Gaming Machines
The gaming machine improves player engagement by dynamically adjusting gameplay difficulty and executing jackpot games based on a determination process, enhancing the gaming experience through variable displays and modes.
Patent Information
- Application Number
- JP2020143687
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-27
- Publication Date
- 2025-01-21
- Estimated Expiration
- 2040-08-27
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest through dynamic and engaging jackpot determinations and notifications.
The gaming machine incorporates a determination process that sets a specific ball entry state to make it easier for the game ball to enter a variable starting port, with adjustable modes suggesting player advantage or disadvantage, and executes a jackpot game based on the determination result, allowing for varied gameplay experiences.
This enhances player engagement by providing dynamic and interactive gameplay, increasing interest through variable displays and adjustable gameplay modes.
Smart Images

Figure 0007618198000001 
Figure 0007618198000002 
Figure 0007618198000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In a pachinko game machine, which is one type of game machine, a jackpot determination is made to determine whether or not a jackpot has been reached, provided that a game ball has entered a starting hole. When a jackpot determination is made, a special symbol is displayed in a variable manner to notify the result of the jackpot determination. When the variable display of the special symbol indicates that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed (see Patent Document 1).
[0003] In the gaming machine according to Patent Document 1, when the special symbol is variably displayed, the effect symbol is variably displayed. In the variably displayed effect symbol, the effect symbol is finally stopped in a manner that indicates the result of the big win determination. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-88993 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, with regard to gaming machines that notify the judgment result by displaying a frozen performance pattern, there is still room for improvement in order to increase interest in the game. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: A determination means for performing a predetermined determination process; a jackpot game execution means for executing a jackpot game advantageous to a player based on a result of the predetermined determination process; A game state control means is provided that can control the game state to a specific ball entry easy state in which the game ball is more likely to enter the variable start hole than in a normal game state, When the specific ball scoring easy state is reached, a predetermined presentation mode is set which suggests that the situation is favorable for the player. and when another presentation mode is set which suggests a more unfavorable situation than the predetermined presentation mode. There are When the predetermined presentation mode ends without the big win game being executed, the result of the predetermined determination process is When the jackpot game is executed based on the A specific presentation mode is set, which suggests that the predetermined presentation mode is to be set again. R, When the big win game is executed based on the result of the predetermined determination process in the specific presentation mode, the other presentation mode is not set. This is a gaming machine characterized by the above. Effect of the Invention
[0007] According to the present invention, it is possible to increase interest in games. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Diagram 2] 13 is a schematic front view showing the second large prize device and other components equipped on the gaming machine. FIG. [Diagram 3] 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Diagram 5] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Figure 6] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 7] (A) A big win determination table. (B) A big win symbol type determination table. (C) A small win symbol type determination table. (D) A losing symbol type determination table. (E) A reach determination table. [Figure 8] This is a determination table for the big win symbol type and the small win symbol type, and is a table explaining the types of big wins and small wins. [Figure 9] This is a table for determining the type of losing symbol, and explains the types of losing symbols. [Figure 10] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol changes. (C) A table for determining whether an electric chute is opened. [Figure 11] This is a special chart fluctuation pattern determination table for non-time-saving states. [Figure 12] (A) A special chart fluctuation pattern determination table for time-saving state A. (B) A special chart fluctuation pattern determination table for time-saving state B. [Figure 13] This is a specific table of start winning commands. [Figure 14] 4 is a flowchart of a main control process. [Figure 15] 13 is a flowchart of a main-side timer interrupt process. [Figure 16] 13 is a flowchart of a sensor detection process. [Figure 17] 13 is a flowchart of a gate passing process. [Figure 18] 13 is a flowchart of a normal operation process. [Figure 19] 13 is a flowchart of a special action process. [Figure 20] 13 is a flowchart of a special symbol waiting process. [Figure 21] 13 is a flowchart of a jackpot determination process. [Figure 22] 13 is a flowchart of a variation pattern selection process. [Diagram 23] 13 is a flowchart of a variation pattern selection process. [Figure 24] This is a flowchart of processing during special pattern change. [Diagram 25] 13 is a flowchart of a special symbol determination process. [Figure 26-1] 13 is a flowchart of a game status management process. [Figure 26-2] 13 is a flowchart of a ceiling process. [Figure 27]13 is a flowchart of special electric device processing 1 (jackpot game). [Figure 28] 13 is a flowchart of a game status setting process. [Figure 29] This is a flowchart of special electric device processing 2 (small win game). [Diagram 30] This is a flowchart of special electric device processing 2 (small win game). [Diagram 31] 13 is a flowchart of a distribution member control process. [Diagram 32] 13 is a flowchart of a specific area sensor detection process. [Diagram 33] 13 is a flowchart of a sub-control main process. [Diagram 34] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 35] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 36] 13 is a flowchart of a received command analysis process. [Figure 37] 13 is a timing chart showing the opening pattern of the second large prize opening and the operation pattern of the distribution member during a small prize game. [Figure 38] 1 is a diagram illustrating an outline of a game flow of a gaming machine according to an embodiment. [Figure 39] (A) A diagram showing a display screen in the normal presentation mode, (B) A diagram showing a display screen in the challenge presentation mode, (C) A diagram showing a display screen in the RUSH presentation mode, and (D) A diagram showing a display screen in the CHANCE presentation mode. [Diagram 40] An explanatory diagram showing a specific example of normal fluctuation in a fluctuation performance. [Diagram 41] This is an explanatory diagram showing a specific example of N reach (normal reach) in a variable performance. [Diagram 42] An explanatory diagram showing a specific example of SP reach in a variable presentation. [Diagram 43] This is an explanatory diagram showing a specific example of a battle reach based on the lottery in Special Chart 2. [Diagram 44](A) is a table showing details of some of the presentation modes. (B) is a diagram for explaining the selection process of the presentation pattern in the variable presentation start process when the lottery for special chart 1 is a big win. [Diagram 45] 1A is a diagram showing a specific example of an effect image displayed in the CHANCE effect mode (time-saving state B), and FIG. 1B is a diagram showing a specific example of an effect image displayed in the normal effect mode (non-time-saving state). [Figure 46] A figure showing a specific example of the display mode of each performance pattern that is displayed in a variable manner in normal performance mode (non-time-saving state). [Figure 47] A figure showing a specific example of the display mode of each performance pattern that is displayed in a variable manner in the CHANCE performance mode (time-saving state B). [Figure 48] (A) A diagram showing a specific example of a case where the performance symbols are displayed in a stopped state indicating a miss in the CHANCE performance mode (time-saving state B). (B) A diagram showing a specific example of a case where the performance symbols are displayed in a stopped state indicating a miss in the normal performance mode (non-time-saving state). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] 1. Structure of the gaming machine A pachinko game machine according to one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, the pachinko game machine 1 according to the embodiment includes a game machine frame 50 and a game board 2 attached within the game machine frame 50. The front frame 51 of the game machine frame 50 is provided with a handle 60 for launching game balls with a launch strength according to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a performance button 63 and a select button 64 (see the plan view within the dashed line in FIG. 1) that can be operated by the player during performances that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.
[0010] A game area 3, in which game balls released by operating a handle 60 flow down, is formed on the game board 2 and is surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see FIG. 5). A number of game pegs (not shown) for guiding the game balls are protruded from the game area 3.
[0011] In addition, an image display device 7 (predetermined display means) which is a liquid crystal display device is provided near the center of the game area 3. The display screen 7a (display section) of the image display device 7 has a performance pattern display area which displays the varying performance patterns (decorative patterns) 8L, 8C, and 8R in synchronization with the varying display (variable display) of the first special pattern and the second special pattern described below. The performance pattern display area is composed of three display areas, for example, "left", "middle", and "right". The left display area displays the left performance pattern 8L, the middle display area displays the middle performance pattern 8C, and the right display area displays the right performance pattern 8R. Each performance pattern is composed of a plurality of patterns representing, for example, numbers from "1" to "9". The image display device 7 clearly displays the results of the varying display of the first special pattern and the second special pattern (i.e., the result of the jackpot lottery) displayed on the first special pattern display device 41a and the second special pattern display device 41b (see Figure 3) described below by using a combination of left, center, and right performance patterns.
[0012] For example, when a big win is won, the performance symbols are displayed as a repeat number such as "777". When a small win is won, the performance symbols are displayed as a predetermined chance number such as "246". When a loss (normal loss) occurs, the performance symbols are displayed as a random number such as "263". This makes it easier for the player to grasp the progress of the game. In other words, the player generally does not grasp the result of the big win lottery using the first special pattern display device 41a or the second special pattern display device 41b, but rather uses the image display device 7 to grasp it. The positions of the display areas of the performance symbols 8L, 8C, and 8R do not have to be fixed. In addition, the variable display of the performance symbols can be, for example, scrolled up and down. In addition, the combination of performance symbols to be displayed as a random number according to each lottery result can be arbitrarily changed, and the performance symbols may be displayed as a random number when a small win is won.
[0013] The image display device 7 displays on the display screen 7a not only the effect pattern change effect using the effect patterns as described above (also called "decorative pattern change effect" or simply "change effect"), but also the big win effect performed in parallel with the big win game, and the demo effect for waiting for customers. In the effect pattern change effect, in addition to the effect patterns such as numbers, effect images other than the effect patterns such as background images and character images are also displayed.
