide shaft 518 of the base 510 inserted into the guide hole 553, and the other end is hooked to the spring holding piece 555, and constantly urges the operation frame 550 to rotate counterclockwise via the guide shaft 518. That is, a counterclockwise rotational force is constantly applied to the operation frame 550 about the rotational axis of the operation frame 550. As a result, in the normal state, the elastic force of the coil spring 581 causes the operation frame 550 to be located at an initial position where the guide shaft 518 abuts against the end of the guide hole 553 in the opposite direction to the rotational direction of the operation frame 550 (see FIG. 5).
[0026] Furthermore, when a clockwise rotational force is applied to the operation frame 550 in a state in which the operation frame 550 is located at the initial position, the operation frame 550 rotates clockwise against the elastic force of the coil spring 581. Then, when the clockwise rotational force applied to the operation frame 550 is released, the operation frame 550 rotates counterclockwise due to the elastic force of the coil spring 581, and returns to the initial position.
[0027] In addition, in this operating handle 5, the counterclockwise rotational force (biasing force) that is constantly acting on the operating frame 550 is adjusted by adjusting the amount of winding and rotation of the coil spring 581, and the operating torque required to rotate the operating frame 550 in the clockwise direction is set as follows.
[0028] Specifically, with regard to the operating torque required to rotate the operating handle 5 from its initial position (hereinafter also referred to as the first operating torque), the operating torque required to rotate the operating handle 5 from its initial position to the left-hand hit reference position (hereinafter also referred to as the second operating torque), and the operating torque required to rotate the operating handle 5 from the left-hand hit reference position to the maximum rotation position (hereinafter also referred to as the third operating torque), the second operating torque is set to be greater than the first operating torque but not greater than twice the first operating torque, and the third operating torque is set to be greater than the second operating torque but not greater than twice the second operating torque. For example, in the above-mentioned operating handle 5, the first operating torque can be approximately 6.8 N·mm (N·mm is a unit indicating operating torque, Newton millimeter; the same applies below), the second operating torque can be approximately 13.6 N·mm, and the third operating torque can be approximately 23.8 N·mm. Note that the first operating torque of approximately 6.8 N·mm is the minimum value at which the operating frame 550 can return to its initial position when the clockwise rotational force on the operating frame 550 is released from a state in which the operating handle 5 has been rotated slightly clockwise from the initial position.
[0029] Here, the left-hand hit reference position is a position of the operating handle 5 with a launch strength that allows the game ball to be shot into a predetermined area (so-called "throw-in") in the game area 12 where the launched game ball is more likely to enter the first game area 12a than the second game area 12b and is more likely to enter the first start winning hole 15 described later. Also, the maximum rotation position is a position of the operating handle 5 where the clockwise rotation of the operating frame 550 is restricted (i.e., the position where the guide shaft 518 abuts against the end of the operating frame 550 in the rotation direction at the guide hole 553).
[0030] In addition, in the above-mentioned operating handle 5, the operating angle (rotation angle, hereinafter also referred to as the first operating angle) of the operating handle 5 from the initial position to the left-hand hit reference position is set to be approximately half or less of the operating angle (hereinafter also referred to as the second operating angle) of the operating handle 5 from the initial position to the maximum rotation position. Note that the first operating angle is preferably in the range of approximately 45 degrees to 60 degrees, and the second operating angle is preferably in the range of approximately 100 degrees to 120 degrees. For example, in the above-mentioned operating handle 5, the first operating angle can be approximately 45 degrees, and the second operating angle can be approximately 100 degrees.
[0031] As described above, by setting the second operation torque to be greater than the first operation torque and less than twice the first operation torque, the operation torque does not increase suddenly from the initial position to the left hit reference position, and the operation burden on the player can be reduced. In addition, it is possible to prevent the player from feeling that the operation load increases suddenly from the initial position to the left hit reference position, and the player can be made less likely to feel tired when operating the operating handle 5. Moreover, by setting the third operation torque to be greater than the second operation torque and less than twice the second operation torque, the operation torque does not increase suddenly from the left hit reference position to the maximum rotation position, and there is no large difference between the operation load when rotating the operation handle 5 from the initial position to the left hit reference position and the operation load when rotating the operation handle 5 from the left hit reference position to the maximum rotation position, so that the operation burden on the player can be reduced. Also, it is possible to prevent the player from getting the impression that the operation load increases suddenly the closer they get to the maximum rotation position from the initial position to the maximum rotation position, so that the player is less likely to feel tired when operating the operation handle 5.
[0032] An embodiment of the operating handle 5 will now be described in comparison with a comparative example. As described above, the operating handle 5 in the embodiment is set so that the first operating torque is approximately 6.8 N·mm, the second operating torque is approximately 13.6 N·mm, and the third operating torque is approximately 23.8 N·mm. That is, the operating handle 5 in the embodiment satisfies the condition that the second operating torque is greater than the first operating torque and is not more than twice the first operating torque (hereinafter also referred to as the first condition), and satisfies the condition that the third operating torque is greater than the second operating torque and is not more than twice the second operating torque (hereinafter also referred to as the second condition). In contrast, the operating handle 5 in the comparative example was set so that the first operating torque was approximately 31 N·mm, the second operating torque was approximately 69 N·mm, and the third operating torque was approximately 152 N·mm. In other words, the operating handle 5 in the comparative example does not satisfy either the first or second condition described above.
[0033] Using the operating handle 5 in the above-mentioned embodiment and the operating handle 5 in the comparative example, the fatigue sensation when the operating handle 5 is rotated a predetermined number of times (e.g., 100 times) from the initial position to the left-hand hit reference position (hereinafter also referred to as "first half fatigue"), and the fatigue sensation when the operating handle 5 is rotated a predetermined number of times (e.g., 100 times) from the left-hand hit reference position to the maximum rotation position (hereinafter also referred to as "second half fatigue") were evaluated by a sensory test in which the subjects actually rotated the operating handle 5. As shown in FIG. 6, the operating handle 5 in the example caused less fatigue in both the first half and the second half, whereas the operating handle 5 in the comparative example caused more fatigue in both the first half and the second half. Thus, the operating handle 5 in the example was rated superior to the operating handle 5 in the comparative example in terms of both fatigue feelings. Therefore, as is clear from the above results, the range in which the second operating torque is greater than the first operating torque but not greater than twice the first operating torque, and the range in which the third operating torque is greater than the second operating torque but not greater than twice the second operating torque, can be said to be appropriate from the standpoint of the above-mentioned sense of fatigue.
[0034] Moreover, the above-mentioned operating handle 5 is provided on the door frame 3a (main body frame 2) so as to have the following positional relationship with the door frame 3a. In the following, of the three finger hook protrusions arranged in parallel along the outer circumferential surface of the ring body 551 of the operating frame 550, the finger hook protrusion 551a located on the left side when the operating handle 5 is in the initial position is also referred to as the first finger hook protrusion 551a, the finger hook protrusion 551b located in the center is also referred to as the second finger hook protrusion 551b, and the finger hook protrusion 551c located on the right side is also referred to as the third finger hook protrusion 551c.
[0035] Specifically, the above-mentioned operating handle 5 is located at a position such that the distance DA1 from the center position C of the frame cover 570 (the position that protrudes most toward the front when attached to the door frame 3a) to the lower edge of the door frame 3a is approximately 40.0 mm, the distance DA2 from the center position C to the lower edge of the main frame 2 is approximately 45.0 mm, the distance DA3 from the center position C to the right edge of the door frame 3a is approximately 49.1 mm, and the distance DA4 from the center position C to the right edge of the main frame 2 is approximately 51.1 mm (see Figure 7).
[0036] Here, the above-mentioned operating handle 5 is configured so that the distance DB from the center position C to the outer peripheral surface of the ring body 551 is approximately 34.6 mm, the distance DC1 from the center position C to the protruding end of the first finger hook protrusion 551a (the position on the first finger hook protrusion 551a that protrudes most from the outer peripheral surface of the ring body 551) is approximately 53.4 mm, the distance DC2 from the center position C to the protruding end of the second finger hook protrusion 551b (the position on the second finger hook protrusion 551b that protrudes most from the outer peripheral surface of the ring body 551) is approximately 45.6 mm, and the distance DC3 from the center position C to the protruding end of the third finger hook protrusion 551c (the position on the third finger hook protrusion 551c that protrudes most from the outer peripheral surface of the ring body 551) is approximately 39.3 mm (see Figure 7). In addition, when the above-mentioned operating handle 5 is in the initial position, the first finger hook protrusion 551a is located slightly above and to the left of the center position C, the second finger hook protrusion 551b is located almost directly above the center position C, and the third finger hook protrusion 551c is located slightly above and to the right of the center position C (see Figure 7).
[0037] In other words, when the operating handle 5 is in the initial position, the first finger hook protrusion 551a, the second finger hook protrusion 551b and the third finger hook protrusion 551c are all positioned above the center position C, so that the first finger hook protrusion 551a, the second finger hook protrusion 551b and the third finger hook protrusion 551c do not protrude downward below the lower edge of the door frame 3a and the lower edge of the main frame 2 (see Figure 7). Furthermore, as described above, the distance DC3 from the center position C to the protruding end of the third finger hook protrusion 551c is approximately 39.3 mm, the distance DA3 from the center position C to the right edge of the door frame 3a is approximately 49.1 mm, and the distance DA4 from the center position C to the right edge of the main frame 2 is approximately 51.1 mm, so that when the operating handle 5 is in the initial position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrude to the right beyond the right edge of the door frame 3a and the right edge of the main frame 2 (see Figure 7).
[0038] On the other hand, when the operating handle 5 is rotated from the initial position by the second operating angle (approximately 100 degrees) to the maximum rotation position, the first finger hook protrusion 551a is located slightly to the right and above the center position C, the second finger hook protrusion 551b is located slightly to the right and below the center position C, and the third finger hook protrusion 551c is located slightly to the right and below the center position C (see FIG. 8). In addition, the protruding end of the third finger hook protrusion 551c is located above the lower edge of the door frame 3a (main body frame 2) and to the left of the right edge of the door frame 3a (main body frame 2) (see FIG. 8).
[0039] In other words, when the operating handle 5 is in the maximum rotation position, the first finger hook protrusion 551a, the second finger hook protrusion 551b and the third finger hook protrusion 551c are all positioned above the lower end of the door frame 3a (main frame 2), so that the first finger hook protrusion 551a, the second finger hook protrusion 551b and the third finger hook protrusion 551c do not protrude downward below the lower edge of the door frame 3a and the lower edge of the main frame 2 (see Figure 8). Furthermore, as described above, the distance DC2 from the center position C to the protruding end of the second finger hook protrusion 551b is approximately 45.6 mm, the distance DA3 from the center position C to the right edge of the door frame 3a is approximately 49.1 mm, and the distance DA4 from the center position C to the right edge of the main frame 2 is approximately 51.1 mm, so that when the operating handle 5 is in the initial position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrude to the right beyond the right edge of the door frame 3a and the right edge of the main frame 2 (see Figure 8).
[0040] Furthermore, as described above, whether the operating handle 5 is in the initial position or in the maximum rotation position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrudes downwardly beyond the lower edge of the door frame 3a and the lower edge of the main body frame 2, and none of them protrudes to the right beyond the right edge of the door frame 3a and the right edge of the main body frame 2. As a result, although not specifically shown, regardless of any rotation position the operating handle 5 is in from the initial position to the maximum rotation position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrude downward beyond the lower edge of the door frame 3a and the lower edge of the main body frame 2, and none of them protrude to the right beyond the right edge of the door frame 3a and the right edge of the main body frame 2.
[0041] As described above, the distance DC1 from the center position C to the protruding end of first finger hook projection 551a is approximately 53.4 mm, the distance DC2 from the center position C to the protruding end of second finger hook projection 551b is approximately 45.6 mm, and the distance DC3 from the center position C to the protruding end of third finger hook projection 551c is approximately 39.3 mm, and the protruding end of first finger hook projection 551a is the farthest from the outer peripheral surface of ring body 551 (it protrudes the most from the outer peripheral surface of ring body 551). Also, as described above, when the operating handle 500 is in the initial position, the first finger hook protrusion 551a is located slightly above and to the left of the central position C, and when the operating handle 500 is in the maximum rotation position, the first finger hook protrusion 551a is located slightly above and to the right of the central position C, so that the height position of the first finger hook protrusion 551a in the maximum rotation position described above is higher than the height position of the first finger hook protrusion 551a in the initial position described above. In other words, when the operating handle 5 is in the maximum rotation position, the protruding end of the first finger hook protrusion 551 is not positioned at the lowest point of the rotational orbit through which the protruding end passes when the operating handle 5 rotates from the initial position to the maximum rotation position.
[0042] As described above, the above-mentioned operating handle 5 is configured so that when the operating handle 5 is in the initial position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrudes downwardly below the lower edge of the door frame 3a and the lower edge of the main body frame 2, and none of them protrudes to the right beyond the right edge of the door frame 3a and the right edge of the main body frame 2; and when the operating handle 5 is in the maximum rotation position, none of the first finger hook protrusion 551a, the second finger hook protrusion 551b, and the third finger hook protrusion 551c protrudes downwardly below the lower edge of the door frame 3a and the lower edge of the main body frame 2, and none of them protrudes to the right beyond the right edge of the door frame 3a and the right edge of the main body frame 2. This prevents finger hook protrusions 551a, 551b, 551c from coming into contact with the floor or wall and damaging operating handle 5, for example, when pachinko machine P is temporarily placed on the floor of the hall or leaned against a wall during installation work on an island.
[0043] Furthermore, the above-mentioned operating handle 5 is configured so that, regardless of any rotation position the operating handle 5 is in from the initial position to the maximum rotation position, the first finger hook protrusion 551a, the second finger hook protrusion 551b and the third finger hook protrusion 551c do not protrude downward beyond the lower edge of the door frame 3a and the lower edge of the main body frame 2, and do not protrude to the right beyond the right edge of the door frame 3a and the right edge of the main body frame 2. As a result, as described above, when the pachinko machine P is placed on the floor or the like of a hall or leaned against a wall, regardless of the rotation position of the operating handle 5, it is possible to prevent the finger hook protrusions 551a, 551b, 551c from coming into contact with the floor or wall and damaging the operating handle 5.
[0044] In addition, the protruding end of the first finger hook protrusion 551a, which has the protruding end that is furthest from the outer peripheral surface of the ring body 551, is configured so that when the operating handle 5 is in the maximum rotation position, the protruding end is not positioned at the lowest point of the rotation orbit through which the protruding end passes when the operating handle 5 rotates from the initial position to the maximum rotation position. This reliably prevents the finger hook protrusions 551a, 551b, 551c from protruding below the lower edge of the door frame 3a and the lower edge of the main frame 2 when the operating handle 5 is in the maximum rotation position.
[0045] The number of finger hook protrusions on the above-mentioned operating handle 5 is not limited to three, and may be two or less, or four or more, as long as the operating handle 5 and the door frame 3a (main frame 2) have the relationship described above.
[0046] Furthermore, the distance from the center position C of the above-mentioned operating handle 5 to each finger hook protrusion, the position of each finger hook protrusion at the initial position and the maximum rotation position, the distance from the center position C to the door frame 3a (main frame 2), etc. are not limited to the above-mentioned values, and can be any value as long as the operating handle 5 and the door frame 3a (main frame 2) have the relationship described above.
[0047] In addition, the above-mentioned operating handle 5 is designed so that the finger hook protrusions 551a, 551b, 551c do not protrude downward beyond both the lower edge of the door frame 3a and the lower edge of the main body frame 2, and do not protrude to the right beyond both the right edge of the door frame 3a and the right edge of the main body frame 2, but is not limited to this. For example, at least one of the lower edges of the door frame 3a and the main frame 2 may not protrude downward further than the lower edge located on the lower side. Similarly, at least one of the right edge of the door frame 3a and the right edge of the main frame 2 may not protrude rightward further than the right edge located on the right side. Even in this case, the same effects as those described above can be achieved.
[0048] Furthermore, the above-mentioned operating handle 5 may be provided at any location of the pachinko machine P, such as the machine frame 1 or the main body frame 2, instead of being provided at the door frame 3a. When the operating handle 5 is provided at the machine frame 1 or the main body frame 2, the operating handle 5 and the machine frame 1 or the main body frame 2 can be set to have the above-mentioned relationship.
[0049] Furthermore, in the above-mentioned operating handle 5, the first finger hook protrusion 551a may not have a protruding end that is the furthest from the outer circumferential surface of the ring body 551, but other finger hook protrusions (the second finger hook protrusion 551b and the third finger hook protrusion 551c) may have protruding ends that are the furthest from the outer circumferential surface of the ring body 551. Also in this case, the protruding ends can be set so that they are not positioned at the lowest point of the rotational trajectory through which the operating handle 5 passes when the operating handle 5 rotates from the initial position to the maximum rotation position when the operating handle 5 is at the maximum rotation position.
[0050] Returning to the explanation of the play area 12. As shown in Fig. 3, the game area 12 is provided with a windmill and numerous nails for making the direction in which game balls flow irregularly, a general winning hole 14 through which game balls can enter, a first start winning hole 15 (starting area), a second start winning hole 16 (starting area), a gate 20 through which game balls can pass, a first attacker device 170 and a second attacker device 180 as attacker devices that operate when a predetermined condition is satisfied, an outlet 19 that guides game balls out of the game area 12, and an effect display device 21 as an effect device that performs effects as the game progresses. Note that Fig. 3 shows only some of the nails, and the other nails are omitted.
[0051] 3, the general winning opening 14 is provided at a position slightly leftward from the center of the lower part of the game area 12 (below the first game area 12a). Only game balls flowing down the first game area 12a can enter the general winning opening 14, and game balls flowing down the second game area 12b cannot enter the general winning opening 14. When a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and location of the general winning slots 14 are not particularly limited.
[0052] As shown in Fig. 3, the first start winning hole 15 is provided at a position slightly lower than the center of the game area 12, and the second start winning hole 16 is provided at a position slightly higher than the center of the right part of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first start winning hole 15, and game balls flowing down the second game area 12b cannot enter the first start winning hole 15. In addition, only game balls flowing down the second game area 12b can enter the second start winning hole 16, and game balls flowing down the first game area 12a cannot enter the second start winning hole 16.
[0053] 3, the second start winning opening 16 is provided with a movable piece 16b (normal electric device) that can be opened and closed. When the movable piece 16b is closed, the second start winning opening 16 is in a closed state, and it is impossible for a game ball to enter the second start winning opening 16. On the other hand, when the movable piece 16b is opened, the second start winning opening 16 is in an open state, and the movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby making it possible for the game ball to enter the second start winning opening 16. Furthermore, the configuration of this movable piece 16b is not particularly limited, and may be configured, for example, as a pair of blade members that rotate left and right around an axis perpendicular to the game board 11 to open and close the second start winning opening 16, or a cover member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or it may be configured as a shutter member that slides up and down to open and close the second start winning opening 16. In addition, the installation locations of the first start winning port 15 and the second start winning port 16 are not particularly limited, and for example, the first start winning port 15 and the second start winning port 16 may be placed in a position where game balls flowing down either game area 12 (first game area 12a, second game area 12b) can easily enter them.
[0054] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a predetermined number of prize balls are paid out and a lottery is held to determine whether or not a jackpot has been won (hereinafter, also referred to as a jackpot win or not), and one special symbol is selected from a number of pre-determined special symbols according to the result of the lottery. There are multiple types of special symbols that can be selected, and a game benefit such as the execution of a special game that is advantageous to the player is awarded according to the type of special symbol selected. The number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and may be any number. The number of prize balls may be the same or different between the start winning opening (second start winning opening 16) where the movable piece 16b is provided and the start winning opening (first start winning opening 15) where the movable piece 16b is not provided. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 is three, and the number of prize balls paid out based on the entry of a game ball into the second start winning opening 16 is one.
[0055] As shown in FIG. 3, the gate 20 is provided above the second start winning port 16 (at the upper right position of the game area 12 (above the second game area 12b)). The gate 20 is designed so that only game balls flowing down the second game area 12b can pass through it, and game balls flowing down the first game area 12a cannot pass through it. Furthermore, the pachinko machine P according to this embodiment is designed so that most of the game balls that enter the second game area 12b pass through the gate 20. When the game ball passes through the gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery for the normal symbol is a winning combination, the movable piece 16b provided in the second start winning hole 16 is opened for a predetermined period of time.
[0056] As described above, the pachinko machine P according to this embodiment is provided with two attacker devices, the first attacker device 170 and the second attacker device 180. As shown in Figure 3, the first attacker device 170 is provided at the lower left of the performance display device 21 (at the lower part of the first game area 12a), and the second attacker device 180 is provided at the lower right of the performance display device 21 (at the lower part of the second game area 12b).
[0057] The first attacker device 170 includes a first large prize opening 171 through which game balls can enter, and a first opening / closing door 172 for opening and closing the first large prize opening 171. In a normal state, the first opening / closing door 172 is closed and the first large prize opening 171 is closed, so that game balls cannot enter the first large prize opening 171. However, when a predetermined special game is played, the first opening / closing door 172 opens and the first large prize opening 171 is opened, so that game balls can enter the first large prize opening 171. During the above-mentioned special game, a round game in which the first large prize opening 171 is opened is played multiple times. When one game ball enters the first large prize opening 171, a predetermined number of prize balls (14 in this embodiment) are paid out. This first large prize opening 171 is designed so that game balls flowing down the first game area 12a can enter it, but game balls flowing down the second game area 12b cannot enter it.
[0058] The second attacker device 180 includes a second large prize opening 181 through which game balls can enter, and a second opening / closing door 182 that opens and closes the second large prize opening 181. In a normal state, the second opening / closing door 182 is closed and the second large prize opening 181 is closed, so that game balls cannot enter the second large prize opening 181. However, when a predetermined special game is played, the second opening / closing door 182 opens and the second large prize opening 181 is opened, so that game balls can enter the second large prize opening 181. During the above-mentioned special game, a round game in which the second large prize opening 181 is opened is played multiple times. When one game ball enters the second large prize opening 181, a predetermined number of prize balls (14 in this embodiment) are paid out. This second large prize opening 181 is designed so that game balls flowing down the second game area 12b can enter it, but game balls flowing down the first game area 12a cannot enter it.
[0059] In the pachinko machine P according to this embodiment, after the special game that is executed based on the winning of the jackpot is ended, the game state is set according to the type of the jackpot pattern that was determined at the time of the winning of the jackpot.
[0060] 3, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first start winning hole 15, the second start winning hole 16, the first big winning hole 171, and the second big winning hole 181. The game balls received in the outlet 19 are guided to the back side of the game board 11 and collected.
[0061] As shown in Fig. 3, the performance display device 21 is provided in the approximate center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as the performance display device 21. The performance display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image on the display unit 21a, performance symbols 50 (dummy symbols) are displayed in a variable manner, and a variable performance is performed to notify the player of the result of the winning / losing lottery depending on the stop display mode of each performance symbol 50. It should be noted that the performance display device 21 is not limited to a liquid crystal display device, and may be, for example, a drum-type display device that uses a number of drums with patterns on the outer periphery to perform various displays.
[0062] The pachinko machine P in this embodiment is equipped with, as a performance device, in addition to the performance display device 21, a speaker 10 as the above-mentioned audio output device, and a lamp (see Figure 1) as a performance lighting device 23 that creates a performance by emitting light in various colors and lighting patterns. It should be noted that the presentation devices are not limited to these, and may include, for example, prop devices that move at various times and in various manners.
[0063] In addition, a performance operation device 9 is provided in front of the upper tray 6, which can be operated by the player to progress or switch the performance executed during play or standby. In this embodiment, the performance operation device 9 is composed of an operation dial 9a, which is a circular ring-shaped frame body that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a specific performance is being executed by the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b causes various performances such as variable performances to progress or to switch to a different display. The performance operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be a cross key capable of inputting up, down, left and right directions. In addition to providing the performance operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.
[0064] Also, as shown in Figure 3, in the lower right part of the game board 11 and outside the game area 12, a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 are provided as devices for displaying various statuses regarding the game.
[0065] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in FIG.
[0066] (Configuration of control means of pachinko machine P) Next, a control means for controlling the game and effects of the pachinko machine P will be described. The above-mentioned control means is composed of various control boards, and specifically, as shown in Figure 9, it includes a main control board 100 that controls the basic operations of the pachinko machine P, a launch and payout control board 200 that controls the launch of game balls and the payout of prize balls, a sub-control board 300 that controls various presentations, and a game ball lending control board 400 that relays operations to the game ball lending device R.
[0067] 9, the main control board 100 is connected to a launching / payout control board 200 and a sub-control board 300, and the launching / payout control board 200 is connected to a game ball lending control board 400. Furthermore, the main control board 100 and the launching / payout control board 200 are connected to an external information terminal board 500 for outputting various information on the progress of the game to the outside of the pachinko machine P (for example, a hall computer in the game center). In the pachinko machine P of this embodiment, as described above, the launch and payout control board 200 controls both the launch of game balls and the payout of prize balls, but a board that controls the launch of game balls (launch control board) and a board that controls the payout of prize balls (payout control board) may be provided separately.
[0068] Although not shown, a power supply board is connected to each board of the pachinko machine P according to this embodiment. This power supply board is provided with a backup power supply, and when the voltage value of the power supplied to the pachinko machine P falls below a predetermined value, it is determined that a power interruption has occurred and a power interruption signal is output to the main control board 100.
[0069] The main control board 100 controls the games played on the pachinko machine P, and specifically controls the special game (lottery for winning or losing, determination of special patterns, and display of changing special patterns (hereinafter also referred to as special pattern changes)) which is started when the game ball enters the first start winning port 15 or the second start winning port 16, the regular game (lottery for regular patterns, display of changing regular patterns (hereinafter also referred to as regular pattern changes), etc.) which is started when the game ball passes through the gate 20, and special games which are advantageous to the player. As shown in FIG. 9, the main control board 100 is equipped with a main CPU 101 which performs various calculation processes, a main ROM 102 which stores a control program for progressing the game and data and tables necessary for the game, and a main RAM 103 which is used as a temporary storage area during calculation processes. Then, based on signals from each detection sensor and timer described later, the main CPU 101 reads out a control program stored in the main ROM 102 and performs calculation processing, as well as controls various devices connected to the main CPU 101 and sends commands to other boards based on the results of the calculation processing.
[0070] 9, the main control board 100 is connected to a general winning opening detection sensor 14a that detects the entry of a game ball into the general winning opening 14, a first start winning opening detection sensor 15a that detects the entry of a game ball into the first start winning opening 15, a second start winning opening detection sensor 16a that detects the entry of a game ball into the second start winning opening 16, a first large winning opening detection sensor 173 that detects the entry of a game ball into the first large winning opening 171, a second large winning opening detection sensor 183 that detects the entry of a game ball into the second large winning opening 181, a gate detection sensor 20a that detects the passage of a game ball through the gate 20, and a fraud detection sensor 35 that detects magnetism, radio waves, etc. directed toward the game board 11. The detection signals output from each of these detection sensors are input to the main control board 100. It should be noted that the sensors connected to the main control board 100 are not limited to these, and an outlet detection sensor that detects when a gaming ball has been received at the outlet 19, etc. may be provided.
[0071] Furthermore, the main control board 100 is connected to the devices to be controlled, including a movable piece solenoid 16c which drives the movable piece 16b of the second start winning opening 16 to open and close, a first large winning opening solenoid 174 which drives the first opening and closing door 172 of the first large winning opening 171 to open and close, a second large winning opening solenoid 184 which drives the second opening and closing door 182 of the second large winning opening 181 to open and close, the first special pattern display device 30, the second special pattern display device 31, the normal pattern display device 32, the first special pattern reserve display device 38, the second special pattern reserve display device 39, and the normal pattern reserve display device 33. The main control board 100 drives each solenoid to control the opening and closing of the second start winning opening 16, the first large winning opening 171, and the second large winning opening 181, and also controls the display of each display device.
[0072] Although not specifically shown, the launch and payout control board 200, like the main control board 100, is equipped with a CPU, ROM, and RAM, and is connected to the main control board 100 so as to be able to communicate bidirectionally.
[0073] 9, the launching / dispensing control board 200 is connected with the following devices for controlling the launching of game balls: a touch sensor 5a that detects the touch of the operating handle 5 by the player, an operation volume 5b that detects the operation angle (rotation angle) of the operating handle 5, a launching stop switch 5c that stops the launching of game balls, a ball sending solenoid 60 that sends the game balls received in the upper tray 6 to a launching device (not shown), and a launching motor 61 that launches the game balls. Also, the control signals output from the touch sensor 5a, the operation volume 5b, and the launching stop switch 5c are input to the launching / dispensing control board 200.
[0074] When a control signal from the touch sensor 5a and the operation volume 5b is input to the launch / dispatch control board 200, the ball feed solenoid 60 and the launch motor 61 are energized to control the launch of game balls. While the ball feed solenoid 60 and the launch motor 61 are energized, the game balls are continuously launched at 0.6 second intervals (i.e., at a rate of 100 balls per minute). On the other hand, when a control signal from the launch stop switch 5c is input to the launch / dispatch control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the launch motor 61 to stop the launch of game balls. In addition, instead of the launch motor 61, a rotary solenoid may be used as a device for launching the game ball.
[0075] 9, the launch payout control board 200 is connected to a payout motor 62 that pays out the game balls stored in a game ball storage unit (not shown) as prize balls, and a payout counting switch 63 that detects and counts the paid-out game balls, as devices for controlling the payout of game balls. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the payout number command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, making it possible to determine whether or not the predetermined number of game balls (prize balls) have been paid out.
[0076] Furthermore, as shown in Figure 9, the launch / dispensing control board 200 is connected to a door frame open detection sensor 3b that detects the open state of the door frame 3a (front door 3) and a tray full detection sensor 7a that detects the full state of the tray 7.
[0077] The door frame open detection sensor 3b is adapted to output an open detection signal to the launch / dispense control board 200 when it detects that the door frame 3a (front door 3) is open, and the open detection signal is output continuously while the door frame 3a (front door 3) is open. When the open detection signal is input, the launch / dispense control board 200 transmits a door open command to the main control board 100. In response to this, when the door frame open detection sensor 3b no longer detects that the door frame 3a (front door 3) is open, it turns off and stops outputting the door open detection signal. When the input of the door open detection signal stops, the launch / dispense control board 200 determines that the door frame 3a (front door 3) is closed, and stops sending the door open command to the main control board 100.
[0078] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When the tray 7 is filled with a predetermined amount of game balls to be paid out as prize balls, the stored game balls reach the above-mentioned predetermined position. The tray full detection sensor 7a is turned on when it detects that the game balls have reached the above-mentioned predetermined position, and outputs a tray detection signal to the launch / dispatch control board 200. The tray detection signal is output continuously while the stored game balls are at the above-mentioned predetermined position. When the tray detection signal is input, the launch / dispatch control board 200 transmits a tray full command to the main control board 100. In response to this, the tray full detection sensor 7a turns off when it no longer detects that the game balls have reached the above-mentioned predetermined position, and stops outputting the tray detection signal. When the input of the tray detection signal stops, the launch / dispatch control board 200 determines that the full state of the tray 7 has been released, and stops sending the tray full command to the main control board 100.
[0079] As described above, the launching and dispensing control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. As shown in Fig. 9, the launching and dispensing control board 200 is connected to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37 via the game ball lending control board 400.
[0080] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the launching and paying out control board 200, and the launching and paying out control board 200 transmits a lending request signal requesting the lending of game balls to the game ball lending device R. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and controls the paying out of a number of game balls corresponding to the subtracted value information. When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, and the launch / payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, the game ball lending device R controls the ejection of the card.
[0081] The sub-control board 300 controls the presentation that is executed during play, standby, etc. As shown in Figure 9, this sub-control board 300 is equipped with a sub-CPU 301 that performs various types of calculation processing, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, etc., and a sub-RAM 303 that is used as a temporary storage area during calculation processing, and is connected so as to enable one-way communication from the main control board 100 to the sub-control board 300. Based on commands sent from the main control board 100 and signals from a timer, the sub-CPU 301 reads out a control program stored in the sub-ROM 302 and performs calculations, and also sends commands for executing performances to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, and an electric lighting control board (not specifically shown) for controlling the lighting. In the pachinko machine P of this embodiment, as described above, the audio control board and the illumination control board are provided separately, but it is also possible to provide a single board (audio and illumination control board) that combines the functions of these boards, and to use this board to control both the audio output and the lighting.
[0082] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and to the speaker 10 via an audio control board. The sub-control board 300 is also connected to the performance lighting device 23 via an illumination control board, a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a pressing operation detection sensor 9d that detects the pressing operation of the operation button 9b.
[0083] Although not shown in the figure, the image control board includes an image CPU, an image ROM, an image RAM, etc. The image ROM of this image control board stores image data such as the performance pattern 50 and background displayed on the performance display device 21. Based on a command sent from the sub-control board 300, the image CPU stores the image data read from the image ROM in the image RAM, thereby controlling the image display by the performance display device 21.
[0084] Although not specifically shown, the audio control board is equipped with a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as the voice and BGM output from the speaker 10. Based on a command transmitted from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM, thereby controlling the audio output from the speaker 10.
[0085] The illumination control board controls the illumination by the illumination device 23 based on a command from the sub-control board 300. In addition, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b is input, the illumination control board transmits a predetermined command to the sub-control board 300.
[0086] In the pachinko machine P according to this embodiment, one setting value 1 is set as the setting for the ball output, and there is only one probability of winning the jackpot in the winning / losing lottery described later. The setting for the ball output is not limited to the above, and multiple settings (for example, six settings from setting value 1 to setting value 6) may be set, and the probability of winning the jackpot may be different depending on the setting value.
[0087] (Overview of Pachinko Machine P) Next, a game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in this form of pachinko machine P, the special game and the normal game proceed in parallel. In addition, as the game state when these two games proceed, either a low probability game state (so-called non-variable state) or a high probability game state (so-called variable state) is set as a game state that combines either a non-time-saving game state or a time-saving game state. Specifically, in the pachinko machine P of this embodiment, one of the following game states is set: a game state that combines a low-probability game state and a non-time-saving game state (hereinafter also referred to as a normal game state), a game state that combines a low-probability game state and a time-saving game state (hereinafter also referred to as a low-probability time-saving game state), a game state that combines a high-probability game state and a time-saving game state (hereinafter also referred to as a high-probability time-saving game state), or a game state that combines a high-probability game state and a non-time-saving game state (hereinafter also referred to as a high-probability non-time-saving game state).
[0088] Here, the low probability game state and the high probability game state are game states in which the probability of winning a jackpot through a hit / miss lottery, which will be described later, is set to be different, and in the high probability game state, the probability of winning a jackpot through a hit / miss lottery is set to a higher value than in the low probability game state. In other words, it is easier to win a jackpot through a hit / miss lottery in the high probability game state than in the low probability game state.
[0089] In addition, the non-time-saving game state and the time-saving game state are game states in which the difficulty of the game ball entering the second start winning hole 16 is set differently, and in the time-saving game state, it is set so that the movable piece 16b is more likely to be maintained in the open state (i.e., the second start winning hole 16 is more likely to be in the open state) than in the non-time-saving game state. In other words, it is easier for the game ball to enter the second start winning hole 16 during the time-saving game state than during the non-time-saving game state. In addition, immediately after shipment from the factory or in the initial state after a reset, the normal game mode is set.
[0090] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first start winning hole 15 or the second start winning hole 16, a winning / losing lottery is held, and a special symbol associated with a game profit based on the result of the winning / losing lottery is determined. Then, when a big win is won by this winning / losing lottery, the first big winning hole 171 or the second big winning hole 181 is opened, and a special game is executed in which a game ball can be inserted into the first big winning hole 171 or the second big winning hole 181, and the game state after the special game is ended is set to either a high probability time-saving game state or a high probability non-time-saving game state. That is, after the special game is ended, the game state is shifted to either a high probability time-saving game state or a high probability non-time-saving game state.
[0091] Here, in the pachinko machine P according to this embodiment, the game ball flowing down the first game area 12a can enter the first start winning hole 15 and the first large winning hole 171. Also, the game ball flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the second large winning hole 181. During the normal game state, during the high probability non-time-saving game state, and during the special game based on the determination of the jackpot pattern X1 or X2 described later, the player is made to shoot the game ball toward the first game area 12a (so-called left shot) so that the game ball enters the first large prize opening 171 or the first start prize opening 15, and during the low probability time-saving game state, during the high probability time-saving game state, and during the special game based on the determination of the jackpot pattern X3, X4, X5, X6, X7, X8, or X9 described later, the player is made to shoot the game ball toward the second game area 12b (so-called right shot) so that the game ball enters the second large prize opening 181 or passes through the gate 20 and enters the second start prize opening 16. Specifically, during a low-probability time-saving game state, during a high-probability time-saving game state, and during a special game based on the determination of a jackpot pattern X3, X4, X5, X6, X7, X8, or X9, the performance display device 21 displays a display instructing the player to shoot a game ball toward the second game area 12b, and during a normal game state, during a high-probability non-time-saving game state, and during a special game based on the determination of a jackpot pattern X1 or X2, the performance display device 21 displays a display instructing the player to shoot a game ball toward the first game area 12a.
[0092] The winning / losing lottery is conducted based on various random numbers obtained when the game ball enters the first start winning port 15 or the second start winning port 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P in this embodiment has, as random numbers used for various judgments and decisions, a win / lose random number used to judge the result of the win / lose lottery (jackpot or miss) (determining the lottery result), a special pattern random number used to determine the type of special pattern, and a variation pattern random number used to determine the variation pattern command described below. In the pachinko machine P according to this embodiment, the above-mentioned winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence goes through one cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the variation display of the special symbol based on the result of the winning / losing lottery and the pattern of the variation performance that can notify the result of the winning / losing lottery (variation time, variation mode). The random numbers used to determine the variation pattern command are not limited to those described above, and for example, other random numbers may be used in addition to the random numbers.
[0093] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as the first special random number) of the random number related to the winning / losing lottery and the determination of the special pattern, which is obtained by the entry of the game ball into the first start winning opening 15, and a second reserved memory area for storing each random number value (hereinafter referred to as the second special random number) of the random number related to the winning / losing lottery and the determination of the special pattern, which is obtained by the entry of the game ball into the second start winning opening 16. And, each of these reserved memory areas is composed of a total of four memory units from the first memory unit to the fourth memory unit, and can store a total of four sets of the first special random number and a total of four sets of the second special random number.
[0094] In addition, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15, the first special random number is stored in the first storage section of the first reserved storage area in order. For example, when a game ball enters the first start winning hole 15 in a state where the first special random number is not stored in any storage section of the first reserved storage area, the first special random number acquired as a result of this is stored in the first storage section of the first reserved storage area. Also, when a game ball enters the first start winning hole 15 in a state where the first special random number is stored in the first storage section of the first reserved storage area, the first special random number acquired as a result of this is stored in the second storage section of the first reserved storage area. In addition, in a state where the first special random number is stored in the first memory section and the second memory section of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the third memory section of the first reserved memory area. In addition, in a state where the first special random number is stored in the first to third memory sections of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the fourth memory section of the first reserved memory area. In a state where the first special random number is stored in the first to fourth memory sections of the first reserved memory area, if a game ball enters the first start winning hole 15, the first special random number related to this ball entry is not stored.
[0095] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in order from the first storage section of the second reserved storage area. The specific storage process is the same as the storage of the first special random number described above, so the explanation will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special random numbers stored in the first reserve memory area (hereinafter referred to as the first reserve number) is stored in a first reserve number counter (not specifically shown), and the number of sets of second special random numbers stored in the second reserve memory area (hereinafter referred to as the second reserve number) is stored in a second reserve number counter (not specifically shown). In this specification, as described above, the storage of the first special chart random number and the second special chart random number in the reserved memory area is also referred to as "reserved" or "reserved memory", and the first reserved number and the second reserved number are simply referred to as "reserved numbers".
[0096] The pachinko machine P of this embodiment has a win / lose random number determination table 110 for determining the result of a win / lose lottery, a special pattern random number determination table 111 for determining the type of special pattern, a special electric device operation table 112 for controlling a special game that is executed when a jackpot is won, a game state setting table 113 for setting the game state after the special game ends, and a fluctuation pattern table 114 for determining a fluctuation pattern command. In addition, the tables related to special chart games are not limited to these, and in other cases where it is necessary to make judgments or decisions based on random numbers, tables may be provided as appropriate.
[0097] The win / lose random number determination table 110 is used to determine the result of the win / lose lottery (whether or not it is a jackpot), and as shown in Figures 10(a) and (b), it includes a low probability determination table 110a which is referenced in a low probability game state, and a high probability determination table 110b which is referenced in a high probability game state. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15 or the second start winning hole 16, one win / lose random number is obtained within the numerical range of 0 to 65535. Then, according to the game state at the time of the win / lose lottery, one of the above-mentioned win / lose random number determination tables 110 is selected, and the win / lose lottery is performed based on the obtained win / lose random number and the selected win / lose random number determination table 110.
[0098] As shown in Fig. 10(a), according to the low probability judgment table 110a, if the winning / losing random number is between 1000 and 3966, it is judged as a winning jackpot, and if the winning / losing random number is other than this (0 to 999, 3967 to 65535), it is judged as a losing jackpot. Therefore, the probability of winning a jackpot in this low probability judgment table 110a is approximately 1 / 22.1.
[0099] 10(b), according to the high probability judgment table 110b, if the winning / losing random number is between 1000 and 4313, it is judged as a winning jackpot, and if the winning / losing random number is other than this (0 to 999, 4314 to 65535), it is judged as a losing jackpot. Therefore, the probability of winning a jackpot in this high probability judgment table 110b is approximately 1 / 19.8.
[0100] In addition, the random numbers (1000 to 3966) determined as a jackpot in the low probability judgment table 110a are set to be included in the random numbers (1000 to 4313) determined as a jackpot in the high probability judgment table 110b. In other words, the random numbers determined as a jackpot in the low probability judgment table 110a are also determined as a jackpot in the high probability judgment table 110b. In addition, in the pachinko machine P of this embodiment, the numerical range determined to be a jackpot winning combination is composed of a continuous numerical range, but this is not limited to this and may be composed of a discontinuous numerical range that includes a losing numerical range in between.
[0101] The special pattern random number determination table 111 is used to determine the type of special pattern, and as shown in Figures 11(a) and (b), it includes a first start winning port determination table 111a which is referenced when a win / loss lottery is held based on a first special pattern random number, and a second start winning port determination table 111b which is referenced when a win / loss lottery is held based on a second special pattern random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15 or the second start winning hole 16, one special symbol random number is obtained within the range of 0 to 199. Then, when the above-mentioned winning / losing lottery is performed, one of the above-mentioned special symbol random number determination tables 111 is selected according to the start winning hole into which the game ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.
[0102] In the pachinko machine P of this embodiment, nine types of jackpot symbols (X1, X2, X3, X4, X5, X6, X7, X8, X9) are provided as special symbols (hereinafter also referred to as jackpot symbols) that are determined in the event of a jackpot win, and two types of losing symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as losing symbols) that are determined in the event of a losing win.
[0103] As shown in FIG. 11(a), according to the first start winning port determination table 111a, in the event of a jackpot win, if the special pattern random number is 0-184, jackpot pattern X1 is determined, if the special pattern random number is 185, jackpot pattern X2 is determined, if the special pattern random number is 186-188, jackpot pattern X3 is determined, if the special pattern random number is 189, jackpot pattern X4 is determined, if the special pattern random number is 190-198, jackpot pattern X5 is determined, and if the special pattern random number is 199, jackpot pattern X6 is determined. That is, in this first start winning port judgment table 111a, when a jackpot is won, the probability that the jackpot pattern X1 will be determined is 92.5%, the probability that the jackpot pattern X2 will be determined is 0.5%, the probability that the jackpot pattern X3 will be determined is 1.5%, the probability that the jackpot pattern X4 will be determined is 0.5%, the probability that the jackpot pattern X5 will be determined is 4.5%, and the probability that the jackpot pattern X6 will be determined is 0.5%.
[0104] As shown in Fig. 11(b), according to the second start winning port judgment table 111b, when a jackpot is won, if the special pattern random number is 0 to 114, the jackpot pattern X7 is determined, if the special pattern random number is 115 to 128, the jackpot pattern X8 is determined, and if the special pattern random number is 129 to 199, the jackpot pattern X9 is determined. That is, in this second start winning port judgment table 111b, when a jackpot is won, the probability that the jackpot pattern X7 is determined is 57.5%, the probability that the jackpot pattern X8 is determined is 7%, and the probability that the jackpot pattern X9 is determined is 35.5%. In the pachinko machine P according to this embodiment, a different jackpot symbol is determined in each special pattern random number determination table 111, but this is not limited to this, and the same jackpot symbol may be determined in any special pattern random number determination table 111.
[0105] In addition, if the lottery based on the first special random number results in a loss, the loss pattern Z1 is determined without the above-mentioned lottery based on the special random number. In addition, if the lottery based on the second special random number results in a loss, the loss pattern Z2 is determined without the above-mentioned lottery based on the special random number. In other words, the special symbol random number determination table 111 is referred to only when a big win occurs, and is not referred to when a loss occurs.