[0014] The display screen 7a of the image display device 7 has a first effect pending display area that displays effect pending 9A according to the number of stored first special pattern pendings described below, and a second effect pending display area that displays effect pending 9B according to the number of stored second special pattern pendings described below. By displaying the effect pending, it is possible to clearly show the number of stored first special pattern pendings displayed on the first special pattern pending display 43a described below and the number of stored second special pattern pendings displayed on the second special pattern pending display 43b (see FIG. 3) to the player.
[0015] A center decorative body 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 capable of guiding game balls rolling on the upper surface to a first starting opening 20 described below is formed at the bottom of the center decorative body 10. A warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from an entrance and out to the stage section 11 from an exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is disposed at the top of the center decorative body 10.
[0016] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided that has a first starting hole 20 that does not change the ease with which a game ball can enter. The first starting hole 20 is also called the first starting winning hole, fixed starting hole, fixed ball entry hole, or first ball entry hole. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (a big win lottery, i.e., the acquisition and determination of a big win random number, etc.).
[0017] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting winning hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a second special symbol (a big win drawing, i.e., the acquisition and determination of a big win random number, etc.).
[0018] The electric chute 22 is provided with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second starting opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting opening 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in an open state). In other words, the game ball cannot enter the second starting opening 21 when the movable member 23 is closed (i.e., when the movable member 23 is in a closed state). Note that the second starting opening 21 does not have to be completely unable to enter when the movable member 23 is closed, so long as it is more difficult for the game ball to enter the opening when the movable member 23 is closed than when the movable member 23 is open.
[0019] In addition, below the first starting hole 20 in the game area 3, a first large prize device 31 having a first large prize hole 30 is provided. The first large prize device 31 is also called a first special variable prize device or other special prize means, and the first large prize hole 30 is also called other special prize hole. The first large prize device 31 has an opening / closing member (other special prize hole opening / closing member) 32 that can be opened and closed, and opens and closes the first large prize hole 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (see FIG. 4). The first large prize hole 30 allows game balls to enter only when the opening / closing member 32 is open (i.e., when in the open state).
[0020] In addition, a second large prize device 36 having a second large prize opening 35 is provided to the right of the first large prize opening 30 in the game area 3. The second large prize device 36 is also called a second special variable prize device or a special prize means, and the second large prize opening 35 is also called a special prize opening. The second large prize device 36 has an opening / closing member (special prize opening opening / closing member) 37 that can be opened and closed, and the second large prize opening 35 is opened and closed by the operation of the opening / closing member 37. The opening / closing member 37 is of a retractable type that moves back and forth, and is driven by a second large prize opening solenoid 38 (see FIG. 4). The second large prize opening 35 allows game balls to enter only when the opening / closing member 37 is open (i.e., when it is in the open state).
[0021] More specifically, as shown in FIG. 2, inside the second large prize winning device 36, a specific area (V area) 39 and a non-specific area 70 through which the game ball that has passed through the second large prize winning opening 35 can pass are formed. In the second large prize winning device 36, a second large prize winning opening sensor 35a that detects the winning of the game ball into the second large prize winning opening 35 is disposed upstream of the specific area 39 and the non-specific area 70. In addition, in the specific area 39, a specific area sensor 39a that detects the passage of the game ball into the specific area 39 is disposed. In addition, in the non-specific area 70, a non-specific area sensor 70a that detects the passage of the game ball into the non-specific area 70 is disposed. In addition, the second large prize winning device 36 includes a distribution member 71 that distributes the game ball that has passed through the second large prize winning opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-permitting state) in which it distributes the game ball to a specific area 39, and when the distribution member solenoid 73 is not energized, the distribution member 71 takes a second state (passage-blocking state) in which it distributes the game ball to a non-specific area 70.
[0022] 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state that allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.
[0023] 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state in which it prevents the passage of game balls to the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0024] In this pachinko game machine 1, the passage of the game ball into the specific area 39 is the trigger for the execution of the jackpot game described below. In other words, in this embodiment, the jackpot lottery is also performed depending on whether the game ball passes through the specific area 39. A jackpot won by the lottery of the first special symbol or the lottery of the second special symbol described above is called a type 1 jackpot, and a jackpot won by the passage of the game ball into the specific area 39 is called a type 2 jackpot. A jackpot game played by winning a type 1 jackpot is called a type 1 jackpot game, and a jackpot game played by winning a type 2 jackpot is called a type 2 jackpot game. A type 1 jackpot is also called a direct hit jackpot.
[0025] 1, a gate 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 is opened.
[0026] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not won in any of the winning holes.
[0027] The game area 3 in which various winning holes and the like are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which the game ball is shot so that it flows down the left game area 3A is called a left hit. On the other hand, a hitting method in which the game ball is shot so that it flows down the right game area 3B is called a right hit. In this form of pachinko game machine 1, the flow path through which the game ball flows down when playing with a left hit is called a first flow path R1, and the flow path through which the game ball flows down when playing with a right hit is called a second flow path R2.