[0106] The special electric device operation table 112 is for controlling a special game to be executed when a jackpot is won, and is referred to in order to energize (operate) the first big prize opening solenoid 174 or the second big prize opening solenoid 184 during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in Figs. 12(a) and (b), the special electric device operation table 112 includes a first operation table 112a that is referred to when a jackpot is won and the jackpot symbol X1 or X2 is determined, and a second operation table 112b that is referred to when a jackpot is won and the jackpot symbol X3, X4, X5, X6, X7, X8, or X9 is determined.
[0107] Specifically, when a jackpot is won and the jackpot symbol X1 or X2 is determined, a special game is executed by referring to the first operation table 112a shown in Fig. 12(a). According to this first operation table 112a, a round game that ends when either the first large prize winning hole 171 opens for 1.0 second or one game ball enters the first large prize winning hole 171 is executed twice in total from round 1 to round 2. Also, during the execution of each round game, the first opening and closing door 172 operates in an opening and closing pattern in which it is displaced from the closed position to the open position and is in the open position for 1.0 second, and then displaced from the open position to the closed position, thereby opening the first large prize winning hole 171 once, and the time during which the first large prize winning hole 171 closes between each round game (i.e., the interval time) is set to 1.0 second.
[0108] When the jackpot is won and the jackpot symbol X3, X4, X5, X6, X7, X8 or X9 is determined, a special game is executed by referring to the second operation table 112b shown in Fig. 12(b). According to this second operation table 112b, a round game that ends when either the second large prize winning hole 181 opens for 29.0 seconds or two game balls enter the second large prize winning hole 181 is executed a total of 10 times from round 1 to round 10. During the execution of each round game, the second opening and closing door 182 is displaced from the closed position to the open position, and is positioned at the open position for 29.0 seconds, and then displaced from the open position to the closed position, thereby opening the second large prize winning hole 181 once, and the time for closing the second large prize winning hole 181 between each round game is set to 1.0 second.
[0109] During the special game based on the determination of the jackpot symbol X1 or X2, about 28 prize balls can be won, and during the special game based on the determination of the jackpot symbol X3, X4, X5, X6, X7, X8, or X9, about 280 prize balls can be won. In other words, the expected value of prize balls that can be won during the special game is higher when the jackpot symbol X3, X4, X5, X6, X7, X8, or X9 is determined than when the jackpot symbol X1 or X2 is determined.
[0110] The game state setting table 113 is for setting the game state after the special game ends when the special game is executed. In the pachinko machine P of this embodiment, when a special game is executed, the game state after the special game ends is set according to the type of jackpot pattern determined at the time of the jackpot that triggered the execution of the special game.
[0111] Here, in the pachinko machine P according to this embodiment, after a jackpot pattern associated with the setting of a high probability game state is determined in a low probability game state (normal game state, low probability time-saving game state) and transitions to a high probability game state (high probability time-saving game state, high probability non-time-saving game state), the above-mentioned jackpot patterns are determined consecutively without transitioning to a low probability game state, and when the number of consecutive times that the jackpot patterns are determined (hereinafter referred to as the number of consecutive high probability setting times) reaches a predetermined upper limit number (7 times in this embodiment), the low probability game state is forcibly set after the special game based on the determination of the jackpot pattern is ended. In other words, when the above-mentioned jackpot patterns are determined consecutively the upper limit number of times (7 times) without transitioning to a low probability game state through the execution of a special game, the low probability game state is forcibly set after the special game based on the determination, although the setting of the high probability game state is associated. In the pachinko machine P according to this embodiment, a continuous high probability setting counter (configured by a predetermined storage area of the main RAM 103) is provided for counting the number of continuous high probability setting, and the count value of the continuous high probability setting counter is incremented by 1 each time a jackpot symbol associated with a high probability game state setting is determined and a special game based on the determination is executed. In the pachinko machine P according to this embodiment, since a high probability game state setting is associated with each jackpot symbol, the count value of the continuous high probability setting counter is incremented by 1 whenever a special game is executed. Then, when the count value of this continuous high probability setting counter reaches the upper limit number, a low probability game state is set after the special game ends.
[0112] In the pachinko machine P according to this embodiment, as shown in FIG. 13(a)-(f), the game status setting table 113 includes a first game status setting table 113a referred to when the jackpot symbol X1 is determined, a second game status setting table 113b referred to when the jackpot symbol X2 is determined, a third game status setting table 113c referred to when the jackpot symbol X3 or X4 is determined, a fourth game status setting table 113d referred to when the jackpot symbol X5 or X6 is determined, a fifth game status setting table 113e referred to when the jackpot symbol X7 or X8 is determined, and a sixth game status setting table 113f referred to when the jackpot symbol X9 is determined.
[0113] Specifically, as shown in FIG. 13(a), according to the first game state setting table 113a, when the jackpot pattern X1 is determined and the number of consecutive high probability setting times does not reach the upper limit (7 times), the game state after the special game ends is set to a high probability game state, and the number of times the high probability game state continues (hereinafter also referred to as the high probability number of times) is set to 10,000 times. Accordingly, if the game state at the time of winning the jackpot (when the win / loss lottery is held) is the normal game state or the high-probability non-time-saving game state (i.e., the non-time-saving game state), the game state after the special game ends is set to the non-time-saving game state, and if the game state at the time of winning the jackpot is the high-probability time-saving game state or the low-probability time-saving game state (i.e., the time-saving game state), the game state after the special game ends is set to the time-saving game state, and the number of times the time-saving game state continues (hereinafter also referred to as the number of time-saving times) is set to 10,000.
[0114] That is, when the jackpot pattern X1 is determined and the number of consecutive high probability settings does not reach the upper limit, if the game state at the time of winning the jackpot is the normal game state or the high probability non-time-saving game state, the high probability non-time-saving game state is set after the special game ends, and this high probability non-time-saving game state can continue until the result of the winning or losing lottery is derived 10,000 times without winning the jackpot. As described above, in the pachinko machine P according to this embodiment, the probability of winning the jackpot in the high probability game state is about 1 / 19.8, so in effect, the high probability non-time-saving game state will continue until the jackpot is won again. In the above case, if the game state at the time of winning the jackpot is a high probability time-saving game state or a low probability time-saving game state, the high probability time-saving game state is set after the special game ends, and this high probability time-saving game state can continue until the results of the win / lose lottery are derived 10,000 times without winning the jackpot. As mentioned above, since the probability of winning the jackpot in the high probability game state is approximately 1 / 19.8, the high probability time-saving game state will essentially continue until the jackpot is won again.
[0115] On the other hand, when the big winning symbol X1 is determined and the number of consecutive high probability setting times reaches the upper limit number of times, the game state after the end of the special game is set to a low probability game state. Accordingly, when the game state at the time of winning the jackpot is a high-probability non-time-shortened game state, the game state after the special game ends is set to a non-time-shortened game state, and when the game state at the time of winning the jackpot is a high-probability time-shortened game state, the game state after the special game ends is set to a time-shortened game state, and the number of time-shortened times is set to 23.
[0116] That is, when the big win pattern X1 is determined and the number of consecutive high probability settings reaches the upper limit number, if the game state at the time of winning the big win is a high probability non-time shortening game state, the normal game state is set after the special game ends. In the above case, if the game state at the time of winning the jackpot is a high-probability time-saving game state, a low-probability time-saving game state is set after the special game ends, and this low-probability time-saving game state can continue until the result of the win / lose lottery is derived 23 times without winning the jackpot. Then, if the result of the win / lose lottery is derived 23 times without winning the jackpot during the low-probability time-saving game state, the low-probability game state is left as it is, and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0117] Also, as shown in FIG. 13(b), according to the second game state setting table 113b, when the jackpot pattern X2 is determined and the number of consecutive high probability setting times does not reach the upper limit number, the game state after the special game ends is set to a high probability game state, and the number of high probability times is set to 10,000 times. Accordingly, when the game state at the time of winning the jackpot is the normal game state, the game state after the special game ends is set to the non-time-shortened game state, and when the game state at the time of winning the jackpot is the high-probability time-shortened game state, the high-probability non-time-shortened game state or the low-probability time-shortened game state, the game state after the special game ends is set to the time-shortened game state, and the number of time-shortened times is set to 10,000.
[0118] In other words, when the jackpot pattern X2 is determined and the number of consecutive high probability settings has not reached the upper limit, if the game state at the time of winning the jackpot is the normal game state, a high probability non-time-saving game state is set after the special game ends, and this high probability non-time-saving game state can be continued until the result of the win / lose lottery is derived 10,000 times without winning the jackpot. In addition, in the above-mentioned cases, if the game state at the time of winning the jackpot is a high-probability time-shortened game state, a high-probability non-time-shortened game state or a low-probability time-shortened game state, a high-probability time-shortened game state is set after the special game ends, and this high-probability time-shortened game state can continue until the results of the win / lose lottery have been derived 10,000 times without winning the jackpot.
[0119] On the other hand, when the big winning symbol X2 is determined and the number of consecutive high probability setting times reaches the upper limit number of times, the game state after the end of the special game is set to a low probability game state. Accordingly, when the game state at the time of winning the jackpot is a high-probability non-time-shortened game state, the game state after the special game ends is set to a non-time-shortened game state, and when the game state at the time of winning the jackpot is a high-probability time-shortened game state, the game state after the special game ends is set to a time-shortened game state, and the number of time-shortened times is set to 23.
[0120] That is, when the big win pattern X2 is determined and the number of consecutive high probability settings reaches the upper limit number, if the game state at the time of winning the big win is a high probability non-time shortening game state, the normal game state is set after the special game ends. In the above case, if the game state at the time of winning the jackpot is a high-probability time-saving game state, a low-probability time-saving game state is set after the special game ends, and this low-probability time-saving game state can continue until the result of the win / lose lottery is derived 23 times without winning the jackpot. Then, if the result of the win / lose lottery is derived 23 times without winning the jackpot during the low-probability time-saving game state, the low-probability game state is left as it is, and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0121] Also, as shown in FIG. 13(c), according to the third game state setting table 113c, when the jackpot pattern X3 or X4 is determined and the number of consecutive high probability setting times does not reach the upper limit, the game state after the special game ends is set to a high probability game state, and the number of high probability times is set to 10,000 times. Accordingly, when the game state at the time of winning the jackpot is the normal game state or the high-probability non-time-saving game state, the game state after the special game ends is set to the time-saving game state and the number of time-saving times is set to 14, and when the game state at the time of winning the jackpot is the high-probability time-saving game state or the low-probability time-saving game state, the game state after the special game ends is set to the time-saving game state and the number of time-saving times is set to 10,000.
[0122] In other words, when the jackpot pattern X3 or X4 is determined and the number of consecutive high probability settings has not reached the upper limit, if the game state at the time of winning the jackpot is the normal game state or the high probability non-time-saving game state, the high probability time-saving game state is set after the special game ends, and this high probability time-saving game state can continue until the result of the win / lose lottery is derived 14 times without winning the jackpot. In addition, in the above-mentioned cases, if the game state at the time of winning the jackpot is a high-probability time-saving game state or a low-probability time-saving game state, a high-probability time-saving game state is set after the special game ends, and this high-probability time-saving game state can continue until the results of the win / lose lottery are derived 10,000 times without winning the jackpot.
[0123] On the other hand, when the big winning symbol X3 or X4 is determined and the number of consecutive high probability setting times reaches the upper limit number of times, the game state after the special game ends is set to a low probability game state. Accordingly, when the game state at the time of winning the jackpot is a high-probability non-time-saving game state, the game state after the special game ends is set to a time-saving game state and the number of time-saving times is set to 14, and when the game state at the time of winning the jackpot is a high-probability time-saving game state, the game state after the special game ends is set to a time-saving game state and the number of time-saving times is set to 23.
[0124] That is, when the jackpot pattern X3 or X4 is determined and the number of consecutive high probability settings reaches the upper limit, if the game state at the time of winning the jackpot is a high probability non-time-saving game state, a low probability time-saving game state is set after the special game ends, and this low probability time-saving game state can be continued until the result of the winning / losing lottery is derived 14 times without winning the jackpot. Then, when the result of the winning / losing lottery is derived 14 times without winning the jackpot during the low probability time-saving game state, the low probability game state is left as it is and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set. In the above case, if the game state at the time of winning the jackpot is a high-probability time-saving game state, a low-probability time-saving game state is set after the special game ends, and this low-probability time-saving game state can continue until the result of the win / lose lottery is derived 23 times without winning the jackpot. Then, if the result of the win / lose lottery is derived 23 times without winning the jackpot during the low-probability time-saving game state, the low-probability game state is left as it is, and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0125] Also, as shown in FIG. 13(d), according to the fourth game state setting table 113d, when the jackpot pattern X5 or X6 is determined and the number of consecutive high probability setting times does not reach the upper limit, the game state after the special game ends is set to a high probability game state, and the number of high probability times is set to 10,000 times. Accordingly, when the game state at the time of winning the jackpot is the normal game state, the game state after the special game ends is set to the time-shortened game state and the number of time-shortened times is set to 14 times, and when the game state at the time of winning the jackpot is the high-probability time-shortened game state, the high-probability non-time-shortened game state or the low-probability time-shortened game state, the game state after the special game ends is set to the time-shortened game state and the number of time-shortened times is set to 10,000 times.
[0126] That is, when the jackpot pattern X5 or X6 is determined and the number of consecutive high probability settings does not reach the upper limit, if the game state at the time of the jackpot winning is the normal game state, a high probability time-saving game state is set after the special game ends, and this high probability time-saving game state can be continued until the result of the winning / losing lottery is derived 14 times without winning a jackpot. Then, when the result of the winning / losing lottery is derived 14 times without winning a jackpot during the low probability time-saving game state, the high probability game state is left as it is, and the time-saving game state is changed to a non-time-saving game state, thereby setting the high probability non-time-saving game state. In addition, in the above-mentioned cases, if the game state at the time of winning the jackpot is a high-probability time-shortened game state, a high-probability non-time-shortened game state or a low-probability time-shortened game state, a high-probability time-shortened game state is set after the special game ends, and this high-probability time-shortened game state can continue until the results of the win / lose lottery have been derived 10,000 times without winning the jackpot.
[0127] On the other hand, when the jackpot pattern X5 or X6 is determined and the number of consecutive high probability settings reaches the upper limit number, the game state after the special game ends is set to a low probability game state. Accordingly, when the game state at the time of winning the jackpot is a high-probability non-time-saving game state, the game state after the special game ends is set to a time-saving game state and the number of time-saving times is set to 100, and when the game state at the time of winning the jackpot is a high-probability time-saving game state, the game state after the special game ends is set to a time-saving game state and the number of time-saving times is set to 23.
[0128] That is, when the jackpot pattern X5 or X6 is determined and the number of consecutive high probability settings reaches the upper limit, if the game state at the time of winning the jackpot was a high probability non-time-saving game state, a low probability time-saving game state is set after the special game ends, and this low probability time-saving game state can be continued until the result of the winning / losing lottery is derived 100 times without winning the jackpot. Then, when the result of the winning / losing lottery is derived 100 times without winning the jackpot during the low probability time-saving game state, the low probability game state is left as it is and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set. In the above case, if the game state at the time of winning the jackpot is a high-probability time-saving game state, a low-probability time-saving game state is set after the special game ends, and this low-probability time-saving game state can continue until the result of the win / lose lottery is derived 23 times without winning the jackpot. Then, if the result of the win / lose lottery is derived 23 times without winning the jackpot during the low-probability time-saving game state, the low-probability game state is left as it is, and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0129] Also, as shown in FIG. 13(e), according to the fifth game state setting table 113e, when the jackpot pattern X7 or X8 is determined and the number of consecutive high probability setting times does not reach the upper limit, the game state after the special game ends is set to a high probability game state, and the number of high probability times is set to 10,000 times. Accordingly, regardless of whether the game state at the time of winning the jackpot is the normal game state, the high probability time-shortened game state, the high probability non-time-shortened game state or the low probability time-shortened game state, the game state after the special game ends is set to the time-shortened game state, and the number of time-shortened times is set to 10,000.
[0130] In other words, when the jackpot pattern X7 or X8 is determined and the number of consecutive high probability settings does not reach the upper limit, regardless of the game state at the time of winning the jackpot, a high probability time-saving game state is set after the special game ends, and this high probability time-saving game state can continue until the results of the win / lose lottery are derived 10,000 times without winning the jackpot.
[0131] On the other hand, when the jackpot pattern X7 or X8 is determined and the number of consecutive high probability settings reaches the upper limit number, the game state after the special game ends is set to a low probability game state. Accordingly, regardless of whether the game state at the time of winning the jackpot is a high-probability time-shortened game state or a high-probability non-time-shortened game state, the game state after the special game ends is set to a time-shortened game state, and the number of time-shortened times is set to 23.
[0132] In other words, when the jackpot pattern X7 or X8 is determined and the number of consecutive high probability settings reaches the upper limit, regardless of the game state at the time of winning the jackpot, a low probability time-saving game state is set after the special game ends, and this low probability time-saving game state can be continued until the result of the win / lose lottery is derived 23 times without winning the jackpot. Then, when the result of the win / lose lottery is derived 23 times without winning the jackpot during the low probability time-saving game state, the low probability game state is left as it is and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0133] Also, as shown in FIG. 13(f), according to the sixth game state setting table 113f, when the jackpot pattern X9 is determined and the number of consecutive high probability setting times does not reach the upper limit number, the game state after the special game ends is set to a high probability game state, and the number of high probability times is set to 10,000 times. Accordingly, regardless of whether the game state at the time of winning the jackpot is the normal game state, the high probability time-shortened game state, the high probability non-time-shortened game state or the low probability time-shortened game state, the game state after the special game ends is set to the time-shortened game state, and the number of time-shortened times is set to 10,000.
[0134] In other words, when the jackpot pattern X9 is determined and the number of consecutive high probability settings does not reach the upper limit, regardless of the game state at the time of winning the jackpot, a high probability time-saving game state is set after the special game ends, and this high probability time-saving game state can continue until the results of the win / lose lottery are derived 10,000 times without winning the jackpot.
[0135] On the other hand, when the big winning symbol X9 is determined and the number of consecutive high probability setting times reaches the upper limit number of times, the game state after the end of the special game is set to a low probability game state. Accordingly, regardless of whether the game state at the time of winning the jackpot is a high-probability time-shortened game state or a high-probability non-time-shortened game state, the game state after the special game ends is set to a time-shortened game state, and the number of time-shortened times is set to 100.
[0136] That is, when the jackpot pattern X9 is determined and the number of consecutive high probability settings reaches the upper limit, regardless of the game state at the time of winning the jackpot, a low probability time-saving game state is set after the special game ends, and this low probability time-saving game state can be continued until the result of the winning / losing lottery is derived 100 times without winning the jackpot. Then, when the result of the winning / losing lottery is derived 100 times without winning the jackpot during the low probability time-saving game state, the low probability game state is left as it is and the time-saving game state is changed to a non-time-saving game state, and the normal game state is set.
[0137] The variation pattern table 114 is used to determine the variation pattern command as described above. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a change pattern command is determined based on the result of the determination. As described above, the change pattern command is for determining the change pattern of the change performance (change display of the special symbol), and the change pattern command determines the mode and change time of the change performance (change time of the change display of the special symbol). Note that in the pachinko machine P according to this embodiment, the change performance is divided into a first half and a second half, and the mode and change time of the first half of the change performance, and the mode and change time of the second half of the change performance are both determined by the change pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific aspect of the variation performance (for example, an image to be displayed on the display unit 21a) based on the received variation pattern command.
[0138] In addition, in the pachinko machine P according to this embodiment, a plurality of types of fluctuation pattern commands are provided, and each fluctuation pattern command is associated with a fluctuation pattern table 114. And, for each fluctuation pattern table 114, the type of fluctuation pattern command to be determined and the determination ratio are set.
[0139] The pachinko machine P according to this embodiment includes a table A, a table B, and a table C as the variation pattern table 114 (see FIG. 14). Table A is a variation pattern table 114 that is referred to when determining a variation pattern command in a normal game state or a high-probability non-time-saving game state. Table B is a variation pattern table 114 that is referred to when determining a variation pattern command in a high-probability time-saving game state in which the time-saving number is 14 times, which is set based on winning a jackpot during a normal game state or a high-probability non-time-saving game state, a high-probability time-saving game state in which the time-saving number is 10,000 times, which is set based on winning a jackpot during a high-probability non-time-saving game state, from the first time to a predetermined number of times (14th time in this embodiment), or a low-probability time-saving game state in which the continuous high-probability setting number of times reaches the upper limit number of times and is set. Table C is a fluctuation pattern table 114 which is referenced when determining a fluctuation after a predetermined number of times in a high-probability time-saving gaming state in which the number of time-saving times is 10,000, which is set based on winning a jackpot during a high-probability non-time-saving gaming state, or when determining a fluctuation pattern command in a high-probability time-saving gaming state in which the number of time-saving times is 10,000, which is set based on winning a jackpot during a high-probability time-saving gaming state.
[0140] Then, when a game ball enters the first start winning port 15 or the second start winning port 16, one fluctuation pattern random number within the numerical range of 0 to 249 is obtained, and a fluctuation pattern command is determined based on this obtained fluctuation pattern random number, the special pattern determined as described above, the current reserved number (first reserved number or second reserved number), and the fluctuation pattern table 114 according to the current game status and the number of fluctuations. In addition, when a variation pattern command is determined based on a game ball entering the first start winning port 15, the first reserved number at that time is referenced, and when a variation pattern command is determined based on a game ball entering the second start winning port 16, the second reserved number at that time is referenced.
[0141] As shown in FIG. 14(a), according to table A, when a losing symbol Z1 or Z2 is determined (i.e., the result of the winning / losing lottery is a losing symbol) and the current reserved number (first reserved number or second reserved number) is 0 or 1, when the fluctuation pattern random number is 0 to 209, a fluctuation pattern command "00H" is determined that corresponds to a fluctuation pattern of "13-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 13 seconds), and when the fluctuation pattern random number is 210 to 229, a fluctuation pattern command "00H" is determined that corresponds to a fluctuation pattern of "20-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 13 seconds and the fluctuation time of the second half is set to 20 seconds). When the fluctuation pattern random number is 230 to 239, a fluctuation pattern command "02H" is determined to which a fluctuation pattern called "60-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 20 seconds and the fluctuation time for the second half is set to 40 seconds) is associated, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "03H" is determined to which a fluctuation pattern called "80-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 20 seconds and the fluctuation time for the second half is set to 60 seconds) is associated.
[0142] In addition, when a losing pattern Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, when the fluctuation pattern random number is 0 to 209, a fluctuation pattern command "04H" associated with a fluctuation pattern of "3-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 3 seconds) is determined, when the fluctuation pattern random number is 210 to 229, a fluctuation pattern command "01H" associated with a fluctuation pattern of "20-second fluctuation" is determined, when the fluctuation pattern random number is 230 to 239, a fluctuation pattern command "02H" associated with a fluctuation pattern of "60-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "03H" associated with a fluctuation pattern of "80-second fluctuation" is determined.
[0143] When the jackpot pattern X1 or X2 is determined and the current reserved number is 0 or 1, if the fluctuation pattern random number is 0 to 249 (regardless of the value of the fluctuation pattern random number), the fluctuation pattern command "A0H" associated with the fluctuation pattern of "13-second fluctuation" is determined. In addition, when the jackpot pattern X1 or X2 is determined and the number of reserved symbols at the current time is 2 or more, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "A4H" associated with the fluctuation pattern of "3 seconds fluctuation" is determined. In addition, the big win pattern X1 or X2 can be determined when the game ball enters the first start winning hole 15 (see FIG. 11(a)). Therefore, when the big win pattern X1 or X2 is determined, the current first reserved number is referenced.
[0144] When the jackpot pattern X3, X4, X5, X6, X7, X8 or X9 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is between 0 and 124, the fluctuation pattern command "A2H" associated with the fluctuation pattern of "60-second fluctuation" is determined, and when the fluctuation pattern random number is between 125 and 249, the fluctuation pattern command "A3H" associated with the fluctuation pattern of "80-second fluctuation" is determined.
[0145] As shown in FIG. 14(b), according to table B, when a losing pattern Z1 or Z2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 209, the fluctuation pattern command "04H" associated with the fluctuation pattern of "3-second fluctuation" is determined, when the fluctuation pattern random number is 210 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern of "60-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern of "80-second fluctuation" is determined. In addition, when the jackpot pattern X1, X2, X3, X4, X5, X6, X7, X8 or X9 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "A2H" associated with the fluctuation pattern of "60-second fluctuation" is determined, and when the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "A3H" associated with the fluctuation pattern of "80-second fluctuation" is determined.
[0146] As shown in FIG. 14(c), according to table C, when a losing pattern Z1 or Z2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, a fluctuation pattern command "05H" is determined which is associated with a "0.5 second fluctuation" fluctuation pattern (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 0.5 seconds). In addition, when the jackpot pattern X1, X2, X3, X4, X5, X6, X7, X8 or X9 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "A5H" associated with the fluctuation pattern of "0.5 second fluctuation" is determined.
[0147] The variation pattern table 114 provided in the pachinko machine P according to this embodiment is not limited to the above-mentioned contents. For example, in addition to the game state and the number of fluctuations, a fluctuation pattern table 114 may be provided that is determined for each type of start winning port (first start winning port 15, second start winning port 16) into which the game ball has entered. When determining a fluctuation pattern command (fluctuation pattern), the fluctuation pattern table 114 corresponding to the game state at the time, the number of fluctuations, and the start winning port into which the game ball has entered may be referenced, and the fluctuation pattern command may be determined based on this fluctuation pattern table 114.
[0148] The variation pattern command determined as above is transmitted to the sub-control board 300, and the specific form of the first half of the variation performance and the specific form of the second half of the variation performance are determined based on the variation pattern command. Then, the variation performance is executed according to the specific form determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command becomes the time from the start to the end of the variation performance and the variation display of the special pattern. For example, if the determined fluctuation pattern command is "02H" (the fluctuation time of the first half is 20 seconds, and the fluctuation time of the second half is 40 seconds), the sum of the fluctuation time of the first half and the fluctuation time of the second half, 60 seconds (= 20 seconds + 40 seconds), will be the fluctuation time of the entire fluctuation performance and the entire fluctuation display of the special pattern. In addition, the first half of the variation time is set to "0 seconds" for the variation pattern commands "00H", "04H", "05H", "A0H", "A4H", and "A5H". When these variation pattern commands are determined, the entire variation performance and the entire variation display of the special symbols are executed in the manner determined according to the variation pattern command during the corresponding second half of the variation time.
[0149] In addition, based on the above-mentioned changing time, a changing performance is performed on the performance display device 21, and a changing display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, if the starting winning hole into which the game ball entered is the first starting winning hole 15, the first special symbol display device 30 is displayed flashing during the above-mentioned variable time, and if the starting winning hole into which the game ball entered is the second starting winning hole 16, the second special symbol display device 31 is displayed flashing during the above-mentioned variable time. After the variable time has elapsed, the determined special symbol is displayed stationary. As will be described later, the special symbol is displayed stationary until a predetermined stationary display time (0.5 seconds in this embodiment) has elapsed.
[0150] Regarding the manner of the variable presentation, rather than determining either the manner of the first half of the variable presentation or the manner of the second half of the variable presentation based on the variable pattern command, it is also possible to determine other commands besides the variable pattern command, and determine the manner of the first half of the variable presentation based on one of the commands, and determine the manner of the second half of the variable presentation based on the other command. Also, instead of dividing the variable performance into a first half and a second half, it may be divided into more parts, with the aspect of each part being determined based on the corresponding command.
[0151] Next, the process related to the regular game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b of the second start winning opening 16 and open the movable piece 16b. If a winning ball is selected by the lottery for the normal symbol, the movable piece 16b opens for a predetermined time, and the second start winning opening 16 is opened, making it easier for the game ball to enter the second start winning opening 16. The selection of this normal symbol is carried out based on a winning determination random number obtained when the gaming ball passes through the gate 20, and a winning determination random number determination table 115 that is stored in the main ROM 102 and is used to determine this random number.
[0152] When the game ball passes through the gate 20, the above-mentioned winning random number is obtained, and the random number is stored in the general map reservation memory area of the main RAM 103, with a maximum of four numbers. Specifically, this general map reservation memory area is composed of a total of four memory areas, from the first memory area to the fourth memory area, and the winning random numbers are stored starting from the first memory area in the order of passing through the gate 20. Also, if winning random numbers have already been stored in several memory areas, the winning random number is stored in the memory area with the smallest number among the empty memory areas. And if four winning random numbers have already been stored in the general map reservation memory area, even if the game ball passes through the gate 20, the winning random number related to this passage is not stored in the general map reservation memory area. In the pachinko machine P according to this embodiment, the winning random number is a hardware random number built into the main control board 100. This winning random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence goes through one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers stored in the regular number reserve memory area (hereinafter referred to as the regular number reserve number) is stored in a regular number reserve number counter (not specifically shown).
[0153] The winning determination random number judgment table 115 is used to judge whether or not a winning has occurred by drawing lots for normal symbols, and as shown in Figures 15(a) and (b), it is equipped with a first judgment table 115a which is referenced during non-time-saving game states (i.e., during normal game states and high-probability non-time-saving game states) and special games, and a second judgment table 115b which is referenced during time-saving game states (i.e., during high-probability time-saving game states and low-probability time-saving game states). In the pachinko machine P according to this embodiment, when the game ball passes through the gate 20, one winning determination random number is obtained within the range of 0 to 65535. If the game state at the time of drawing the normal symbol is a non-time-saving game state, or if the game state at the time of drawing the normal symbol is during a special game, the first judgment table 115a is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected first judgment table 115a. If the game state at the time of drawing the normal symbol is a time-saving game state, the second judgment table 115b is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected second judgment table 115b.
[0154] 15(a), according to the first judgment table 115a, if the winning determination random number is 1, it is judged as a winning, and if it is any other winning determination random number (0, 2 to 65535), it is judged as a losing. Therefore, the probability of winning in this first judgment table 115a is 1 / 65536. 15(b), according to the second judgment table 115b, if the winning determination random number is between 1 and 65500, it is determined to be a winning, and if it is any other winning determination random number (0, 65501 to 65535), it is determined to be a losing. Therefore, the probability of winning in this second judgment table 115b is 65500 / 65536 (approximately 99 / 100). If the normal symbol is selected by lottery, a winning symbol is determined, and if it is not selected, a losing symbol is determined.
[0155] In addition, the pachinko machine P according to this embodiment is provided with a normal symbol variation pattern determination table 116 and a movable piece control table 117 as tables for determining the normal symbol variation pattern and controlling the opening and closing of the movable piece 16b.
[0156] The normal symbol variation pattern determination table 116 is for determining the variation pattern of the normal symbol. As described above, when the game ball passes through the gate 20 and the normal symbol is selected, the variation pattern of the normal symbol is determined based on the normal symbol variation pattern determination table 116. In the pachinko machine P according to this embodiment, as shown in Fig. 16, when the game state is not in the time-saving game state or during the special game, a normal pattern change pattern with a change time of 3 seconds is determined, and when the game state is in the time-saving game state, a normal pattern change pattern with a change time of 0.6 seconds is determined. Then, when the normal pattern change pattern is determined, the normal pattern display device 32 (see Fig. 3) is displayed blinking during the change time set in the normal pattern change pattern. Then, when the normal pattern is selected as a winning pattern, the normal pattern display device 32 is turned on, and when the normal pattern is selected as a losing pattern, the normal pattern display device 32 is turned off. In this specification, the flashing display of the normal pattern display device 32 is referred to as the "change in normal pattern", and the lighting or turning off of the normal pattern display device 32 is referred to as the "stopped display of normal pattern", "stop of change in normal pattern", "stop of change in normal pattern", etc.
[0157] In addition, the movable piece control table 117 is referenced to control the operation of the movable piece 16b provided in the second start winning port 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b of the second start winning hole 16 opens and closes in a manner determined by the movable piece control table 117.
[0158] As shown in Fig. 17, when the movable piece 16b is operated in a non-time-saving game state or a special game state, the movable piece 16b is opened only once, and the opening time for this one opening is set to 0.2 seconds. In other words, in the case of a non-time-saving game state or during a special game state, the movable piece solenoid 16c is controlled to be energized, so that the movable piece 16b operates in such a manner that it opens for 0.2 seconds and then closes. Although not shown in particular, if a predetermined number of game balls (10 in this embodiment) enter the second start winning hole 16 before the movable piece 16b finishes opening for one time of 0.2 seconds, the operation of the movable piece 16b ends at that point.
[0159] In addition, in the operation of the movable piece 16b when the game state is the time-saving game state, the movable piece 16b is opened twice, and the opening time for each opening is set to 1.2 seconds, and the closing time (interval time) from when the movable piece 16b is closed to when the movable piece 16b is opened again is set to 1 second. That is, in the time-saving game state, the movable piece solenoid 16c is controlled to be energized, so that the movable piece 16b operates in such a manner that the opening and closing operation of opening for 1.2 seconds and then closing for 1 second is repeated twice. Although not shown in the figure, if a predetermined number (10) of game balls enter the second start winning hole 16 before the movable piece 16b finishes opening twice for 1.2 seconds, the operation of the movable piece 16b ends at that point.
[0160] As described above, the conditions for opening and closing the second start winning hole 16 are set for both the non-time-saving game state and the time-saving game state, and because the second start winning hole 16 is more likely to be maintained open in the time-saving game state due to the contents of these conditions, it is easier for game balls to enter the second start winning hole 16 than in the non-time-saving game state. Therefore, during the time-saving game state, it is possible to obtain an opportunity to win or lose a lottery while suppressing the decrease in game balls that accompanies the progress of the game compared to during the non-time-saving game state.
[0161] In addition, when the game state is the time-saving game state, as described above, as processing to make it easier to maintain the second start winning port 16 in an open state, the selection of normal symbols using the second judgment table 115b (a winning determination random number judgment table 115 in which the probability of winning is set higher than in the non-time-saving game state), the determination of the variable time for the time-saving game state (a variable time shorter than in the non-time-saving game state), and the opening control using the opening pattern for the time-saving game state (an opening pattern in which the total opening time is longer than in the non-time-saving game state) are all performed. However, this is not limited to this, and for example, at least one of the above-mentioned processing may be performed.
[0162] (Gameplay of the pachinko machine P according to this embodiment) Next, the game characteristics of the pachinko machine P according to this embodiment will be described with reference to the state transition diagram of FIG. In addition, the state transition diagram of Figure 18 also describes the setting (transition) of the game state when, in a normal game state or a high-probability non-time-saving game state, a game ball is shot toward the second game area 12b despite an instruction to shoot the game ball toward the first game area 12a, causing the game ball to enter the second start winning port 16 and winning a jackpot, or when, in a high-probability time-saving game state or a low-probability time-saving game state, a game ball is shot toward the first game area 12a despite an instruction to shoot the game ball toward the second game area 12b, causing the game ball to enter the first start winning port 15 and winning a jackpot.However, below, an explanation will be given of the case where the game is progressed in accordance with an instruction to shoot the game ball toward the first game area 12a or the second game area 12b, which is performed depending on the game state being set. In the following description, it is assumed that the player starts playing during the normal game mode that is set in the initial state after factory shipment or reset.
[0163] In normal game mode, the number of consecutive high probability settings is 0 (there are 7 remaining until the upper limit is reached). During the normal game state, as described above, the game ball is instructed to be shot (left shot) toward the first game area 12a, and as long as the game ball is shot in accordance with this, the game ball may enter the first start winning hole 15, but will not enter the second start winning hole 16. Then, a lottery is held based on the game ball's entry into the first start winning hole 15, and if a jackpot is won, the jackpot pattern X1, X2, X3, X4, X5, or X6 is determined (see FIG. 11(a)). When the jackpot pattern X1 or X2 is determined during the normal game state, the game state after the special game based on the determination (approximately 28 prize balls can be obtained) is set to a high probability non-time-saving game state (high probability number of times is 10,000 times), and when the jackpot pattern X3, X4, X5 or X6 is determined during the normal game state, the game state after the special game based on the determination (approximately 280 prize balls can be obtained) is set to a high probability time-saving game state (high probability number of times is 10,000 times, time-saving number of times is 14 times) (see Figure 13 (a) and Figure 18).
[0164] As described above, the high probability non-time-saving game state or high probability time-saving game state (i.e., high probability game state) is associated with the jackpot pattern (X1, X2, X3, X4, X5, X6) determined by the winning of the jackpot based on the entry of the game ball into the first start winning slot 15 during the normal game state, so the number of consecutive high probability settings increases by one for each winning of the jackpot (determination of the jackpot pattern). In other words, the number of consecutive high probability settings becomes one (the remaining number of times until the upper limit is reached is six).
[0165] During the high probability non-time-saving game state, as in the normal game state, the game ball is instructed to be shot (left shot) toward the first game area 12a, and as long as the game ball is shot in accordance with this, the game ball may enter the first start winning hole 15, but will not enter the second start winning hole 16. Then, as in the normal game state, a lottery is held based on the game ball entering the first start winning hole 15, and if a jackpot is won, the jackpot pattern X1, X2, X3, X4, X5, or X6 is determined (see FIG. 11(a)). Then, when the jackpot pattern X1 is determined during the high-probability non-time-saving game state, if the number of consecutive high-probability settings has not reached the upper limit (7 times), the game state after the end of the special game based on that determination is set to the high-probability non-time-saving game state (the number of high-probability settings is 10,000 times), and if the number of consecutive high-probability settings has reached the upper limit, the game state after the end of the special game based on that determination is set to the normal game state (see Figure 13(a) and Figure 18). In addition, when the jackpot pattern X2 is determined during a high-probability non-time-saving game state, if the number of consecutive high-probability settings has not reached the upper limit, the game state after the end of the special game based on that determination is set to a high-probability time-saving game state (the number of high-probability settings and the number of time-saving settings are both 10,000), and if the number of consecutive high-probability settings has reached the upper limit, the game state after the end of the special game based on that determination is set to a normal game state (see Figure 13(b) and Figure 18). In addition, when the winning pattern X3 or X4 is determined during the high probability non-time-saving game state, if the number of consecutive high probability setting times has not reached the upper limit, the game state after the special game based on that determination ends is set to the high probability time-saving game state (the number of high probability times is 10,000 times, and the number of time-saving times is 14 times), and if the number of consecutive high probability setting times has reached the upper limit, the game state after the special game based on that determination ends is set to the normal game state (see Figure 13 (c) and Figure 18). In addition, when the winning pattern X5 or X6 is determined during a high-probability non-time-saving game state, if the number of consecutive high-probability settings has not reached the upper limit, the game state after the end of the special game based on that determination is set to a high-probability time-saving game state (the number of high-probability settings and the number of time-saving settings are both 10,000 times), and if the number of consecutive high-probability settings has reached the upper limit, the game state after the end of the special game based on that determination is set to a low-probability time-saving game state (the number of time-saving settings is 100 times) (see Figure 13(d) and Figure 18).
[0166] As described above, the jackpot patterns (X1, X2, X3, X4, X5, X6) determined by winning a jackpot based on the game ball entering the first start winning port 15 during the high-probability non-time-saving game state are all associated with the settings of the high-probability non-time-saving game state or the high-probability time-saving game state, so that the number of consecutive high-probability settings increases by one each time a jackpot is won (a jackpot pattern is determined).
[0167] Here, in the pachinko machine P of this embodiment, the probability of winning a jackpot during a low-probability game state is set to approximately 1 / 22.1, and the probability of winning a jackpot during a high-probability game state is set to approximately 1 / 19.8 (see Figures 10(a) and (b)), so there is a high probability of winning a jackpot in either game state. Furthermore, when a jackpot is won based on the entry of a gaming ball into the first start winning port 15, there is a 92.5% probability that the jackpot pattern X1 will be determined (see FIG. 11(a)). Therefore, during the normal game state or the high-probability non-time-saving game state in which the launch of a gaming ball into the first game area 12a is instructed, there is an extremely high probability that the jackpot pattern X1 will be determined if a jackpot is won. That is, during the normal gaming state and the high-probability non-time-saving gaming state, there is a high possibility that a jackpot will be won frequently and the jackpot pattern X1 will be determined.
[0168] Then, when a player starts playing during the normal game state, if the jackpot pattern X1 is determined consecutively based on the winning of the jackpot, the high probability non-time-saving game state is repeatedly set through the execution of the special game based on the determination of the jackpot pattern X1 until the number of consecutive high probability settings reaches the upper limit number (7 times). Then, when the number of consecutive high probability settings reaches the upper limit number based on the determination of the jackpot pattern X1 during the high probability non-time-saving game state, the normal game state is set through the special game based on the determination. In other words, when the jackpot pattern X1 is determined consecutively, the normal game state → (special game based on the determination of the jackpot pattern X1 (number of consecutive high probability settings: 1 time)) → 1st high probability non-time-saving game state → (special game based on the determination of the jackpot pattern X1 (number of consecutive high probability settings: 2 times)) → 2nd high probability non-time-saving game state → (special game based on the determination of the jackpot pattern X1 (number of consecutive high probability settings: 3 times)) → 3rd high probability non-time-saving game state → (special game based on the determination of the jackpot pattern X1 (number of consecutive high probability settings: 4 times)) → 4th high probability non-time-saving game state → (jackpot pattern The normal game state and the 1st to 6th high probability non-time-saving game states are repeatedly set through the special game, as follows: special game based on the determination of X1 (number of consecutive high probability settings: 5 times)) → 5th high probability non-time-saving game state → (special game based on the determination of jackpot pattern X1 (number of consecutive high probability settings: 6 times)) → 6th high probability non-time-saving game state → (special game based on the determination of jackpot pattern X1 (number of consecutive high probability settings: 7 times)) → normal game state → (special game based on the determination of jackpot pattern X1 (number of consecutive high probability settings: 1 time)) → high probability non-time-saving game state → ...
[0169] As described above, when the jackpot pattern X3, X4, X5 or X6 is determined during the normal game state, or when the jackpot pattern X3 or X4 is determined during the high probability non-time-saving game state, if the number of consecutive high probability setting times has not reached the upper limit, the game state after the end of the special game based on the determination is set to the high probability time-saving game state, and the number of high probability times is set to 10,000 and the number of time-saving times is set to 14 (see Figures 13(c) and (d) and Figure 18). During the high probability time-saving game state, as described above, the game ball is instructed to be shot (hit to the right) toward the second game area 12b, and as long as the game ball is shot in accordance with this, the game ball may enter the second start winning hole 16, but will not enter the first start winning hole 15. Then, a lottery is held based on the game ball's entry into the second start winning hole 16, and if a jackpot is won, the jackpot pattern X7, X8, or X9 is determined (see FIG. 11(b)). Then, when the winning pattern X7 or X8 is determined during the high probability time-saving game state, if the number of consecutive high probability settings has not reached the upper limit, the game state after the special game based on that determination (approximately 280 prize balls can be won) is set again to the high probability time-saving game state (number of high probability times is 10,000 times), and if the number of consecutive high probability settings has reached the upper limit, the game state after the special game based on that determination is set to the low probability time-saving game state (number of time-saving times is 23 times) (see Figure 13 (e) and Figure 18). In addition, when the jackpot pattern X9 is determined during the high-probability time-saving game state, if the number of consecutive high-probability settings has not reached the upper limit, the game state after the special game based on that determination (approximately 280 prize balls can be won) is set again to the high-probability time-saving game state (number of high-probability settings is 10,000 times), and if the number of consecutive high-probability settings has reached the upper limit, the game state after the special game based on that determination is set to the low-probability time-saving game state (number of time-saving settings is 100 times) (see Figure 13(f) and Figure 18).
[0170] As described above, the high probability time-saving game state is associated with the jackpot patterns (X7, X8, X9) determined by winning a jackpot based on the game ball entering the second start winning port 16 during the high probability time-saving game state, and therefore the number of consecutive high probability settings increases by one each time a jackpot is won (a jackpot pattern is determined).
[0171] As described above, in the pachinko machine P according to this embodiment, when the jackpot pattern X3, X4, X5 or X6 is determined based on the entry of a game ball into the first start winning hole 15 in the normal game state or the high probability non-time-saving game state, unless the continuous high probability setting number of times has reached the upper limit number of times, a high probability time-saving game state with 14 time-saving times is set after the special game based on the determination is ended. Then, when a jackpot is won based on the entry of a game ball into the second start winning hole 16 during this high probability time-saving game state with 14 time-saving times, even if any of the jackpot patterns (X7, X8, X9) is determined, unless the continuous high probability setting number of times has reached the upper limit number of times, the high probability time-saving game state is set again after the special game based on the determination is ended and the time-saving number is set to 10,000 times. Here, as described above, the probability of winning a jackpot in the high probability game state is approximately 1 / 19.8, so the high probability time-saving game state with 10,000 time-saving times will continue until the next jackpot is won. Then, after the high probability time-saving game state with 10,000 time-saving times is set, the execution of the special game and the setting of the high probability time-saving game state will be repeated until the continuous high probability setting number of times reaches the upper limit number.