[0028] On the first flow path R1, a first start port 20, a first big winning device 31, and an outlet 6 are provided. A player aims to win at the first start port 20 by hitting a game ball so that it flows down the first flow path R1.
[0029] Meanwhile, on the second flow path R2, there are provided a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. The player aims to pass the game ball through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35 by hitting the game ball so that it flows down the second flow path R2.
[0030] In this embodiment, the gate 28, the electric chute 22, and the second large prize device 36 are united and can be attached to and detached from the game board 2 as a single structure. Also, the fixed prize device 19 and the first large prize device 31 are united and can be attached to and detached from the game board 2 as a single structure.
[0031] As shown in Figs. 1 and 3, the display devices 40 are arranged at the lower right of the game board 2. The display devices 40 include a first special pattern display 41a that variably displays a first special pattern (special pattern 1, an example of a discrimination pattern), a second special pattern display 41b that variably displays a second special pattern (special pattern 2, an example of a discrimination pattern), and a normal pattern display 42 that variably displays a normal pattern. The display devices 40 also include a first special pattern reserve display 43a that displays the number of reserved activations (first special pattern reserves) of the first special pattern display 41a, and a second special pattern reserve display 43b that displays the number of reserved activations (second special pattern reserves) of the second special pattern display 41b. The first special pattern reserve is also called special pattern 1 reserve, and the second special pattern reserve is also called special pattern 2 reserve.
[0032] The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as the special symbol display device 41. Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as the special symbol reserve display device 43.
[0033] The special symbol display 41 notifies the result of a lottery (special symbol lottery, big win lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (big win symbol) of a predetermined big win stop mode, a big win game is performed in which the first big win port 30 is opened in an opening pattern corresponding to the type of the stopped and displayed big win symbol (i.e., the type of the won big win). When the stopped symbol is a special symbol (small win symbol) of a predetermined small win stop mode, a small win game is performed in which the second big win port 35 is opened in an opening pattern corresponding to the type of the stopped and displayed small win symbol (i.e., the type of the won small win). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.
[0034] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged side by side, and displays a special symbol according to the result of the big win lottery by the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). When a small win (one of the multiple types of small wins described later) is won, the small win symbol is displayed with the 5th and 6th LEDs from the left lit, such as "●●●●○○●●". When a loss (one of the multiple types of loss described later) is won, the losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". It is also possible to adopt a mode in which all LEDs are turned off as one of the losing symbols. In addition, before the special symbol is displayed in a stationary state, the special symbol is displayed in a variable manner (variable display) for a predetermined variable time, and the manner of the variable display is, for example, that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a stationary state (lighting display in a specific manner).
[0035] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values (judgment information) of various random numbers such as a jackpot random number acquired for the entry are temporarily stored in the special chart reservation memory unit 85 (see FIG. 4). In detail, if the entry is in the first start hole 20, it is stored in the first special chart reservation memory unit 85a (see FIG. 4) as the first special chart reservation, and if the entry is in the second start hole 21, it is stored in the second special chart reservation memory unit 85b (see FIG. 4) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory unit 85, and the upper limit value (upper limit memory number, upper limit reservation number) in this embodiment is "4" for the first special chart reservation memory unit 85a and "4" for the second special chart reservation memory unit 85b.
[0036] The reserved special symbols stored in the reserved special symbols memory unit 85 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be executed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the special game (jackpot game or small jackpot game), the right to the jackpot lottery for the winning can be reserved up to a predetermined number. In other words, this form of pachinko game machine 1 is equipped with a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the first start hole 20 (fixed start hole), and a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the second start hole 21 (variable start hole).
[0037] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, the first reserved special drawing display 43a and the second reserved special drawing display 43b are composed of four LEDs. Each reserved special drawing display 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.
[0038] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28 by displaying the normal symbol as a stopped symbol after variably displaying (variably displaying) the normal symbol. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0039] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 3), and displays a normal symbol according to the result of the normal symbol lottery by the way they are lit. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed in a stopped state, a variable display (variable display) of the normal symbol is performed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs are alternately lit. The variable display mode can be appropriately changed, such as all LEDs flashing at once unless each LED is displayed in a stopped state (a light-on display in a specific mode).
[0040] In addition, in the present pachinko game machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, when the gate 28 is passed during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the normal symbol random number based on the passage is not acquired. In other words, the configuration is such that the operation reservation (normal symbol reservation) of the normal symbol display device 42 is not stored. In addition, the normal symbol reservation may be configured to be able to be stored up to a predetermined upper limit number (for example, "4") in a predetermined storage area in the RAM 84 (see FIG. 4). In this case, the normal symbol reservation stored in the RAM 84 is consumed when the variable display of the normal symbol based on the normal symbol reservation becomes possible. The consumption of the normal symbol reservation means that the normal symbol random number corresponding to the normal symbol reservation is determined and the variable display of the normal symbol is performed to show the result of the determination. In this case, it is also preferable to provide a normal symbol reservation indicator that displays the number of stored normal symbol reservations.