[0172] The number of times the special game is executed and the high probability time-saving game state is set is changed depending on the number of consecutive high probability settings at the time when the jackpot is won and the jackpot pattern X7, X8 or X9 is determined during the high probability time-saving game state with 14 time-saving times. As a result, the total number of prize balls that can be obtained during the series of periods from when the jackpot pattern X7, X8 or X9 is determined during the 14 high probability time-saving game states until the number of consecutive high probability settings reaches the upper limit number and the low probability time-saving game state is set is changed.
[0173] Below, we will specifically explain the number of times the special game is executed and the setting of the high probability time-saving game state is repeated, and the total number of prize balls that can be obtained during the above-mentioned series of periods, for each case. (1) When the jackpot symbol X3, X4, X5 or X6 is determined during the normal game mode, and the jackpot symbol X7, X8 or X9 is determined during the high probability time-saving game mode after the end of the special game based on the determination. In the normal game state, the number of consecutive high probability settings is 0, so when the jackpot pattern X3, X4, X5 or X6 is determined, the number of consecutive high probability settings becomes 1, and after the first special game based on that determination is executed, the first high probability time-saving game state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes two, and after the second special game based on the determination is executed, the second high probability time-saving game state is set. After that, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability settings reaches the upper limit of 7 times. Specifically, the following steps are performed: execution of the third special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 3 times) → setting of the third high probability time-saving game state → execution of the fourth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 4 times) → setting of the fourth high probability time-saving game state → execution of the fifth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 5 times) → setting of the fifth high probability time-saving game state → execution of the sixth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 6 times) → setting of the sixth high probability time-saving game state → execution of the seventh special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 7 times). That is, in the case of (1), during the series of periods from when the jackpot symbol X7, X8 or X9 is determined during the 14 high probability time-saving game states until the consecutive high probability setting number of times reaches the upper limit number of times and the low probability time-saving game state is set, the 2nd to 7th special games are repeatedly executed a total of 6 times through the high probability time-saving game state, and approximately 1680 prize balls (280 balls x 6 times) can be obtained. And, including the prize balls (280 balls) that can be obtained in the first special game based on the determination of the jackpot symbol X3, X4, X5 or X6 in the normal game state, approximately 1960 prize balls can be obtained.
[0174] (2) If the jackpot symbol X3 or X4 is determined during the first high probability non-time-saving game state, and a jackpot is won during the high probability time-saving game state after the end of the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined. In the first high-probability non-time-saving game state, the number of consecutive high-probability settings is one, so by determining the jackpot pattern X3 or X4, the number of consecutive high-probability settings becomes two, and after the first special game based on that determination is executed, the first high-probability time-saving game state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes three, and after the second special game based on the determination is executed, the second high probability time-saving game state is set. After that, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability settings reaches the upper limit of 7 times. Specifically, the following sequence is performed: execution of the third special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 4 times) → setting of the third high probability time-saving game state → execution of the fourth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 5 times) → setting of the fourth high probability time-saving game state → execution of the fifth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 6 times) → setting of the fifth high probability time-saving game state → execution of the sixth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 7 times). That is, in the case of (2), during the above-mentioned series of periods, the second to sixth special games are repeatedly played five times in total, with the high probability time-saving game state being intervened, and approximately 1400 prize balls (280 balls x 5 times) can be won. In addition, it is possible to win approximately 1680 prize balls, including the prize balls (280 balls) that can be won in the first special game based on the determination of the jackpot symbol X3 or X4 during the first high probability non-time-saving game state.
[0175] (3) If the jackpot symbol X3 or X4 is determined during the second high probability non-time-saving game state, and a jackpot is won during the high probability time-saving game state after the end of the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined. In the second high-probability non-time-saving game state, the number of consecutive high-probability settings is two, so by determining the jackpot pattern X3 or X4, the number of consecutive high-probability settings becomes three, and after the first special game based on that determination is executed, the first high-probability time-saving game state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes four, and after the second special game based on the determination is executed, the second high probability time-saving game state is set. After that, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability settings reaches the upper limit of 7 times. Specifically, the following sequence is performed: execution of the third special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 5 times) → setting of the third high probability time-saving game state → execution of the fourth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 6 times) → setting of the fourth high probability time-saving game state → execution of the fifth special game based on the determination of the jackpot symbol X7, X8, or X9 (the number of consecutive high probability settings is 7 times). That is, in the case of (3), during the above-mentioned series of periods, the second to fifth special games are repeatedly played four times through the high probability time-saving game state, and approximately 1120 prize balls (280 balls x 4 times) can be won. In addition, it is possible to win approximately 1400 prize balls, including the prize balls (280 balls) that can be won in the first special game based on the determination of the jackpot symbol X3 or X4 during the second high probability non-time-saving game state.
[0176] (4) If the jackpot symbol X3 or X4 is determined during the third high probability non-time-saving game state, and a jackpot is won during the high probability time-saving game state after the end of the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined. In the third high-probability non-time-saving game state, the number of consecutive high-probability settings is three, so by determining the jackpot pattern X3 or X4, the number of consecutive high-probability settings becomes four, and after the first special game based on that determination is executed, the first high-probability time-saving game state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes 5, and after the second special game based on the determination is executed, the second high probability time-saving game state is set. After that, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability settings reaches the upper limit of 7 times. Specifically, the third special game is executed based on the determination of the jackpot pattern X7, X8, or X9 (the number of consecutive high probability settings is 6 times) → the third high probability time-saving game state is set → the fourth special game is executed based on the determination of the jackpot pattern X7, X8, or X9 (the number of consecutive high probability settings is 7 times). That is, in the case of (4), during the above-mentioned series of periods, the second to fourth special games are repeated three times through the high probability time-saving game state, and approximately 840 prize balls (280 balls x 3 times) can be won. Then, including the prize balls (280 balls) that can be won in the first special game based on the determination of the jackpot symbol X3 or X4 during the third high probability non-time-saving game state, approximately 1120 prize balls can be won.
[0177] (5) If the jackpot symbol X3 or X4 is determined during the fourth high probability non-time-saving game state, and a jackpot is won during the high probability time-saving game state after the end of the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined. In the fourth high-probability non-time-saving play state, the number of consecutive high-probability settings is four, so by determining the jackpot pattern X3 or X4, the number of consecutive high-probability settings becomes five, and after the first special play based on that determination is executed, the first high-probability time-saving play state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes six, and after the second special game based on the determination is executed, the second high probability time-saving game state is set. After that, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability settings reaches the upper limit of 7. Specifically, the third special game is executed based on the determination of the jackpot pattern X7, X8, or X9 (the number of consecutive high probability settings is 7). That is, in the case of (5), during the above-mentioned series of periods, the second and third special games are repeatedly played through the high probability time-saving game state, and approximately 560 prize balls (280 balls x 2 times) can be won. Then, including the prize balls (280 balls) that can be won in the first special game based on the determination of the jackpot symbol X3 or X4 during the fourth high probability non-time-saving game state, approximately 840 prize balls can be won.
[0178] (6) If the jackpot symbol X3 or X4 is determined during the fifth high probability non-time-saving game state, and a jackpot is won during the high probability time-saving game state after the end of the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined. In the fifth high-probability non-time-saving play state, the number of consecutive high-probability settings is five, so by determining the jackpot pattern X3 or X4, the number of consecutive high-probability settings becomes six, and after the first special play based on that determination is executed, the first high-probability time-saving play state is set. Then, by determining the jackpot pattern X7, X8 or X9, the number of consecutive high probability settings becomes 7, and a second special game based on that determination is executed. That is, in the case of (6), if the jackpot symbol X7, X8 or X9 is determined in the 14th high probability time-saving game state, the consecutive high probability setting number is reached, so that in the above-mentioned series of periods, one special game (only the second special game) is played and approximately 280 prize balls (280 balls x 1 time) can be won. Then, including the prize balls (280 balls) that can be won in the first special game based on the determination of the jackpot symbol X3 or X4 during the fifth high probability non-time-saving game state, approximately 560 prize balls can be won.
[0179] (7) If the jackpot symbol X3 or X4 is determined during the sixth high probability non-time-saving game state. In the sixth high probability non-time shortening game state, the number of consecutive high probability settings is six, so by determining the jackpot pattern X3 or X4, the number of consecutive high probability settings becomes seven, and the first special game based on that determination is executed. In other words, in the case of (7), without staying in the above-mentioned series of periods, it is possible to win the prize balls based on the execution of the first special game based on the determination of the jackpot pattern X3 or X4 during the sixth high-probability non-time-saving game state, i.e., approximately 280 prize balls.
[0180] In the pachinko machine P according to this embodiment, in the second to seventh high probability time-saving game states (time-saving times 10,000) that are set after winning a jackpot during the first high probability time-saving game state (time-saving times 14), the time for the variable display (variable performance) of the special symbols is set to 0.5 seconds regardless of whether the result of the winning / losing lottery is a jackpot or a loss (see FIG. 14(c)). Therefore, from the second time onwards, the period from the end of the special game to the start of the next special game after winning a jackpot becomes shorter, and during the above-mentioned series of periods, the special games are played continuously without much space between them. This makes it possible to give the player the impression that a special game with a different amount of balls is being played during the series of periods described above, thereby increasing the player's interest in the game.
[0181] In addition, if the jackpot pattern X3 or X4 is determined during the normal game state or the 1st to 5th high-probability non-time-saving game states, but the jackpot is not won during the high-probability time-saving game state with the set number of time-saving times of 14 times after the end of the special game based on the determination, only the first special game based on the determination of the jackpot pattern is executed, and after the end of the high-probability time-saving game state, the game transitions to the high-probability non-time-saving game state (see Figure 18). In other words, if a normal game state or a high-probability non-time-saving game state is transitioned to a high-probability non-time-saving game state through the execution of a special game based on the determination of the jackpot pattern X3 or X4 from the first to fifth times, but a jackpot is not won during the high-probability time-saving game state and the state transitions to the high-probability non-time-saving game state, one special game will be executed during the period from the determination of the jackpot pattern X3 or X4 to the end of the high-probability time-saving game state, and approximately 280 prize balls (280 balls x 1 time) can be won.
[0182] As described above, when the jackpot pattern X2 is determined during the high probability non-time-saving game state, if the number of consecutive high probability settings has not reached the upper limit, the game state after the end of the special game based on the determination (approximately 28 prize balls can be obtained) is set to the high probability time-saving game state, and the number of time-saving times is set to 10,000 times (see Fig. 11(a) and Fig. 13(b)). Similarly, when the jackpot pattern X5 or X6 is determined during the high probability non-time-saving game state, if the number of consecutive high probability settings has not reached the upper limit, the game state after the end of the first special game based on the determination (approximately 280 prize balls can be obtained) is set to the high probability time-saving game state, and the number of time-saving times is set to 10,000 times (see Fig. 11(d) and Fig. 13(b)). In other words, when the jackpot pattern X2, X5 or X6 is determined during the high probability non-time-saving game state, the game directly transitions to a high probability time-saving game state with 10,000 time-saving cycles, without going through the process of winning a jackpot (executing a special game) during the high probability time-saving game state with 14 time-saving cycles as in the case where the jackpot pattern X3 or X4 is determined, and thereafter, the execution of the special game and the setting of the high probability time-saving game state are repeated until the number of consecutive high probability setting cycles reaches the upper limit.
[0183] As described above, when the jackpot pattern X7, X8 or X9 is determined during the high probability time-saving game state, if the number of consecutive high probability settings has reached the upper limit, the game state after the special game based on that determination is ended is set to a low probability time-saving game state, and the number of time-saving times is set to 23 (when the jackpot pattern X7 or X8 is determined) or 100 (when the jackpot pattern X9 is determined) (see Figures 13(e) and (f) and Figure 18). In addition, by setting the low probability time-saving play state, the number of consecutive high probability settings is reset to 0. During the low probability time-saving game state, as in the high probability time-saving game state, the game ball is instructed to be shot (hit to the right) toward the second game area 12b, and as long as the game ball is shot in accordance with this, the game ball may enter the second start winning hole 16, but will not enter the first start winning hole 15. Then, a lottery is held based on the game ball's entry into the second start winning hole 16, and if a jackpot is won, the jackpot pattern X7, X8, or X9 is determined (see FIG. 11(b)). If the winning symbol X7, X8 or X9 is determined during the low-probability time-saving game state, the game state after the special game based on the determination (approximately 280 prize balls can be won) ends is set to a high-probability time-saving game state (the number of high-probability times and the number of time-saving times are both 10,000) (see Figures 13(e) and (f)).
[0184] In other words, the low-probability time-saving game state is set after the period from when the high-probability time-saving game state with the number of time-saving times 10,000 is set to when the number of consecutive high-probability settings reaches the upper limit has ended, and if a jackpot is won during this low-probability time-saving game state, regardless of which jackpot pattern (X7, X8, X9) is determined, the high-probability time-saving game state is set after the special game based on that determination is ended and the number of time-saving times is set to 10,000. Therefore, if a jackpot is won during the low-probability time-saving game state (if a so-called pullback occurs), the special game will be played and the high-probability time-saving game state will be set again until the number of consecutive high-probability settings reaches the upper limit. In addition, since the number of consecutive high probability settings is 0 in the low probability time-saving game state, the execution of special games and the setting of the high probability time-saving game state that are repeated during the period from when a jackpot is won during the low probability time-saving game state until the number of consecutive high probability settings reaches the upper limit and the low probability time-saving game state is set are the same as in the above-mentioned (1). In other words, during that period, a total of six special games from the second to the seventh are repeatedly executed via the high probability time-saving game state, and approximately 1680 prize balls (280 balls x 6 times) can be obtained, and approximately 1960 prize balls can be obtained, including the prize balls (280 balls) that can be obtained in the first special game based on the determination of the jackpot pattern X7, X8, or X9 in the low probability time-saving game state.
[0185] As described above, in the pachinko machine P according to this embodiment, until a high probability time-saving game state with 14 time-saving times based on the determination of the jackpot pattern X3 or X4 during the normal game state or the high probability non-time-saving game state is set, or until a high probability time-saving game state with 10,000 time-saving times based on the determination of the jackpot pattern X2, X5, or X6 during the high probability non-time-saving game state is set, the transition of the game state is repeated from the normal game state to the first high probability non-time-saving game state, the second high probability non-time-saving game state, the third high probability non-time-saving game state, the fourth high probability non-time-saving game state, the fifth high probability non-time-saving game state, the sixth high probability non-time-saving game state, and so on, through the determination of the jackpot pattern X1 or X2 and the execution of the special game. Also, while this transition of the game state is repeated, the number of consecutive high probability settings changes between 0 and 7 times. When a jackpot is won during a high-probability time-saving game state with 14 time-saving cycles and a jackpot pattern X7, X8 or X9 is determined, or when a jackpot pattern X2, X5 or X6 is determined during a high-probability non-time-saving game state, a high-probability time-saving game state with 10,000 time-saving cycles is set, special games are repeatedly executed via the high-probability time-saving game state during the period until the continuous high-probability setting number reaches the upper limit number and a low-probability time-saving game state is set, and the number of special games executed during that period changes depending on the continuous high-probability number when the jackpot pattern that triggered the setting of the high-probability time-saving game state with 10,000 time-saving cycles was determined. In other words, in the pachinko machine P of this embodiment, the number of special games executed during the period from when the high probability time-saving game state is set to when the low probability time-saving game state is set changes depending on the number of consecutive high probability settings when the high probability time-saving game state with the time-saving number of times of 10,000 is set, and as a result, the total number of prize balls that the player can win during that period also changes, providing the player with a novel gaming experience and increasing the interest of the game.
[0186] (Output of external information (external signal)) In the pachinko machine P of this embodiment, the main CPU 101 is capable of outputting predetermined external information (hereinafter also referred to as an external signal) to an external device that is installed outside the pachinko machine P and is capable of managing and displaying information related to the game (for example, a hall computer, an external display device that can display the number of times a special game has been played, the number of times a special pattern has been displayed in a changing state (the number of times a special pattern has changed), and whether a special game is being played or a time-saving game state is in progress, etc.).
[0187] In the pachinko machine P according to this embodiment, jackpot information (hereinafter also referred to as jackpot signal) for causing an external device to recognize that a special game is being played in the pachinko machine P is provided as external information that can be output. In addition, the external information that can be output is not limited to jackpot information, and may include variable information (variable signal) for causing an external device to recognize that a variable display of a special pattern has been executed in the pachinko machine P, and time-saving information (time-saving signal) for causing an external device to recognize that a predetermined time-saving game state (high probability time-saving game state, low probability time-saving game state) has been set in the pachinko machine P, etc.
[0188] The output of external information will be specifically described below for different cases. (A) When the jackpot symbol X3, X4, X5 or X6 is determined during normal game mode, and when the jackpot symbol X5 or X6 is determined during high probability non-time-saving game mode. In this case, the main CPU 101 outputs the above-mentioned jackpot information to an external device from the start to the end of the special game based on the determination of the above-mentioned jackpot pattern (i.e., starts outputting the jackpot information at the start of the special game and ends outputting the jackpot information at the end of the special game). In other words, in the case of (A), from the start of the first special game described above (a special game in which approximately 280 prize balls can be won and which triggers the setting of a high probability time-saving game state with 14 time-saving cycles or a high probability time-saving game state with the first time-saving cycle of 10,000 cycles) to the end of the special game, jackpot information is continuously output to the external device.
[0189] In the case of (A), the jackpot information is output to the external device from the start to the end of the first special game, so that the external device can recognize the start to the end of the first special game as one special game. Therefore, from the start to the end of the first special game, the external display device can notify that one special game is being played, and the hall computer can understand that one special game is being played. In addition, based on the start of the output of the jackpot information accompanying the start of the first special game (or the end of the output of the jackpot information accompanying the end of the first special game), if the number of times the special game is played is displayed on the external display device, the number of times the special game is being played being displayed is counted up by one, and if the number of times the special game is played is stored (managed) in the hall computer, the number of times the special game is played that is stored is counted up by one.
[0190] (B) When the winning symbol X7, X8 or X9 is determined during the high probability time-saving game state of 14 times. In this case, the main CPU 101 outputs jackpot information to an external device from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 until the end of the special game based on the determination of the jackpot pattern that triggered the number of consecutive high probability setting rounds to reach the upper limit number. That is, in the case of (B), the jackpot information is continuously output to the external device from the start of the second special game (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a high probability time-saving game state or a low probability time-saving game state with the first time-saving count of 10,000) to the end of the special game (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a low probability time-saving game state) which is executed when the number of consecutive high probability settings reaches the upper limit. Therefore, during this period, when multiple special games are executed via the high probability time-saving game state, the jackpot information is continuously output to the external device even during the high probability time-saving game state which is set between the end of one special game and the start of the next special game.
[0191] In the case of (B), the jackpot information is output to the external device without interruption from the start of the second special game to the end of the special game executed when the continuous high probability setting number reaches the upper limit number. In other words, even if multiple special games are executed during the above period, the external device will recognize that one special game has been executed. Therefore, from the start of the second special game to the end of the special game executed when the continuous high probability setting number reaches the upper limit number, the external display device can notify that one special game is being executed, and the hall computer can grasp that one special game is being executed. In addition, based on the fact that the output of jackpot information begins with the start of the second special game as described above (or the output of jackpot information ends with the end of the special game that is executed when the number of consecutive high probability setting times as described above reaches the upper limit number), if the number of times a special game has been played is displayed on the external display device, the number of times the special game being displayed has been played is counted up by one, and if the number of times a special game has been played is stored (managed) in the hall computer, the stored number of times the special game has been played is counted up by one.
[0192] For example, in the case of the above-mentioned (1) (when the jackpot symbol X3, X4, X5 or X6 is determined during the normal game state, and the jackpot is won during the high probability time-saving game state after the special game based on the determination, and the jackpot symbol X7, X8 or X9 is determined), the second to seventh special games are executed via the high probability time-saving game state until the continuous high probability setting number reaches the upper limit number and the low probability time-saving game state is set, so that the jackpot information is output to the external device without interruption from the start of the second special game to the end of the seventh special game. Then, the external device recognizes the period from the start of the second special game to the end of the seventh special game as one special game. Also, for example, in the case of the above (6) (when the jackpot symbol X3 or X4 is determined during the fifth high-probability non-time-saving game state, and a jackpot is won during the high-probability time-saving game state after the special game based on that determination, and the jackpot symbol X7, X8, or X9 is determined), a low-probability time-saving game state is set when the second special game ends, so jackpot information is output to the external device from the start of the second special game until the end of that special game. Then, the external device recognizes the period from the start to the end of the second special game as one special game.
[0193] (C) After a high-probability time-saving game state with 10,000 time-saving cycles is set based on the determination of the jackpot symbol X5 or X6 during a high-probability non-time-saving game state, if the jackpot symbol X7, X8, or X9 is determined during the high-probability time-saving game state. In this case, as in (B), the main CPU 101 outputs jackpot information to an external device from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 until the end of the special game based on the determination of the jackpot pattern that triggered the number of consecutive high probability setting rounds to reach the upper limit. In other words, in the case of (C), from the start of the special game based on the determination of the above-mentioned jackpot pattern X7, X8 or X9 (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a high probability time-saving game state or a low probability time-saving game state with the second time-saving count of 10,000) to the end of the special game (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a low probability time-saving game state) which is executed when the number of consecutive high probability settings reaches the upper limit number of times, jackpot information is continuously output to the external device.
[0194] And, even in the case of (C), the jackpot information is output to the external device without interruption from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 to the end of the special game executed when the continuous high probability setting number of times reaches the upper limit number of times, so that the external device can recognize the period from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 to the end of the special game executed when the continuous high probability setting number of times reaches the upper limit number as one special game. Therefore, from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 to the end of the special game executed when the continuous high probability setting number of times reaches the upper limit number of times, the external display device can notify that one special game is being executed, and the hall computer can grasp that one special game is being executed. In addition, based on the fact that the output of jackpot information is started with the start of a special game based on the determination of the jackpot pattern X7, X8 or X9 described above (or the output of jackpot information is ended with the end of a special game that is executed when the above-mentioned continuous high probability setting number reaches the upper limit number), if the number of times a special game has been executed is displayed on the external display device, the number of times the special game being displayed is executed is counted up by one, and if the number of times a special game has been executed is stored (managed) in the hall computer, the stored number of times the special game has been executed is counted up by one.
[0195] (D) When the winning symbol X7, X8 or X9 is determined during the low probability time-saving game state. In this case, as in (C), the main CPU 101 outputs jackpot information to an external device from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 until the end of the special game based on the determination of the jackpot pattern that triggered the number of consecutive high probability setting rounds to reach the upper limit. That is, even in the case of (D), the jackpot information is continuously output to the external device from the start of the special game based on the determination of the above-mentioned jackpot pattern X7, X8 or X9 (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a high probability time-saving game state with the first time-saving count of 10,000) to the end of the special game (a special game in which approximately 280 prize balls can be obtained and which triggers the setting of a low probability time-saving game state) which is executed when the number of consecutive high probability settings reaches the upper limit.