[0041] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko game machine 1 includes a main control board (game control board) 80 that controls game profits such as big win lottery and transition of game states, a sub-control board (performance control board) 90 that controls performances executed as the game progresses, and a payout control board 110 that controls payout of game balls. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit 99 together with an image control board 100, a lamp control board 107, and a sound control board 106, which will be described later. The sub-control unit 99 only needs to include at least the sub-control board 90 and be capable of controlling various performances using performance means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the board movable body 15).
[0042] The pachinko game machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power circuit 151. When power is not supplied to the pachinko game machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is cut off. In addition, a power switch 155 is connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0043] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81, which will be described later. The RAM clear switch 152 is provided on the power supply board 150 arranged on the back side of the present pachinko game machine 1. Therefore, only an employee of the game parlor who can open the game machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operation means that cannot be operated by a player. The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. A state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and a state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.
[0044] As shown in FIG. 4, a one-chip microcomputer for game control (hereinafter, "microcomputer for game control") 81 for controlling the progress of the game of the pachinko game machine 1 according to a program is mounted on the main control board 80. The microcomputer for game control 81 includes a ROM 83 storing a program for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 for executing the program stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-mentioned special chart reservation storage section 85 (first special chart reservation storage section 85a and second special chart reservation storage section 85b).
[0045] 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the specific area sensor 39a, the non-specific area sensor 70a, and the normal prize hole sensor 27a.
[0046] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize hole 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The regular prize opening sensors 27a are provided in the regular prize openings 27 and detect game balls that have won in the regular prize openings 27.
[0047] Also connected as solenoids are the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the distribution member solenoid 73. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second large prize device 36.
[0048] Furthermore, the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, and the second special symbol reserve display 43b are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.
[0049] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120 and the card unit 135 (installed adjacent to the pachinko game machine 1, enabling ball lending based on information on an inserted prepaid card, etc.), and is also connected to the launching device 112 via a launch control circuit 111. The launching device 112 includes a handle 60 (see FIG. 1).
[0050] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 81 or a signal from the card unit 135 connected to the pachinko game machine 1. The paid out prize balls and loan balls are detected by the prize ball sensor 122 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the contact with the handle 60, and the launch volume 115 detects the amount of rotation of the handle 60. Then, the launching motor 113 is driven so that the game ball is launched with a strength according to the magnitude of the detection signal of the launch volume 115. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds.
[0051] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only enables transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0052] As shown in Fig. 5, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a program is mounted on the sub-control board 90. The microcomputer for performance control 91 includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as a work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.
[0053] As shown in FIG. 5, the sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on a command received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on a command from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.
[0054] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM 103 of the image control board 100.
[0055] The performance control microcomputer 91 also controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 in accordance with the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.
[0056] Furthermore, the performance control microcomputer 91 operates the board movable body 15 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. The board movable body 15 is a so-called movable gimmick provided on the center decorative body 10, although it is not shown in FIG. 1. In detail, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the operation pattern data. A CPU may be implemented on the lamp control board 107, and in this case, the CPU may be made to execute the lighting control of the lamp and the operation control of the board movable body 15. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.
[0057] In addition, a performance button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. In addition, the select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0058] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as one board, and the one board shown in Fig. 4 and 5 may be configured as multiple boards.
[0059] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine 1 will be described. The pachinko gaming machine 1 acquires special pattern related random numbers based on winning at the first start port 20 or the second start port 21. The special pattern related random numbers include jackpot random numbers, pattern type random numbers, reach random numbers, and variation pattern random numbers, as shown in FIG. 6(A). The jackpot random numbers are used to determine whether or not a jackpot has been won or not, and whether or not a small win has been won or not. The jackpot random numbers take values in the range of 0 to 65535. The pattern type random numbers are used to determine the type of jackpot pattern, the type of small win pattern, and the type of losing pattern. The pattern type random numbers take values in the range of 0 to 199.
[0060] The reach random number is a random number that determines whether or not a reach occurs in the variable presentation that shows the result when the result of the hit / miss judgment is a miss. A reach is a state in which there is only one variable presentation pattern remaining among multiple presentation patterns, and depending on which of the variable presentation patterns that are displayed stop, a combination of presentation patterns that shows a big win (for example, a "7↓7" state) may be formed. Note that the presentation pattern that is displayed stop in the reach state may be displayed as if it is shaking slightly on the display screen 7a, or may be displayed as if it is repeatedly expanding and contracting. The reach random number has a value in the range of 0 to 255.
[0061] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number has a value in the range of 0 to 99. The random number is also called judgment information.