[0196] And, even in the case of (D), since the jackpot information is output to the external device without interruption from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 mentioned above until the end of the special game executed when the continuous high probability setting number of times mentioned above reaches the upper limit number of times, the external device can recognize the period from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 mentioned above until the end of the special game executed when the continuous high probability setting number of times mentioned above reaches the upper limit number of times as one special game. Specifically, in the case of (D), the first to seventh special games are executed via the high probability time-saving game state until the continuous high probability setting number of times reaches the upper limit number of times and the low probability time-saving game state is set, so that the big win information is output to the external device without interruption from the start of the first special game to the end of the seventh special game. Then, the external device recognizes the period from the start of the first special game to the end of the seventh special game as one special game. The processing in the external device is the same as in the case of (C), so a description thereof will be omitted.
[0197] (E) When the jackpot pattern X1 or X2 is determined during the normal game state, when the jackpot pattern X1 is determined during the high probability non-time-saving game state, and when the jackpot pattern X2 is determined during the high probability non-time-saving game state and the number of consecutive high probability setting times reaches the upper limit number of times. In this case, a special game based on the determination of the jackpot pattern described above (a special game in which approximately 28 prize balls can be won and which triggers the setting of a normal game state or a high-probability non-time-saving game state) is executed, but the main CPU 101 does not output jackpot information to an external device while the special game is being executed. In the case of (E), since the jackpot information is not output to the external device based on the execution of the special game, the execution of the special game is not recognized in the external device. Therefore, even if the special game is executed in the pachinko machine P, the external display device does not notify that one special game is being executed, and the hall computer does not recognize that one special game is being executed. Even if the number of times that a special game has been executed is displayed on the external display device, the number of times that the special game is being displayed is not incremented by one, and even if the number of times that a special game has been executed is stored (managed) in the hall computer, the number of times that the special game has been executed that is stored is not incremented by one.
[0198] (F) When the jackpot pattern X2 is determined during the high probability non-time-saving game state and the consecutive high probability setting number of times has not reached the upper limit number of times. In this case, the special game based on the determination of the jackpot symbol X2 can win approximately 28 prize balls, similar to (E), but unlike (E), it triggers the setting of a high probability time-saving game state with the first time-saving number of times being 10,000. In this case, similarly to (C), the main CPU 101 outputs jackpot information to an external device from the start of the special game based on the determination of the jackpot pattern X2 until the end of the special game based on the determination of the jackpot pattern that triggered the continuous high probability setting number of times to reach the upper limit number of times. In other words, in the case of (F), from the start of the special game based on the determination of the jackpot pattern X2 described above, to the end of the special game executed when the continuous high probability setting number reaches the upper limit number (a special game in which approximately 280 prize balls can be won and which triggers the setting of a low probability time-saving game state), jackpot information is continuously output to the external device.
[0199] And, even in the case of (F), since the jackpot information is output to the external device without interruption from the start of the special game based on the determination of the jackpot pattern X2 to the end of the special game executed when the continuous high probability setting number of times reaches the upper limit number, the external device can recognize the period from the start of the special game based on the determination of the jackpot pattern X2 to the end of the special game executed when the continuous high probability setting number of times reaches the upper limit number as one special game. The processing in the external device is the same as in the case of (C), so a description thereof will be omitted.
[0200] As described above, in the pachinko machine P according to this embodiment, when the jackpot pattern X7, X8 or X9 is determined during a high-probability time-saving game state with 14 time-saving times, or when the jackpot pattern X7, X8 or X9 is determined during a high-probability time-saving game state with 10,000 time-saving times based on the determination of the jackpot pattern X5 or X6 during a high-probability non-time-saving game state, the jackpot information can be output continuously from the start of the special game based on the determination of the jackpot pattern X7, X8 or X9 to the end of the special game based on the determination of the jackpot pattern that triggered the continuous high probability setting number to reach the upper limit number. If multiple high-probability time-saving game states are set during the above period, the jackpot information can be output across these multiple high-probability time-saving game states. As a result, even if the specifications of the pachinko machine P are such that the game or presentation proceeds by regarding multiple special games as one special game being executed, it is possible to cause the external device to execute notification of various information linked to the specifications of the pachinko machine P (display of the number of times the special game has been executed, notification during execution of the special game, etc.). Since the specifications of the pachinko machine P and the notification of various information in the external device are linked, it is possible to prevent the player playing the game from feeling a contradiction, and thus to increase the interest in the game.
[0201] (Outline of processing in pachinko machine P) Next, an overview of the processing executed by the main control board 100 as the special game, normal game, and special game progress as described above will be explained using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied from the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG.
[0202] In step 100, the main CPU 101, as an initialization process, reads a startup program from the main ROM 102 in response to power-on, initializes flags stored in the main RAM 103, and stores various commands to be transmitted to the sub-control board 300 in a performance transmission data storage area provided in the main RAM 103. Then, the process proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for special symbol random numbers, which is referenced when updating the special symbol random numbers. This initial value update random number for special symbol random numbers is used to determine the initial value of the special symbol random numbers. In other words, the special symbol random numbers are updated with the initial value update random number for special symbol random numbers at the time when the update is started as the initial value. Then, once this random number range has been completed, the update of the special symbol random numbers is continued with the initial value update random number for special symbol random numbers at that time as the initial value. Then, the process proceeds to the next step 102.
[0203] In step 102, the main CPU 101 updates the fluctuation pattern random number for determining the fluctuation pattern. Then, when the process of step 102 ends, the processes of steps 101 and 102 are repeatedly executed thereafter until a predetermined interrupt process is performed.
[0204] Next, the timer interrupt process of the main control board 100 will be described. A reset clock pulse generating circuit provided on the main control board 100 generates a clock pulse at a predetermined period (4 milliseconds in the pachinko machine P of this embodiment), thereby executing the timer interrupt processing shown in the flowchart of Figure 20.
[0205] In step 200, the main CPU 101 executes a timer update process for updating various timer counters. Then, the process proceeds to step 201. In addition, the pachinko machine P of this embodiment employs a countdown timer, and the timer counter is decremented by 1 each time the timer interrupt process of the main control board 100 is executed, and the countdown stops when it reaches 0. In step 201, the main CPU 101 updates the special symbol random number. Specifically, the random number counter is updated by adding "1", and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and if the random number counter has completed one cycle, the random number is updated from the value of the special symbol random number initial value update random number at that time. Then, the process proceeds to the next step 202.
[0206] In step 202, the main CPU 101 judges whether there is an input to the gate detection sensor 20a, the first start winning hole detection sensor 15a, and the second start winning hole detection sensor 16a, and executes a sensor detection time process to perform a predetermined process based on the result. Then, the process proceeds to the next step 203. In step 203, the main CPU 101 executes a special symbol-related control process for controlling the special symbol game and the special game. Then, the process proceeds to step 204.
[0207] In step 204, the main CPU 101 executes a general map-related control process for controlling the general map game. Then, the process proceeds to step 205. In step 205, the main CPU 101 executes error-related processing for controlling the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the door frame 3a (front door 3) or a tray full command based on the full state of the tray 7, the main CPU 101 generates a corresponding error designation command (e.g., a door open command, a tray full command, etc.) and stores (sets) it in the performance transmission data storage area. Also, when the main control board 100 no longer receives the above-mentioned commands, the main CPU 101 generates a corresponding error cancellation designation command (e.g., a door close command, a full cancellation command, etc.) and stores it in the performance transmission data storage area. Then, the process proceeds to the next step 206.
[0208] In step 206, when the detection signals from the general winning hole detection sensor 14a, the first start winning hole detection sensor 15a, the second start winning hole detection sensor 16a, the first large winning hole detection sensor 173, and the second large winning hole detection sensor 183 are input to the main CPU 101, the main CPU 101 updates the prize ball counters provided corresponding to the respective detection signals, and transmits payout number designation commands corresponding to the respective detection signals to the launch payout control board 200. When the launch payout control board 200 pays out prize balls, a payout command is transmitted to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it decrements the prize ball counter. The main CPU 101 also stores the prize ball command indicating the type of winning hole into which the ball entered and the number of paid out prize balls in the performance transmission data storage area. As a result, the winning hole into which the game ball entered and the number of prize balls paid out are transmitted to the sub-control board 300. Then, the process proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of movable piece solenoid data for opening and closing the movable piece 16b of the second start winning opening 16, large prize opening solenoid data for controlling the opening and closing of the first large prize opening 171 or the second large prize opening 181, display data for various display devices (first special pattern display device 30, second special pattern display device 31, normal pattern display device 32, first special pattern reserved display device 38, second special pattern reserved display device 39, and normal pattern reserved display device 33), etc. Then, the process proceeds to the next step 208.
[0209] In step 208, the main CPU 101 executes an output control process for performing processes such as port output for outputting each data created in the above-mentioned step 207, and command transmission for transmitting commands stored in the performance transmission data storage area. Then, the process proceeds to the next step 209. In step 209, the main CPU 101 executes an external information output control process for controlling the output of external information to an external device, and then ends the timer interrupt process of the main control board 100.
[0210] Next, the sensor detection process in step 202 described above will be described with reference to the flowchart in FIG. In step 300, the main CPU 101 executes gate detection processing based on the fact that the gaming ball has passed through the gate 20. Then, the process proceeds to the next step 301. In step 301, the main CPU 101 executes a first start winning hole detection process based on the game ball entering the first start winning hole 15. Then, the process proceeds to the next step 302. In step 302, the main CPU 101 executes a process at the time of detection of the second start winning hole based on the game ball entering the second start winning hole 16. Then, the process at the time of sensor detection is terminated.
[0211] Next, the gate detection process in step 300 described above will be described with reference to the flowchart in FIG. In step 400, the main CPU 101 judges whether or not a detection signal has been input from the gate detection sensor 20a. If it is judged that a detection signal has not been input from the gate detection sensor 20a, the gate detection process is terminated. On the other hand, if it is judged that a detection signal has been input from the gate detection sensor 20a, the process proceeds to the next step 401. In step 401, the main CPU 101 judges whether the value of the regular reserved number counter (i.e., the current regular reserved number) is less than "4". If it is judged that the value is not less than "4" (i.e., "4"), the gate detection time processing is terminated. On the other hand, if it is judged that the value is less than 4, the process proceeds to the next step 402.
[0212] In step 402, the main CPU 101 increments the value of the normal reserved number counter by "1". Then, the process proceeds to step 403. In step 403, the main CPU 101 obtains a winning determination random number and stores it in the regular game reserve memory area. Then, the gate detection process is terminated.
[0213] Next, the process at the time of detecting the first start winning hole in step 301 described above will be explained with reference to the flowchart in FIG. In step 500, the main CPU 101 judges whether or not a detection signal is input from the first start winning hole detection sensor 15a. If it is judged that a detection signal is not input from the first start winning hole detection sensor 15a, the first start winning hole detection process is terminated. On the other hand, if it is judged that a detection signal is input from the first start winning hole detection sensor 15a, the process proceeds to the next step 501. In step 501, the main CPU 101 judges whether the value of the first reserved number counter (i.e., the first reserved number at the current time) is less than "4". If it is judged that the value is not less than "4" (i.e., "4"), the first start winning port detection process is terminated. On the other hand, if it is judged that the value is less than "4", the process proceeds to the next step 502.
[0214] In step 502, the main CPU 101 increments the value of the first pending number counter by "1". Then, the process proceeds to step 503. In step 503, the main CPU 101 acquires a win / lose random number and stores it in the memory section of the first reserved memory area. Then, the process proceeds to step 504.
[0215] In step 504, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201, and stores it in the memory section of the first reserved memory area in which the win / loss random number was stored in the above-mentioned step 503. Then, proceed to the next step 505. In step 505, the main CPU 101 acquires the variable pattern random number updated in step 102 described above, and stores it in the memory section of the first reserved memory area where the win / lose random number was stored in step 503 described above. As a result, the acquired win / lose random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same first reserved memory area. Then, proceed to the next step 506.
[0216] In step 506, the main CPU 101 generates a start winning command indicating that the first special random number has been stored and stores it in the performance transmission data storage area. Then, the first start winning port detection process is terminated.
[0217] Next, the process at the time of detecting the second start winning port in step 302 described above will be explained with reference to the flowchart in FIG. In step 600, the main CPU 101 judges whether or not a detection signal is input from the second start winning hole detection sensor 16a. If it is judged that a detection signal is not input from the second start winning hole detection sensor 16a, the second start winning hole detection process is terminated. On the other hand, if it is judged that a detection signal is input from the second start winning hole detection sensor 16a, the process proceeds to the next step 601. In step 601, the main CPU 101 judges whether the value of the second reserved number counter (i.e., the current second reserved number) is less than "4". If it is judged that the value is not less than "4" (i.e., "4"), the second start winning port detection process is terminated. On the other hand, if it is judged that the value is less than "4", the process proceeds to the next step 602.
[0218] In step 602, the main CPU 101 increments the value of the second reservation number counter by "1". Then, the process proceeds to step 603. In step 603, the main CPU 101 acquires the win / lose random number and stores it in the memory section of the second reserved memory area. Then, the process proceeds to step 604.
[0219] In step 604, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201, and stores it in the memory section of the second reserved memory area in which the win / loss random number was stored in the above-mentioned step 603. Then, proceed to the next step 605. In step 605, the main CPU 101 acquires the variable pattern random number updated in step 102 described above, and stores it in the memory section of the second reserved memory area where the win / lose random number was stored in step 603 described above. As a result, the acquired win / lose random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same second reserved memory area. Then, the process proceeds to the next step 606.
[0220] In step 606, the main CPU 101 generates a start winning command indicating that the second special random number has been stored and stores it in the performance transmission data storage area. Then, the second start winning port detection process is terminated.
[0221] Next, the special chart-related control process in step 203 described above will be described with reference to the flowchart in FIG. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of a plurality of function modules (subroutines) constituting the special symbol-related control process is to be executed. Specifically, this execution phase data has data "00" indicating the execution of a special symbol variation start process described later, data "01" indicating the execution of a special symbol variation stop process described later, data "02" indicating the execution of a post-stop process described later, data "03" indicating the execution of a special game control process described later, and data "04" indicating the execution of a special game end process described later. Then, the main CPU 101 executes any one of the following processes based on the value of the execution phase data loaded in the above-mentioned step 700: special symbol variation start process (step 701), special symbol variation stop process (step 702), post-stop process (step 703), special game control process (step 704), or special game end process (step 705). Then, the special symbol-related control process is terminated.
[0222] Next, the special symbol variation start process in step 701 will be described with reference to the flowchart in FIG. In step 800, the main CPU 101 judges whether the execution phase data is "00" indicating the execution of the special symbol variation start process. If it is judged that the execution phase data is "00", the process proceeds to the next step 801. On the other hand, if it is judged that the execution phase data is not "00", the special symbol variation start process is terminated. In step 801, the main CPU 101 judges whether or not the second special random number is stored in the memory section of the second reserved memory area, that is, whether or not the second reserved number counter is "1" or more. If it is judged that the second special random number is stored, the process proceeds to step 804. On the other hand, if it is judged that the second special random number is not stored, the process proceeds to the next step 802.
[0223] In step 802, the main CPU 101 judges whether the first special random number is stored in the storage unit of the first reserved storage area, that is, whether the first reserved number counter is "1" or more. If it is judged that the first special random number is not stored, the process proceeds to step 812. On the other hand, if it is judged that the first special random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first reserved number counter by "1" and executes a shift process of the first reserved memory area. Specifically, the random numbers stored in the first memory section of the first reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the first reserved memory area are shifted to a memory section with a smaller number by one. As a result, the random numbers stored in the first reserved memory area are used in the win / lose determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805.
[0224] In step 804, which is performed when it is determined in step 801 that the second special random number is stored, the main CPU 101 decrements the value of the second reserved number counter by "1" and executes a shift process of the second reserved memory area. Specifically, the random numbers stored in the first memory section of the second reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second memory section to the fourth memory section of the second reserved memory area are shifted to a memory section with a smaller number by one. As a result, the random numbers stored in the second reserved memory area are used in the winning / losing judgment process described later in a so-called first-in first-out (FIFO) order. Then, the process proceeds to step 805. In step 805, the main CPU 101 increments the count value of a variation count counter for counting the number of times the winning / losing lottery is executed (the number of times the special symbol varies) by "1". The main CPU 101 also stores a variation count command including the count value of the variation count counter in the performance transmission data storage area. This causes the variation count command to be sent to the sub-control board 300, which is then able to grasp the current count value of the variation count counter. Then, the process proceeds to the next step 806.
[0225] In step 806, the main CPU 101 selects the win / lose random number determination table 110 corresponding to the current game state, and executes a win / lose determination process to derive the result of the win / lose lottery based on the selected table and the win / lose random number stored in the predetermined processing area in the above-mentioned step 803 or step 804. Then, the process proceeds to the next step 807. In step 807, the main CPU 101 executes a special symbol determination process to determine the type of the special symbol. Specifically, if the start winning hole into which the game ball entered is the first start winning hole 15 (first special symbol random number), the first start winning hole determination table 111a is acquired, and the type of the jackpot symbol (jackpot symbol X1, X2, X3, X4, X5, or X6) or the type of the losing symbol (losing symbol Z1) is determined based on the table, the result of the winning / losing lottery determined in the above-mentioned step 806 (winning or losing the jackpot), and the special symbol random number stored in a predetermined processing area in the above-mentioned step 803 or step 804. Also, if the start winning hole into which the game ball entered is the second start winning hole 16 (second special symbol random number), the second start winning hole determination table 111b is acquired, and the type of the jackpot symbol (jackpot symbol X7, X8 or X9) or the type of the losing symbol (Z2) is determined based on the table, the result of the winning / losing lottery determined in the above-mentioned step 806 (won or lost the jackpot), and the special symbol random number stored in the predetermined processing area in the above-mentioned step 803 or step 804. Then, data corresponding to the determined special symbol is stored in a predetermined temporary storage area of the main RAM 103. Also, in this special symbol determination process, the current game state, that is, the game state at the time when the special symbol was determined, is stored in the game state buffer. Then, the process proceeds to the next step 808. In addition, in the fluctuation start processing of the pachinko machine P in this embodiment, when both the first special chart random number and the second special chart random number are stored, the second special chart random number is processed in priority to the first special chart random number, but this is not limited to this and they may be processed in the order in which they are stored in the pending memory area.
[0226] In step 808, the main CPU 101 stores the symbol determination command indicating the type of the special symbol determined in the above-mentioned step 807 in the performance transmission data storage area. As a result, information related to the determined type of the special symbol is transmitted to the sub-control board 300 at the start of the fluctuation. Then, the process proceeds to the next step 809. In step 809, the main CPU 101 executes a fluctuation pattern determination process for determining a fluctuation pattern command (fluctuation pattern) based on the fluctuation pattern random number stored in a predetermined processing area in the above-mentioned step 803 or step 804. Then, the process proceeds to the next step 810.
[0227] In step 810, the main CPU 101 sets variable display data for starting the variable display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variable display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts a blinking display, and when the variable display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts a blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. In addition, in the pachinko machine P according to this embodiment, when the first special symbol random number is stored in the first reserved memory area, the first special symbol reserved display device 38 is displayed in a manner in which the first reserved number can be recognized, and when the second special symbol random number is stored in the second reserved memory area, the second special symbol reserved display device 39 is displayed in a manner in which the second reserved number can be recognized. When the above-mentioned special symbol variable display is performed based on the first special symbol random number, the first special symbol reserved display device 38 is displayed and controlled to indicate that the first reserved number is decreased by one at the same time as the variable display starts, and when the above-mentioned special symbol variable display is performed based on the second special symbol random number, the second special symbol reserved display device 39 is displayed and controlled to indicate that the second reserved number is decreased by one at the same time as the variable display starts. Then, the process proceeds to the next step 811.
[0228] In step 811, the main CPU 101 sets the execution phase data to "01" so that the special pattern variation stop processing is executed in the special pattern related control processing, and ends the special pattern variation start processing. In step 812, which is reached when it is determined in step 802 that the first special symbol random number is not stored in the first reserved memory area, the main CPU 101 executes a customer waiting determination process for displaying a customer waiting state on the performance display device 21 based on the fact that the special symbol variable display is not being performed. Specifically, the main CPU 101 counts the time during which the special symbol variable display is not being performed, and when a predetermined customer waiting time (for example, 30 seconds) has elapsed without the special symbol variable display being performed, it determines that the customer waiting state has been entered and stores a customer waiting command for displaying a customer waiting screen on the performance display device 21 in the performance transmission data storage area. Then, the special symbol variable start process is terminated.
[0229] Next, the fluctuation pattern determination process in step 809 described above will be described with reference to the flowchart in FIG. In step 900, the main CPU 101 checks the current reserved number (first reserved number, second reserved number), the current game state, and the current count value of the fluctuation counter. Then, the process proceeds to the next step 901. In step 901, the main CPU 101 acquires the fluctuation pattern table 114 corresponding to the content confirmed in the above-mentioned step 900. Then, the process proceeds to the next step 902.
[0230] In step 902, the main CPU 101 determines a variation pattern command based on the variation pattern table 114 acquired in the above-mentioned step 901, the type of the special symbol determined in the above-mentioned step 807, and the variation pattern random number stored in the predetermined processing area in the above-mentioned step 803 or step 804, and stores the determined variation pattern command in the predetermined processing area. Then, the process proceeds to the next step 903. In step 903, the main CPU 101 stores the variation pattern command determined in the above-mentioned step 902 in the performance transmission data storage area.
[0231] In step 904, the main CPU 101 determines the fluctuation time associated with the fluctuation pattern command based on the fluctuation pattern table 114. Then, the determined fluctuation time is set in the fluctuation time timer counter. Then, the fluctuation pattern determination process is terminated.
[0232] Next, the special symbol variation stop process in step 702 will be described with reference to the flowchart in FIG. In step 1000, the main CPU 101 judges whether the execution phase data is "01" indicating the execution of the special symbol variation stop process. If it is judged that the execution phase data is not "01", the special symbol variation stop process is terminated. On the other hand, if it is judged that the execution phase data is "01", the process proceeds to the next step 1001. In step 1001, the main CPU 101 judges whether the variable time set in the variable time timer counter in step 904 has elapsed. If it is judged that the variable time has not elapsed, the special symbol variation stop process is terminated. On the other hand, if it is judged that the variable time has elapsed, the process proceeds to the next step 1002.
[0233] In step 1002, the main CPU 101 sets the stop display data for stopping and displaying the special symbol determined in the above-mentioned step 807 on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. Then, the process proceeds to the next step 1003. In step 1003, the main CPU 101 stores a symbol determination command indicating that the special symbol has been determined in the performance transmission data storage area.
[0234] In step 1004, the main CPU 101 sets the stop display time (0.5 seconds) for which the special symbols are stopped and displayed in a stop display time timer counter. Then, the process proceeds to step 1005. In step 1005, the main CPU 101 sets the execution phase data to "02" so that post-stop processing is executed in the special symbol related control processing. Then, the special symbol variation stop processing is terminated.
[0235] Next, the post-stop processing in step 703 mentioned above will be described with reference to the flowchart in FIG. In step 1100, the main CPU 101 judges whether the execution phase data is "02", which indicates execution of post-stop processing. If it is judged that the execution phase data is not "02", the post-stop processing is terminated. On the other hand, if it is judged that the execution phase data is "02", the process proceeds to the next step 1101. In step 1101, the main CPU 101 judges whether or not the stop display time set in the stop display time timer counter in the above-mentioned step 1004 has elapsed. If it is judged that the stop display time has not elapsed, the post-stop processing is terminated. On the other hand, if it is judged that the stop display time has elapsed, the process proceeds to the next step 1102.
[0236] In step 1102, the main CPU 101 stores a stop display command indicating that the stop display time has elapsed in the performance transmission data storage area, and stores the current game state in the game state buffer. In step 1103, the main CPU 101 executes a time-saving count update process. Specifically, the main CPU 101 judges whether or not a time-saving game flag indicating that the current game state is a time-saving game state is on. If it is judged that the time-saving game flag is on, the main CPU 101 updates a time-saving count storage area provided in the main RAM 103. In this time-saving count storage area, the remaining number of fluctuations until the time-saving game state ends is stored. Then, the stored remaining number of fluctuations is decremented by "1". Also, if the remaining number of fluctuations becomes "0" as a result of updating the remaining number of fluctuations, the main CPU 101 also executes a process to turn off the time-saving game flag. Also, if it is judged that the time-saving game flag is not on, the main CPU 101 does not perform any process. Then, the process proceeds to the next step 1104.
[0237] In step 1104, the main CPU 101 performs a high probability count update process. Here, the main CPU 101 judges whether or not a high probability game flag indicating that the current game state is a high probability game state is on. If it is judged that the high probability game flag is on, the high probability count storage area provided in the main RAM 103 is updated. In this high probability count storage area, the remaining number of variations until the high probability game state ends is stored. Then, this stored remaining number of variations is decremented by "1". Also, if the remaining number of variations becomes "0" as a result of updating the remaining number of variations, a process of turning off the high probability game flag is also executed. Also, if it is judged that the high probability game flag is not on, the main CPU 101 does not perform any process. Then, the process proceeds to the next step 1105. In step 1105, the main CPU 101 judges whether the special symbol displayed in a stopped state is a big win symbol. If it is judged that the special symbol displayed in a stopped state is not a big win symbol (i.e., a losing symbol), the process proceeds to step 1111. On the other hand, if it is judged that the special symbol displayed in a stopped state is a big win symbol, the process proceeds to the next step 1106.
[0238] In step 1106, the main CPU 101 sets a command for transmitting the game state at the time of winning the jackpot and the type of the jackpot symbol (X1, X2, X3, X4, X5, X6, X7, X8, or X9) stopped and displayed at the time of winning the jackpot to the sub-control board 300. Then, the process proceeds to the next step 1107. In step 1107, the main CPU 101 resets the current game state. Then, the process proceeds to step 1108.
[0239] In step 1108, the main CPU 101 sets the opening time, which is the waiting time set at the start of the special game, in the opening time timer counter, and stores an opening command indicating that the opening process is to start in the performance transmission data storage area. Then, the process proceeds to the next step 1109. In step 1109, the main CPU 101 sets the number of rounds in the main RAM 103 based on the type of the jackpot symbol displayed. Specifically, if the jackpot symbol displayed is X1 or X2, the main CPU 101 sets the number of rounds to "2", and if the jackpot symbol displayed is X3, X4, X5, X6, X7, X8, or X9, the main CPU 101 sets the number of rounds to "10". Then, the process proceeds to the next step 1110.
[0240] In step 1110, the main CPU 101 sets the execution phase data to "03" so that the special game control process is executed in the special chart related control process. Then, the post-stop process is terminated. In step 1111, which is reached when it is determined in step 1105 that the special symbol stopped and displayed is not a big win symbol, the main CPU 101 checks the current game state, and then stores a game state command for transmitting the game state and the type of the losing symbol (Z1 or Z2) stopped and displayed to the sub-control board 300 in the performance transmission data storage area. Then, the process proceeds to the next step 1112.
[0241] In step 1112, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the post-stop process is terminated.
[0242] Next, the special game control process in step 704 will be described with reference to the flowchart of FIG. In step 1200, the main CPU 101 judges whether the execution phase data is "03" indicating the execution of the special game control process. If it is judged that the execution phase data is not "03", the special game control process is terminated. On the other hand, if it is judged that the execution phase data is "03", the process proceeds to the next step 1201. In step 1201, the main CPU 101 judges whether the opening time set in the opening time timer counter in the above-mentioned step 1108 has elapsed. If it is judged that the opening time has not elapsed, the special game control process is terminated. On the other hand, if it is judged that the opening time has elapsed, the process proceeds to the next step 1202.
[0243] In step 1202, the main CPU 101 judges whether or not the special game control process is in the ending process, which is a waiting process performed after all rounds of play are completed. If it is judged that the ending process is in progress, the process proceeds to step 1210. On the other hand, if it is judged that the ending process is not in progress, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a special electric device operation table 112 corresponding to the type of the stopped jackpot symbol to execute a special opening / closing control process for opening / closing the first special opening 171 or the second special opening 181. Then, the process proceeds to the next step 1204.
[0244] In step 1204, the main CPU 101 judges whether or not it is the time when the round game has started based on the big prize opening / closing control in the above-mentioned step 1203. If it is judged that it is not the time when the round game has started, the process proceeds to step 1206. On the other hand, if it is judged that it is the time when the round game has started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of a round game in the performance transmission data storage area. Then, the process proceeds to the next step 1206. The round game start command is provided for each number of round games, so that the sub-control board 300 can be informed of which round game has started.
[0245] In step 1206, the main CPU 101 judges whether the round game has ended based on the large prize opening / closing control in the above-mentioned step 1203. If it is judged that the round game has not ended, the special game control process is terminated. On the other hand, if it is judged that the round game has ended, the process proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, the process proceeds to the next step 1208.
[0246] In step 1208, the main CPU 101 judges whether the number of rounds decremented in the above-mentioned step 1207 is "0". If it is judged that the number of rounds is not "0", the special game control process is terminated. On the other hand, if it is judged that the number of rounds is "0", the process proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the waiting time set at the end of the special game, in the ending time timer counter, and stores an ending command indicating that the ending process is to start in the performance transmission data storage area. Then, the special game control process is terminated.
[0247] In step 1210, which is reached when it is determined in step 1202 that the ending process is in progress, the main CPU 101 determines whether the ending time set in the ending time timer counter in step 1209 has elapsed. If it is determined that the ending time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to the next step 1211. In step 1211, the main CPU 101 stores a special game end command, which indicates that the special game has ended, in the effect transmission data storage area.
[0248] In step 1212, the main CPU 101 sets the execution phase data to "04" so that the special game end process is executed in the special chart related control process. Then, the special game control process is ended.
[0249] Next, the special game ending process in step 705 will be described with reference to the flowchart in FIG. In step 1300, the main CPU 101 judges whether the execution phase data is "04", which indicates the execution of the special game end process. If it is judged that the execution phase data is not "04", the special game end process is ended. On the other hand, if it is judged that the execution phase data is "04", the process proceeds to the next step 1301. In step 1301, the main CPU 101 increments the count value of the continuous high probability setting number counter by 1. Then, the process proceeds to step 1302.
[0250] In step 1302, the main CPU 101 judges whether the count value of the continuous high probability setting counter has reached the upper limit number (7 times). If it is judged that the upper limit number has not been reached, the process proceeds to step 1305. On the other hand, if it is judged that the upper limit number has been reached, the process proceeds to the next step 1303. In step 1303, the main CPU 101 executes a low probability gaming state setting process for setting the gaming state to a low probability gaming state. Specifically, the main CPU 101 turns off the high probability gaming flag. Then, the process proceeds to the next step 1304.
[0251] In step 1304, the main CPU 101 clears (resets) the count value of the continuous high probability setting number counter. As a result, the count value of the continuous high probability setting number counter becomes 0. Then, the process proceeds to step 1306. In step 1305, which is reached when it is determined in step 1302 that the count value of the continuous high probability setting counter has not reached the upper limit, the main CPU 101 executes a high probability game state setting process for setting the game state to a high probability game state. Specifically, the high probability game flag is turned on, and the high probability count is set to "10000". Then, the process proceeds to the next step 1306.
[0252] In step 1306, the main CPU 101 executes a time-saving / non-time-saving game state setting process for setting either a non-time-saving game state or a time-saving game state. Specifically, either a non-time-saving game state or a time-saving game state is set according to the game state at the time of winning the jackpot and the type of the determined jackpot pattern. When setting the non-time-saving game state, the time-saving game flag is turned off, and when setting the time-saving game state, the time-saving game flag is turned on. When the time-saving game state is set, the number of time-saving times is set according to the game state at the time of winning the jackpot and the type of the determined jackpot pattern. Then, the process proceeds to the next step 1307. In step 1307, the main CPU 101 sets a game state designation command in the performance transmission data storage area according to the game state set as described above. This game state designation command includes information on whether the high probability game flag is on or off, information on whether the time-saving game flag is on or off, the number of high probability games, and the number of time-saving games, all of which are set as described above. Then, the process proceeds to the next step 1308.
[0253] In step 1308, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the special game end process is ended.
[0254] Next, the map-related control process in step 204 will be described with reference to the flowchart in FIG. In step 1400, the main CPU 101 loads the value of the normal pattern execution phase data. This normal pattern execution phase data indicates which of the multiple function modules (subroutines) constituting the normal pattern related control process is to be executed. Specifically, this normal pattern execution phase data has data "10" indicating the execution of the normal pattern variation start process described later, data "11" indicating the execution of the normal pattern variation stop process described later, data "12" indicating the execution of the normal pattern stop post-processing described later, and data "13" indicating the execution of the movable piece control process described later. Then, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the normal symbol stop post-stop process (step 1403), or the movable piece control process (step 1404) based on the value of the normal symbol execution phase data loaded in the above-mentioned step 1400. Then, the normal symbol related control process is terminated.
[0255] Next, the normal symbol variation start process in step 1401 described above will be described with reference to the flowchart in FIG. In step 1500, the main CPU 101 judges whether the normal pattern execution phase data is "10" which indicates the execution of the normal pattern variation start process. If it is judged that the normal pattern execution phase data is not "10", the normal pattern variation start process is terminated. On the other hand, if it is judged that the normal pattern execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 judges whether or not a winning random number is stored in the regular reserved memory area, that is, whether or not the regular reserved number counter is "1" or more. If it is judged that the regular reserved number counter is not "1" or more (i.e., "0"), the regular pattern variation start process is terminated. On the other hand, if it is judged that the regular reserved number counter is "1" or more, the process proceeds to the next step 1502.
[0256] In step 1502, the main CPU 101 decrements the value of the normal reserved number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes a shift process of the regular reserved memory area. Specifically, the winning determination random number stored in the first memory unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth memory units are shifted to the memory unit with the next smaller number. As a result, the winning determination random numbers stored in the regular reserved memory area are used in the winning determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 1504.
[0257] In step 1504, the main CPU 101 selects a winning determination random number determination table 115 (either the first determination table 115a or the second determination table 115b) corresponding to the current state (non-time-saving game state, time-saving game state, or special game state), and executes a winning determination process to derive the result of the lottery for the normal symbol based on the selected table and the winning determination random number stored in the processing area in the above-mentioned step 1503. Specifically, the main CPU 101 refers to the first determination table 115a when in the non-time-saving game state or special game state, and refers to the second determination table 115b when in the time-saving game state, and determines the winning determination random number stored in the processing area. Then, the process proceeds to the next step 1505. In step 1505, the main CPU 101 judges whether or not the result of the winning judgment process in the above-mentioned step 1504 is a win. If it is judged to be a win, the process proceeds to the next step 1506. On the other hand, if it is judged to be a no win (i.e., a loss), the process proceeds to step 1507.
[0258] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to step 1508. In step 1507, which is reached when it is determined in step 1505 that the result of the winning determination process is not a win, the main CPU 101 stores the losing symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to step 1508.
[0259] In step 1508, the main CPU 101 checks whether the current state of the pachinko machine P is in a non-time-saving game state, a time-saving game state, or a special game state, and sets the normal pattern fluctuation time timer counter to the normal pattern fluctuation time corresponding to the current state of the pachinko machine P by referring to the normal pattern fluctuation pattern determination table 116. Specifically, when the main CPU 101 is in a non-time-saving game state or a special game state, it sets the normal pattern fluctuation time timer counter to "3 seconds", and when the main CPU 101 is in a time-saving game state, it sets the normal pattern fluctuation time timer counter to "0.6 seconds". Then, it proceeds to the next step 1509. In step 1509, the main CPU 101 sets the variable display data for starting the variable display of the normal symbol. As a result, when the variable display of the normal symbol is performed, the normal symbol display device 32 starts blinking. In addition, in the pachinko machine P according to this embodiment, when the winning determination random number is stored in the normal symbol reservation memory area, the normal symbol reservation display device 33 is displayed in a manner that allows the number of reserved normal symbols to be recognized. Then, when the variable display of the normal symbol is performed, the display of the normal symbol reservation display device 33 is controlled so as to indicate that the number of reserved normal symbols is reduced by one at the same time as the variable display starts. Then, proceed to the next step 1510.
[0260] In step 1510, the main CPU 101 stores the current state of the pachinko machine P in the gaming machine state buffer as the state of the pachinko machine P at the start of fluctuation. Then, the process proceeds to step 1511. In step 1511, the main CPU 101 sets the normal symbol execution phase data to "11" so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process is terminated.
[0261] Next, the normal symbol variation stop processing in step 1402 described above will be described with reference to the flowchart in FIG. In step 1600, the main CPU 101 judges whether the normal pattern execution phase data is data "11" indicating the execution of the normal pattern variation stop processing. If it is judged that the normal pattern execution phase data is not "11", the normal pattern variation stop processing is terminated. On the other hand, if it is judged that the normal pattern execution phase data is "11", the process proceeds to the next step 1601. In step 1601, the main CPU 101 judges whether the normal symbol variation time set in the normal symbol variation time timer counter in the above-mentioned step 1508 has elapsed. If it is judged that the variation time has not elapsed, the normal symbol variation stop processing is terminated. On the other hand, if it is judged that the variation time has elapsed, the process proceeds to the next step 1602.
[0262] In step 1602, the main CPU 101 sets stop display data for stopping and displaying the normal symbols on the normal symbol display device 32, and executes the stop display of the normal symbols. Then, the process proceeds to the next step 1603. In step 1603, the main CPU 101 sets the variable stop display time (0.5 seconds in this embodiment) for stopping and displaying the normal symbols in the normal symbol stop display time timer counter. Then, the process proceeds to the next step 1604.
[0263] In step 1604, the main CPU 101 sets the normal symbol execution phase data to "12" so that the normal symbol stop post-processing is executed in the normal symbol related control processing. Then, the normal symbol variation stop processing is terminated.
[0264] Next, the normal symbol stop post-processing in step 1403 described above will be described with reference to the flowchart in FIG. In step 1700, the main CPU 101 judges whether the normal symbol execution phase data is data "12" indicating the execution of normal symbol stop post-processing. If it is judged that the normal symbol execution phase data is not "12", the normal symbol stop post-processing is terminated. On the other hand, if it is judged that the normal symbol execution phase data is "12", the process proceeds to the next step 1701. In step 1701, the main CPU 101 judges whether the normal symbol stop display time set in the normal symbol stop display time timer counter in the above-mentioned step 1603 has elapsed. If it is judged that the normal symbol stop display time has not elapsed, the normal symbol stop post-processing is terminated. On the other hand, if it is judged that the normal symbol stop display time has elapsed, the process proceeds to the next step 1702.
[0265] In step 1702, the main CPU 101 judges whether the stopped normal symbol is a winning symbol. If it is judged that the stopped normal symbol is not a winning symbol (i.e., a losing symbol), the process proceeds to step 1704. On the other hand, if it is judged that the stopped normal symbol is a winning symbol, the process proceeds to the next step 1703. In step 1703, the main CPU 101 sets the normal symbol execution phase data to "13" so that the movable piece control process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0266] In addition, in step 1704, which is performed when it is determined in step 1702 that the normal symbol displayed in the stopped state is not a winning symbol (i.e., it is a losing symbol), the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0267] Next, the movable piece control process in step 1404 described above will be described with reference to the flowchart in FIG. In step 1800, the main CPU 101 judges whether the normal execution phase data is data "13" indicating execution of the movable piece control process. If it is judged that the normal execution phase data is not "13", the movable piece control process is terminated. On the other hand, if it is judged that the normal execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 judges whether or not the movable piece 16b is in operation. If it is judged that the movable piece 16b is in operation, the process proceeds to step 1804. On the other hand, if it is judged that the movable piece 16b is not in operation, the process proceeds to the next step 1802.
[0268] In step 1802, the main CPU 101 checks whether the state of the pachinko machine P at the time when the normal symbols start to vary is in a non-time-saving game state, a time-saving game state, or a special game state. Then, the process proceeds to the next step 1803. In step 1803, the main CPU 101 refers to the movable piece control table 117, and acquires and sets the number of times the movable piece 16b is opened, the opening time per opening of the movable piece 16b, and the interval time as control data for the movable piece solenoid 16c according to the state of the pachinko machine P confirmed in the above-mentioned step 1802. Then, the movable piece control process is terminated.
[0269] In step 1804, which is reached when it is determined in step 1801 that the movable piece 16b is in operation, the main CPU 101 determines whether the open time of the movable piece 16b has elapsed. If it is determined that the open time has not elapsed, the movable piece control process is terminated. On the other hand, if it is determined that the open time has elapsed, the process proceeds to the next step 1805. In step 1805, the main CPU 101 stops the operation of the movable piece 16b.
[0270] In step 1806, the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the movable piece control process is terminated.
[0271] Next, the external information output control process in step 209 mentioned above will be described with reference to the flowchart in FIG. In step 1900, the main CPU 101 judges whether or not the big win information is being output. If it is judged that the big win information is being output, the process proceeds to step 1903. On the other hand, if it is judged that the big win information is not being output, the process proceeds to the next step 1901. In step 1901, the main CPU 101 judges whether it is the output start time of the big win information (the special game start time of the above (A) to (D) and (F)). If it is judged that it is not the output start time, the external information output control process is terminated. On the other hand, if it is judged that it is the output start time, the process proceeds to the next step 1902.
[0272] In step 1902, the main CPU 101 starts outputting big win information, and then ends the external information output control process. In step 1903, which is reached when it is determined in step 1900 that the jackpot information is being output, the main CPU 101 determines whether or not it is the end time of the output of the jackpot information (the end time of the special games (A) to (D) and (F) described above). If it is determined that it is not the end time of the output, the external information output control process is terminated. On the other hand, if it is determined that it is the end time of the output, the process proceeds to the next step 1904.
[0273] In step 1904, the main CPU 101 ends the output of the big win information, and then ends the external information output control process.
[0274] (Outline of the performance in the pachinko machine P) As described above, the special game, the normal game, and the special game proceed by executing various processes in the main control board 100. During the progress of these games, the main control board 100 transmits various commands to the sub-control board 300, which receives these commands and controls the presentation associated with the progress of the games.
[0275] In the pachinko machine P according to this embodiment, as described above, during the variable display of the special symbols, a variable performance is executed that can notify the result of the win / lose lottery by the display mode of the performance symbol 50. In this variable performance, the variable display of the performance symbols 50 (dummy symbols) is performed on the background image displayed on the display unit 21a of the performance display device 21. Then, the result of the winning / losing lottery can be notified to the player by the combination (stop display mode) of the performance symbols 50 that are stopped and displayed after the variable display.
[0276] Specifically, after the variable display of the special symbols starts, all the performance symbols 50 are displayed stationary, and then the variable display of all the performance symbols 50 starts (see Figs. 38(a) and (b), Figs. 39(a) and (b)). Note that the downward arrow in the figure indicates that the performance symbols 50 are displayed scrolling from top to bottom. After that, the performance pattern 50 located on the left side (hereinafter also referred to as the first stop pattern), the performance pattern 50 located on the right side (hereinafter also referred to as the second stop pattern), and the performance pattern 50 located in the center (hereinafter also referred to as the third stop pattern) are displayed in that order (see Figures 38(c) to (e) and Figures 39(c) to (e)).
[0277] Here, in the pachinko machine P according to this embodiment, during the normal game state and during the high probability non-time shortening game state, the above-mentioned performance pattern 50 is displayed in a variable manner in the center of the display unit 21a of the performance display device 21 (see Figures 38 and 39). Then, when the result of the lottery during the normal game state or the high probability non-time-saving game state is a big win and the big win pattern X3, X4, X5, or X6 is determined, all the performance patterns 50 are stopped and displayed as the same pattern (see FIG. 39(e) and FIG. 40(b)). In other words, when all the performance patterns 50 are stopped and displayed as the same pattern, it is announced that the result of the lottery is a big win.
[0278] In contrast, if the result of the winning / losing lottery during the normal game state or the high-probability non-time-saving game state is a loss, all of the performance symbols 50 will not be stopped and displayed in the same pattern (see FIG. 38(e)). In other words, the result of the winning / losing lottery is a loss when at least one performance symbol 50 is stopped and displayed in a pattern different from the other performance symbols 50. In addition, in the pachinko machine P according to this embodiment, even if the result of the winning / losing lottery during the normal game state or the high probability non-time-saving game state is a winning jackpot and the winning pattern X1 or X2 is determined, at least one of the performance patterns 50 is stopped and displayed in a pattern different from the other performance patterns 50, just as when the result of the winning / losing lottery is a losing one (see Fig. 43(b) and (d)). In other words, in this case, although the result of the winning / losing lottery is a winning jackpot, the player is made to recognize that the result of the winning / losing lottery is a losing one.
[0279] Then, when the result of the lottery during the normal game state or the high probability non-time-saving game state is a jackpot and the jackpot pattern X3, X4, X5 or X6 is determined, all of the performance patterns 50 are displayed stopped with the same pattern, and then a special game execution notification A (in this embodiment, an image saying "Challenge BONUS!" is displayed) is executed to notify that a special game will be executed (see Figure 40(c)). In addition, when the special game is executed after the special game execution notification A is executed, a specific state entry performance described later is executed, which gives the impression that a game is being executed in which the player aims to win a jackpot before the number of times the special symbol changes and displays reaches a predetermined number, after the special game ends. Therefore, the execution of the special game execution notification A gives the player the impression that the above-mentioned game will be executed after the special game ends.