[0062] In addition, the pachinko game machine 1 obtains a normal symbol random number (a winning random number) shown in Fig. 6(B) based on the passage of the game ball through the gate 28. The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 65535.
[0063] The pachinko game machine 1 determines whether or not the game is a big win and whether or not it is a small win by judging the big win random number obtained based on the winning of the first start port 20 or the second start port 21 according to the big win judgment table shown in FIG. 7(A). As shown in FIG. 7(A), the winning probability of the big win is the same in the drawing of the first special pattern (special pattern 1) based on the winning of the first start port 20 and the drawing of the second special pattern (special pattern 2) based on the winning of the second start port 21, but the winning probability of the small win is different. The winning probability of the small win in the drawing of the special pattern 1 is zero, and the winning probability of the small win in the drawing of the special pattern 2 is about 1 / 7. In other words, it can be said that it is easier to win a small win in the drawing of the special pattern 2 than in the drawing of the special pattern 1. It is also possible to configure the drawing of the special pattern 1 so that it is possible to win a small win. In this case, it is desirable to set the winning probability of the small win in the drawing of the special pattern 1 lower than the winning probability of the small win in the drawing of the special pattern 2.
[0064] When the pachinko game machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in FIG. 7(B). In the drawing of special symbol 1, the winning symbol is determined to be "Special symbol 1_jackpot symbol A" 50% of the time, and "Special symbol 1_jackpot symbol B" 50% of the time. On the other hand, in the drawing of special symbol 2, the winning symbol is determined to be "Special symbol 2_jackpot symbol C" 100% of the time. If the type of winning jackpot symbol is different, the opening pattern of the big prize opening in the first type jackpot game and the settings related to the game state after the jackpot game are different (see FIG. 8). This point will be described later.
[0065] When the pachinko game machine 1 determines that a small win has been won, it determines the type of small win symbol by judging the symbol type random number according to the small win symbol type judgment table shown in FIG. 7(C). Specifically, in the lottery for special symbol 2, the "special symbol 2_small win symbol a" is determined 90% of the time, and the "special symbol 2_small win symbol b" is determined 10% of the time. If the type of the winning small win symbol is different, the opening pattern of the big prize opening in the small win game and the type 2 big win game, and the settings related to the game state after the big win game are different (see FIG. 8). This point will be described later.
[0066] Also, when the pachinko gaming machine 1 determines that neither the big win nor the small win has been won (i.e., when it determines that the winning symbol has been lost), it determines the type of the losing symbol by judging the symbol type random number according to the losing symbol type judgment table shown in FIG. 7(D). In the drawing of the special symbol 1, the winning symbol is determined to be "special symbol 1_losing symbol A" with a probability of 100%. On the other hand, in the drawing of the special symbol 2, the winning symbol is determined to be "special symbol 2_losing symbol B" with a probability of 99%, and "special symbol 2_losing symbol C" with a probability of 1%. The difference in the type of the losing symbol affects the setting of the game state after the losing symbol is stopped and displayed (see FIG. 9). This is one of the features of the pachinko gaming machine 1. This will be described later.
[0067] Also, when the pachinko game machine 1 judges a miss (a normal miss, described later), it judges the reach random number according to the reach judgment table shown in FIG. 7(E) to determine whether or not the performance symbols 8L, 8C, and 8R are reach in the variable performance. The probability of judging that there is a reach differs depending on whether or not the game state is in the time-saving state, described later. The probability of judging that there is a reach is higher when there is no time-saving state than when there is a time-saving state.
[0068] Next, the types of big wins, small wins, and losses will be described in detail with reference to Figs. 8 and 9. As described above, the results of the special symbol lottery (the lottery for special symbol 1 or the lottery for special symbol 2) include "big win", "small win", and "loss". When there is a "big win", a "big win symbol" is displayed on the special symbol display 41. The big win symbols include "special symbol 1_big win symbol A", "special symbol 1_big win symbol B", and "special symbol 2_big win symbol C". When there is a "small win", a "small win symbol" is displayed on the special symbol display 41. The small win symbols include "special symbol 2_small win symbol a" and "special symbol 2_small win symbol b". When there is a "loss", a "loss symbol" is displayed on the special symbol display 41. The losing patterns include "Special chart 1_losing pattern A," "Special chart 2_losing pattern B," and "Special chart 2_losing pattern C."
[0069] When a jackpot is won in the special pattern lottery, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of the jackpot pattern stopped and displayed. When a small prize is won, a "small prize game" is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of the small prize pattern stopped and displayed. Then, when a game ball enters a specific area 39 in the second large prize opening 35 during the execution of the small prize game, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of the small prize pattern that has been won. A jackpot game executed based on the result of the special pattern lottery being a jackpot win is called a type 1 jackpot game, and a jackpot game executed based on the passage to the specific area 39 is called a type 2 jackpot game.
[0070] In this embodiment, the jackpot game includes multiple round games (unit opening games), an opening (also written as OP) before the first round game starts, and an ending (also written as ED) after the final round game ends. Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the jackpot opening between round games is included in the open round game before the closure.
[0071] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.
[0072] If the player wins a jackpot (i.e., if the player wins a type 1 jackpot) as a result of the special symbol lottery, a jackpot game (type 1 jackpot game) is executed to open the first big prize winning port 30. In this embodiment, as shown in FIG. 8, there are two types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 41a) that can be won in the lottery for the first special symbol (special symbol 1), and there is one type of jackpot symbol (jackpot symbol stopped and displayed on the second special symbol display 41b) that can be won in the lottery for the second special symbol (special symbol 2). Specifically, in the lottery for the special symbol 1, there is a possibility of winning "special symbol 1_jackpot symbol A" and "special symbol 1_jackpot symbol B". In addition, in the lottery for the special symbol 2, there is a possibility of winning "special symbol 2_jackpot symbol C".
[0073] As shown in FIG. 8, "Special chart 1_jackpot pattern A" and "Special chart 1_jackpot pattern B" are 4R (round) jackpots, the first winning slot 30 is opened once per round, and the maximum opening time is 29.5 seconds. When "jackpot pattern A" and "jackpot pattern B" are won, the game state after the jackpot game is either "time-saving state A" (one of several types of time-saving states) described later, but in the time-saving state based on "jackpot pattern A", if the game state at the time of winning is a non-time-saving state (normal game state), the time-saving number is set to 1 (an example of "first value"), and if the game state at the time of winning is a time-saving state (time-saving state A or time-saving state B), the time-saving number is set to 6 (an example of "second value" or "specific number of times"). In contrast, in the time-saving state after the jackpot game based on "jackpot pattern B", the number of time-saving times is set to 6, regardless of whether the game state at the time of winning is in the non-time-saving state or the time-saving state. The number of time-saving times is the upper limit of the number of times that the variable display of the special pattern can be executed in the time-saving state. Details of the game state will be described later.
[0074] In addition, "Special Chart 2_Big Winning Pattern C" is a 10R big win, and the first big winning slot 30 opens once per round, and the maximum opening time is 29.5 seconds. When "Big Winning Pattern C" is won, the game state after the big win is the "Time-saving State A" described below, and the number of time-saving times is set to 6 times, regardless of whether the game state at the time of winning is the non-time-saving state or the time-saving state.
[0075] Also, if a small prize is won as a result of the special pattern lottery, a small prize game is executed in which the second large prize opening 35 is opened once. If a game ball enters the second large prize opening 35 opened by the small prize game and the game ball passes through the specific area 39 in the second large prize device 36, a big prize is won, and a big prize game (a type 2 big prize game) in which the first large prize opening 30 is opened is executed. When this big prize game (a big prize game triggered by passing through the specific area 39) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. Note that if the game ball does not pass through the specific area 39 in the small prize game, the big prize game is not executed. In this specification, the big prize game and the small prize game may be referred to as special games. Note that in the special game, there may be a round in which the big prize opening is opened multiple times during one round.
[0076] In this embodiment, as shown in Fig. 8, there are two types of small winning symbols (small winning symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery of the special symbol 2. Specifically, in the lottery of the special symbol 2, there is a possibility that "Special symbol 2_small winning symbol a" and "Special symbol 2_small winning symbol b" can be won.
[0077] As long as the "small win pattern a" and the "small win pattern b" are played correctly, they are small wins that can always pass (also called V-pass) to the specific area 39. In other words, in this form, winning a small win based on the lottery of the special chart 2 is essentially the same as winning a big win.
[0078] In the small prize game based on each type of small prize pattern, the second large prize winning port 35 is opened once for 1.6 seconds. The opening time in each small prize game is 0.008 seconds. In the big prize game (type 2 big prize game) executed based on the passage of the game ball to the specific area 39, the first large prize winning port 30 is opened once per round from the 2nd round to the 11th round with a maximum opening time of 29.5 seconds, whether it is a type 2 big prize game based on the "small prize pattern a" or a type 2 big prize game based on the "small prize pattern b". In other words, a type 2 big prize game of 10 rounds is actually executed. The game state after the execution of this type 2 big prize game is controlled to the "time-saving state A" described later. In the time-saving state after the big prize game based on the "small prize pattern a", the number of time-saving times is set to 6 times, regardless of whether the game state at the time of winning is a non-time-saving state or a time-saving state. On the other hand, in the time-saving state after the big win game based on the "small win pattern b", the number of time-saving times is set to 100, regardless of whether the game state at the time of winning is in the non-time-saving state or the time-saving state. In this form, since the probability of winning the small win in the lottery of the special pattern 2 is about 1 / 7, when it is controlled to the time-saving state A with the number of time-saving times of 100, the execution of the next big win game is substantially confirmed.