[0280] Here, in the pachinko machine P according to this embodiment, if the jackpot pattern X3, X4, X5 or X6 is determined during the normal game state, a high probability time-saving game state with 14 time-saving times is set after the special game based on the determination is completed, and if the jackpot pattern X3 or X4 is determined during the high probability non-time-saving game state, a high probability time-saving game state with 14 time-saving times (when the continuous high probability setting number of times does not reach the upper limit number) or a low probability time-saving game state (when the continuous high probability setting number of times reaches the upper limit number) is set after the special game based on the determination is completed, and if the jackpot pattern X5 or X6 is determined during the high probability non-time-saving game state, a high probability time-saving game state with 10,000 time-saving times (when the continuous high probability setting number of times does not reach the upper limit number) or a low probability time-saving game state (when the continuous high probability setting number of times reaches the upper limit number) is set after the special game based on the determination is completed (see FIG. 13(c)-(d)). In either case, the special game execution notification A is executed. Therefore, when a jackpot is won during a normal game state or a high-probability non-time-saving game state, and the jackpot pattern X3, X4, X5, or X6 is determined, a notification that a special game will be executed will be made in a similar manner (special game execution notification A). In addition, in any special game executed in any case, a round game of 10 rounds is executed (see FIG. 12(b)). Furthermore, in any of the above-mentioned special games, a special game performance to liven up the special game and a right hit notification to notify that a game ball will be shot toward the second game area 12b (in this embodiment, an image of "→→→ right hit" is displayed) are executed (see FIG. 40(d)), and all of them are executed in a similar manner. Therefore, depending on the notification that a special game is being played and the mode of execution and presentation of the special game, it is not possible to recognize the game state that will be set after the special game ends, which can build up anticipation for the game state that will be set after the special game ends, and as described above, it is possible to give the player the impression that a game is being played in which the player aims to win a jackpot before the number of times the special pattern is displayed in a variable manner reaches a predetermined number of times. Although not shown in the figure, the same background image and the same variable presentation are executed during both the normal game state and the high-probability non-time-saving game state, and it is not possible to know from the appearance of the presentation whether the normal game state or the high-probability non-time-saving game state is set. In other words, it is not possible to know in which game state the jackpot has been won.
[0281] Then, when the above-mentioned special game ends, a specific state entry presentation is executed to give the impression that a game is being played in which the player aims to win a jackpot before the number of times the special pattern is displayed in a variable manner reaches a predetermined number (14 times in this embodiment) (see Figure 40(e)). In this specific state entry presentation, a suggestive image (in this version, an image saying "Entering the challenge zone!") is displayed, giving the impression that a game has begun in which the player aims to win the jackpot before the number of times the special pattern changes display reaches a predetermined number, and a right-hit notification is given, and a countdown display of the predetermined number of times begins (see Figure 40(e)).
[0282] As described above, after the above-mentioned special game ends, either a high probability time-saving game state with 14 time-saving times, a high probability time-saving game state with the first time-saving number of 10,000 times, or a low probability time-saving game state is set, but regardless of which game state is set, the above-mentioned specific state entry performance is executed. By doing this, no matter which game state is set, the player can be given the impression that a high-probability time-saving game state with 14 time-saving times has been set, and a game is being played in which the player wins a jackpot during this high-probability time-saving game state with 14 time-saving times, aiming to set the most advantageous game state with 10,000 time-saving times, which is the most advantageous game state, and this can increase the player's interest.
[0283] After that, each time the special symbol variable display is performed, a countdown display of a predetermined number of times proceeds (see FIG. 40(f)). Then, in the case where a high probability time-saving game state with 14 time-saving times or a high probability time-saving game state with 10,000 first time time-saving times is set, if a jackpot is won before the special symbol variable display is performed 14 times, all the performance symbols 50 are displayed as the same symbol, and then a special game execution notification B (in this embodiment, an image of "Level Up BONUS! Level 1" is displayed) is executed to notify that a special game will be executed (see FIG. 40(g)-(h)). During the execution of the special game, a special game performance is executed (see FIG. 40(i)), and when the special game ends, if the continuous high probability setting number of times does not reach the upper limit number of times, a high probability time-saving game state with 10,000 time-saving times is set, and a continuation suggestion image (in this embodiment, an image of "Level Up Bonus Continue!") that gives the impression that the execution of the special game is continuing is displayed. During this high probability time-saving game state with 10,000 time-saving times, a variable display is executed by a small-sized performance pattern 50 in the lower left corner of the display unit 21a of the performance display device 21 (see FIG. 40(i) etc.). Then, when the next big win is won, all the performance symbols 50 are displayed in the same pattern in the lower left corner of the display unit 21a, and then a special game execution notification C is executed to notify that a new special game will be executed (see FIG. 41(a)). In this special game execution notification C, a restart suggestion image (in this embodiment, an image saying "Level Up! Level 2") that gives the impression that the ongoing special game will be restarted is displayed (see FIG. 41(b)). After that, as described above, the special game presentation is executed during the execution of the special game (see FIG. 41(c)), and the continuation suggestion image and the restart suggestion image are displayed in accordance with the execution of the special game and the high probability time-saving game state of 10,000 times of time-saving until the continuous high probability setting number of times reaches the upper limit number. Then, when the continuous high probability setting number of times reaches the upper limit number, after the special game ends, an end suggestion image (in this form, an image saying "Level Up BONUS End") that gives the impression that the ongoing special game has ended is displayed, and a result notification image is displayed that notifies the execution number of the special game and the total number of winning balls from the special game that triggered the execution of the special game execution notification A to the special game that triggered the execution of the special game execution notification C (see FIG. 41(c)). By executing the above-mentioned presentation, the player is given the impression that the period from the start of the special game that triggers the execution of special game execution notification B to the end of the special game that triggers the execution of special game execution notification C is the execution of a single special game, thereby increasing the player's interest.
[0284] Then, when the number of consecutive high probability settings reaches the upper limit and a low probability time-saving play state is set, the above-mentioned end suggestion image and result notification image are displayed, followed by a low probability notification image (in this form, an image saying "Entering the revenge zone!") notifying that a low probability time-saving play state has been set and a right-hit notification, and a countdown display of a predetermined number of times (in this form, 23 times or 100 times) begins (see Figure 41 (d)). Thereafter, each time the variable display of the special symbol is performed, a countdown display is performed a predetermined number of times (see FIG. 41(f)). If a jackpot is won before the variable display of the special symbol is performed a predetermined number of times, all of the performance symbols 50 are displayed as the same symbol, and then a special game execution notification D (in this embodiment, an image of "MAX LEVEL BONUS! Level 1" is displayed) is executed to notify the player that a special game will be executed based on the winning of the jackpot during the low probability time-saving game state (see FIG. 41(g)). After that, the continuation suggestion image and the resume suggestion image will be repeatedly displayed until the number of consecutive high probability setting times reaches the upper limit (until seven special games are executed via a high probability time-saving game state with 10,000 time-saving times). In addition, if a low-probability time-saving game state is set when the above-mentioned specific state entry performance is executed, if a jackpot is won before the special pattern changing display is performed 14 times, the special game execution notification D will be executed as described above, and then the continuation suggestion image and the resume suggestion image will be repeatedly displayed until the continuous high probability setting number of times reaches the upper limit number of times.
[0285] In addition, when the above-mentioned specific state entry effect is executed, if a high probability time-saving game state with the first time saving count of 10,000 has been set, if a jackpot is not won before the special pattern changing display has been performed 14 times, when the 14th time of the special pattern changing display has ended, a high probability setting notification image (in this form, an image saying "Level Up BONUS Promotion!") is displayed to notify that a high probability time-saving game state with the first time saving count of 10,000 has been set, and then a continuation suggestion image is displayed (see Figures 42(a) to (e)). Thereafter, the continuation suggestion image and the restart suggestion image will be repeatedly displayed until the continuous high probability setting number of times reaches the upper limit number of times.
[0286] As described above, when the result of the lottery during the normal game state or the high probability non-time-saving game state is a big win and the big win pattern X1 or X2 is determined, the performance pattern 50 is displayed in a stopped state in the same manner as when the result of the lottery is a loss (see Fig. 43(b) and (d)). Then, after the performance pattern 50 is displayed, a special game is executed, and during the execution of this special game, a ball entry instruction image (in this embodiment, an image saying "Aim for the attacker!") is displayed to instruct the player to enter the game ball into the first big winning hole 171 (see Fig. 43(b) and (d)).
[0287] Here, as described above, when the jackpot pattern X2 is determined during the high probability non-time-saving game state, unless the number of consecutive high probability settings has reached the upper limit, a high probability time-saving game state with 10,000 time-saving times is set after the special game based on the determination is completed (see FIG. 13(b)). In this case, after the high probability setting notification image is displayed at the end of the special game based on the determination of the jackpot pattern X2, a continuation suggestion image is displayed (see FIG. 43(e) and (f)). Thereafter, the continuation suggestion image and the restart suggestion image will be repeatedly displayed until the continuous high probability setting number of times reaches the upper limit number of times.
[0288] In addition, the third stop pattern is displayed almost simultaneously with the stop display of the special pattern on the first special pattern display device 30 or the second special pattern display device 31. This prevents the special pattern from being displayed on the first special pattern display device 30 or the second special pattern display device 31 before the stop display of the performance pattern 50, and prevents the result of the lottery from being understood based on the type of special pattern.
[0289] In addition, the pachinko machine P according to this embodiment is provided with a no-reach change pattern in which the first and second stop symbols are displayed as different symbols, and a reach change pattern in which the first and second stop symbols are displayed as the same symbol (so-called reach display is performed) (see FIG. 39(d)). Each of these change performance modes has a plurality of modes, and each mode has various settings for the way of change and the display contents of the performance pattern 50.
[0290] In each of the above-mentioned effects, not only may images be displayed, but a predetermined sound may be output, and the effect lighting device 23 (lamp) may be caused to emit light in a predetermined lighting pattern or color.
[0291] Although not shown, in the pachinko machine P according to this embodiment, various variable performance determination tables for determining the mode of variable performance are stored in the sub-ROM 302 of the sub-control board 300. The sub-CPU 301 of the sub-control board 300 receives a variable pattern command transmitted from the main control board 100, and selects a variable performance determination table according to a predetermined condition, and acquires a variable performance random number within a predetermined numerical range (for example, 0 to 249). Then, the mode of variable performance is determined based on the selected variable performance determination table, the variable pattern command received from the main CPU 101 of the main control board 100, and the acquired variable performance random number.
[0292] (Modification) In the pachinko machine P according to the above-mentioned embodiment, the game state according to the type of jackpot symbol is set after the special game ends, but this is not limited to this, and the game state according to the game result during the special game may be set after the special game ends. Specifically, a special area into which game balls can enter may be provided inside the first large winning opening 171 or the second large winning opening 181, and when a predetermined number of game balls (for example, one) enter the special area during a special game, a high probability game state may be set after the special game ends. Even in this case, similar to the above-mentioned embodiment, when a special game resulting in the above-mentioned game result (a predetermined number of game balls entering the special area) is executed a predetermined maximum number of times in succession, a low probability game state may be forcibly set after the special game ends, and control regarding the game, presentation, and output of big win information may be executed in the same manner as in the above-mentioned embodiment. Even in this case, it is possible to obtain the same effect as the pachinko machine P according to the above-mentioned embodiment, and to increase the interest in the special game.
[0293] Furthermore, in the pachinko machine P according to the above-described embodiment, when any jackpot pattern is determined, a high probability game state is set after the special game based on that determination is completed, but this is not limited to this, and the high probability game state may be set after the special game based on that determination is completed only when a specific jackpot pattern out of multiple jackpot patterns is determined. Even in this case, the same effects as those of the pachinko machine P according to the above-mentioned embodiment can be achieved.
[0294] In addition, in the pachinko machine P according to the above-mentioned embodiment, the upper limit of the number of consecutive wins is set to a predetermined number (7 times), but this is not limited to this, and for example, a different upper limit may be set depending on the type of jackpot pattern determined at the time of the first jackpot win that triggered the setting of the high probability game state. Specifically, for example, in the case where a jackpot is won by a win / lose lottery during normal game mode, when the jackpot pattern X1 or X2 is determined, the above-mentioned upper limit number of times may be set to 3 times, when the jackpot pattern X3 or X5 is determined, the above-mentioned upper limit number of times may be set to 5 times, and when the jackpot pattern X4 or X6 is determined, the above-mentioned upper limit number of times may be set to 7 times. Even in this case, the same effect as that of the pachinko machine P in the above-mentioned embodiment can be achieved, and the number of times that the high probability game state is set consecutively can be varied to increase the interest of the player.
[0295] In addition, in the pachinko machine P according to the above-mentioned embodiment, when the jackpot pattern X5 or X6 is determined during a high-probability non-time-saving game state, jackpot information is output to an external device from the start to the end of the special game based on that determination, and when a high-probability time-saving game state with the first time-saving count of 10,000 is set after the special game ends, jackpot information is not output during this high-probability time-saving game state, and when a jackpot is won during this high-probability time-saving game state, jackpot information is continuously output to an external device from the start of the special game based on that winning to the end of the special game, which triggers the setting of a low-probability time-saving game state when the continuous high-probability setting count reaches the upper limit, but the manner in which the jackpot information is output is not limited to this. For example, jackpot information may be continuously output to an external device from the start of a special game based on the determination of the jackpot pattern X5 or X6 during a high-probability non-time-saving game state until the end of the special game, which triggers the setting of a low-probability time-saving game state when the number of consecutive high-probability settings reaches the upper limit number. Even in this case, the same effects as those of the pachinko machine P according to the above-mentioned embodiment can be achieved.
[0296] In addition, in the pachinko machine P according to the above-described embodiment, the output of the jackpot information starts when the special game starts, and ends when the special game ends, but the timing of the start and end of the output is not limited to this. For example, the output of jackpot information may be started when the variable display of the jackpot symbol that triggers the execution of a special game ends and the jackpot symbol is displayed stationary, when the first round of a special game starts, etc. Also, the output of jackpot information may be ended when the special game ends and the variable display of the next special symbol starts, when the last round of a special game ends, etc. Even in this case, the same effects as those of the pachinko machine P according to the above-mentioned embodiment can be achieved.
[0297] In addition, in the pachinko machine P according to the above-described embodiment, a limit is set on the number of consecutive high probability settings, thereby imposing restrictions on the consecutive settings of a high probability game state, but a similar restriction may also be imposed on the consecutive settings of a time-saving game state. For example, after a jackpot pattern associated with the time-saving game state setting is determined in a non-time-saving game state and the game state is transitioned to a time-saving game state, the above-mentioned jackpot patterns are determined continuously without transitioning to a non-time-saving game state, and when the number of times the jackpot patterns are determined continuously (the number of times of continuous time-saving settings) reaches a predetermined upper limit, the non-time-saving game state may be forcibly set after the special game based on the determination of the jackpot pattern is completed. In other words, when the above-mentioned jackpot patterns are determined continuously the upper limit number of times without transitioning to a non-time-saving game state through the execution of a special game, the non-time-saving game state may be forcibly set after the special game based on the determination is completed, although the time-saving game state setting is associated with the non-time-saving game state. Even in such a case, the same control regarding the game, the performance, and the output of the jackpot information as in the above-mentioned embodiment may be applied within a range without any contradiction.
[0298] Furthermore, the door frame 3a and the rails 13a and 13b in the above-described embodiment may be structured as follows. The front door 3 is composed of a door frame (not shown) with an opening in the center of the front, and two transparent plates 4a, 4b that cover the opening of the door frame 3a and are arranged at the front and rear (see FIG. 55). In addition, the front door 3 is provided with the same components (upper tray 6, receiving tray 7, operating handle 5, speaker, etc.) as those in the above-mentioned embodiment, and the upper part of the door frame 3a (upper part of the front door 3) is provided with a decorative part 610 that constitutes a design of a predetermined shape, such as a three-dimensional object imitating the title logo or motif of the pachinko machine P (see FIG. 44).
[0299] The decorative part 610 is a eave-shaped member that is approximately trapezoidal in side cross section and extends toward the front from the upper part of the door frame 3a, and is broadly composed of a front panel 611 that forms the front of the decorative part 610, a top panel 612 that forms the upper surface of the decorative part 610, and a bottom panel 613 that forms the lower surface of the decorative part 610 (see Figure 44). The bottom plate 613 is composed of a curved surface 613a located on the rearmost side and curved to be convex downward near the front end, an erected surface 613b erected downward from the front end of the curved surface 613a, an inclined surface 613c inclined to gradually lower from the lower end of the erected surface 613b toward the front, and a horizontal surface 613d connected to the front plate 611 at the front end of the inclined surface 613c (see FIG. 44). The bottom plate 613 is formed so that the height position gradually decreases toward the front in the order of the curved surface 613a, the erected surface 613b, the inclined surface 613c, and the horizontal surface 613d (see FIG. 44).
[0300] The game board 11 is a plate-like member having a substantially rectangular shape when viewed from the front (see Figs. 45 and 48), and as described above, a pair of rails 13a, 13b are provided on the surface of the game board 11. The area partitioned into a substantially circular shape by the rails 13a, 13b becomes the game area 12. In the following, of rails 13a and 13b, rail 13a located on the outside (the rail closer to the outer periphery of the game board 11) will also be referred to as outer rail 13a, and rail 13b located on the inside (the rail farthest from the outer periphery of the game board 11) will also be referred to as inner rail 13b.
[0301] The outer rail 13a is a long, thin metal plate-like member having a width greater than the diameter of the game ball, and is adapted to be attached (supported) along the base surface 621 of a rail base 620 which is installed on the surface of the game board 11 (see Figure 45). Here, the rail base 620 is a plate-like member that is approximately C-shaped when viewed from the front, and is cut out so that it opens toward the lower right when placed on the surface of the game board 11, and has an arc shape (i.e., an arc shape that is convex toward the left) centered on the approximate center of the play area 12 (game board 11).The cutout surface formed by this cutout becomes the base surface 621 (see FIG. 45). In addition, when the rail base 620 is installed on the surface of the game board 11, the above-mentioned base surface 621 extends from a starting position P1 located at the lower left of the game area 12 (the lower left of the first game area 12a) and away to the left of the outlet 19, through a left end P2 and an upper end P3 of the game board 11, to a terminal position P4 located at the upper right of the game area 12 (the upper right of the second game area 12b) (see Figures 45 and 48).
[0302] In addition, although not specifically shown, a horizontally elongated rectangular slit-shaped terminal guide fitting hole 622 is provided at approximately the center position in the short side direction near terminal position P4 of the base surface 621 (when the rail base 620 is installed on the surface of the game board 11, at a position approximately halfway along the length from the arc-shaped long side L1 (hereinafter also referred to as the rear long side L1) located on the game board 11 side of the base surface 621 to the arc-shaped long side L2 (hereinafter also referred to as the front long side L2) located on the front side (hereinafter also referred to as the central position)).
[0303] Furthermore, a plurality of guide projections 623 protruding from the base surface 621 are provided along the rear long side L1 between the start position P1 and the end position P4 on the base surface 621 (see FIG. 45). Although not particularly shown, the number of guide protrusions 623 provided on the above-mentioned base surface 621 in a range H1 (hereinafter also referred to as a first range H1) from the starting end position P1 to the left end P2 is equal to or greater than the range H2 (hereinafter also referred to as a second range H2) from the left end P2 to the upper end P3, and is equal to or greater than the range H3 (hereinafter also referred to as a third range H3) from the upper end P3 to the terminal position P4. Specifically, for example, three guide protrusions 623 can be provided in the first range H1, for example, two guide protrusions 623 can be provided in the second range H2, and for example, one guide protrusion 623 can be provided in the third range H3. Also, although not specifically shown, no guide protrusions 623 are provided on the left end P2 and upper end P3 of the above-mentioned base surface 621, and the arrangement intervals of each guide protrusion 623 provided on the base surface 621 are unequal.
[0304] The outer rail 13a attached to the base surface 621 has a size substantially equal to that of the base surface 621. Specifically, the length of the outer rail 13a in the longitudinal direction is substantially equal to the length from the starting position P1 to the terminal position P4 of the base surface 621, and the length of the outer rail 13a in the lateral direction (the width of the outer rail 13a) is substantially equal to the length from the front long side L2 to the rear long side L1 of the base surface 621 (the width in the depth direction of the base surface 621) (see FIG. 45). Therefore, when the outer rail 13a is attached to the base surface 621, the outer rail 13a also extends from the starting position P1 through the left end P2 and the upper end P3 to the terminal position P4 (see FIG. 45 and FIG. 48).
[0305] In addition, the outer rail 13a is provided with an end guide protrusion 632 that can fit into the end guide fitting hole 622 at a position corresponding to the end guide fitting hole 622 when the outer rail 13a is attached along the base surface 621, and also with a guide fi...
Claims
[Claim 1] A determination means capable of determining whether or not to execute a special game advantageous to a player; A setting means capable of setting either a first game state or a second game state having a higher advantage than the first game state; an output means for outputting specific outside information to be output to the outside of the gaming machine for a predetermined period of time; the setting means is capable of setting a second game state after the special game ends based on the establishment of a predetermined condition, but when a number of consecutive establishments, which is the number of times that the predetermined condition is consecutively established, reaches an upper limit number, the setting means is capable of setting a first game state after the special game ends based on the establishment of the predetermined condition; the output means is capable of continuously outputting the specific outside information from a predetermined start point to a predetermined end point based on the number of consecutive wins reaching an upper limit number, and is capable of outputting the specific outside information across a plurality of second game states; A first frame portion on which a game board having a game area through which game balls flow down is provided; A second frame portion located on a front side of the first frame portion; A decorative portion provided on an upper portion of the second frame portion; A guide passage provided at the upper part of the game area and capable of guiding a game ball to a specific game area corresponding to the right side of the game area; An outer passage surface that constitutes the guide passage and is located on the outer periphery of the game area; Among imaginary lines extending in a direction perpendicular to the surface of the game board, an imaginary line passing through the uppermost end of the outer passage surface is defined as a first reference line; A first reference position is a position where a virtual vertical line perpendicular to the first reference line and extending in the vertical direction intersects with the rearmost side on the lower surface of the decorative part, If the position where the virtual vertical line intersects with the lowest end of the lower surface of the decorative portion is defined as a second reference position, the first reference position is located below the first reference line, and the distance from the first reference line to the first reference position is equal to or less than the diameter of the game ball; A gaming machine characterized in that the second reference position is located below the first reference line, and the distance from the first reference line to the second reference position is greater than or equal to the diameter of a gaming ball.
Citation Information
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