[0079] Also, if the result of the special pattern lottery is determined to be a loss, the type of the loss pattern is determined. As shown in FIG. 9, there is one type of loss pattern (loss pattern stopped and displayed on the first special pattern display 41a) determined by the lottery for special pattern 1, and there are two types of loss patterns (loss pattern stopped and displayed on the second special pattern display 41b) determined by the lottery for special pattern 2. Specifically, in the lottery for special pattern 1, it is determined to be "special pattern 1_loss pattern A." In addition, in the lottery for special pattern 2, it is determined to be either "special pattern 2_loss pattern B" or "special pattern 2_loss pattern C."
[0080] "Special symbol 1_missing symbol A" is a normal miss, while "Special symbol 2_missing symbol B" and "Special symbol 2_missing symbol C" are special misses (an example of a specific judgment result). A special miss is a miss that triggers control of the time-saving state B (one of the multiple types of time-saving states) described below. In other words, if the result of the special symbol lottery is a special miss, the game control microcomputer 81 controls the game state after the stop display of the missing symbol to the time-saving state B. However, if the time-saving state is already in effect at the control timing to the time-saving state B (i.e., if the time-saving flag described below is ON), the game state setting is not changed.
[0081] In the time-saving state B based on the "missing symbol B", the number of time-saving times is set to 104. On the other hand, in the time-saving state B based on the "missing symbol C", the number of time-saving times is set to 604. The special miss is also called the time-saving miss. Also, "Special symbol 2_missing symbol B" and "Special symbol 2_missing symbol C" are examples of non-specific stop modes related to the special symbols.
[0082] Here, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. In this embodiment, there are a non-time-shortening state and a time-shortening state as gaming states. The non-time-shortening state is also called a normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-shortening state (normal gaming state). The time-shortening state is a gaming state set in which it is easier for a gaming ball to enter the electric chute 22 than in the non-time-shortening state.
[0083] There are two types of time-saving states: time-saving state A and time-saving state B. As described above, time-saving state A is a time-saving state that is mainly entered after the end of a jackpot game (see FIG. 8). In contrast, time-saving state B is a time-saving state that is entered when "Special chart 2_missing pattern B" or "Special chart 2_missing pattern C" is stopped and displayed (when a special miss is drawn). In other words, when a specific missing pattern (missing pattern B or missing pattern C) is stopped and displayed, the pachinko game machine 1 can be controlled to the time-saving state B without executing a jackpot game when the stop time has elapsed, without executing a jackpot game. When the type of time-saving state is different, the settings of various parameters related to the ease of winning on the electric chute 22, such as the variation pattern of the normal pattern and the opening pattern of the electric chute 22, are different.
[0084] The time-saving state will be explained in more detail. In this embodiment, as shown in FIG. 10(A), the winning probability of the normal symbol lottery in the time-saving state (time-saving state A, time-saving state B) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, in any of the game states of the non-time-saving state, time-saving state A, and time-saving state B, the probability of being determined as a winning in the normal symbol lottery is set to 65535 / 65536. In other words, in any game state, the normal symbol lottery is almost determined as a winning. Note that the winning probability of the normal symbol lottery in the time-saving state may be higher than in the non-time-saving state (in other words, the probability fluctuation function of the normal symbol display 42 is activated in the time-saving state).
[0085] Also, in the time-saving state (time-saving state A, time-saving state B), as shown in FIG. 10(B), the change time of the normal symbol is shorter than in the non-time-saving state. Specifically, in this embodiment, the change time of the normal symbol is 60 seconds in the non-time-saving state, but is 1 second in the time-saving state A and is 30 seconds in the time-saving state B. That is, in the time-saving state, the change time shortening function of the normal symbol display 42 is activated. The stop time of the normal symbol is 0.5 seconds in either game state.
[0086] In addition, in the time-saving state (time-saving state A, time-saving state B), the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state, as shown in Fig. 10(C). Specifically, in this embodiment, the opening time of the electric chute 22 is 0.05 seconds per time in the non-time-saving state, but is 2.5 seconds in the time-saving state A and 0.1 seconds in the time-saving state B. In other words, in the time-saving state, the opening time extension function of the electric chute 22 is activated.
[0087] In addition, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game may be greater than in the non-time-saving state, as shown in Fig. 10(C). Specifically, in this embodiment, the number of times the electric chute 22 opens is once in the non-time-saving state and in the time-saving state B, but twice in the time-saving state A. That is, in the time-saving state A, the function of increasing the number of times the electric chute 22 opens is activated.
[0088] Here, in the non-time-saving state, if the normal symbol lottery is executed, it will almost always be a win, but the normal symbol variation time is long at 60 seconds, and the electric chute 22 opens only once for 0.05 seconds in the auxiliary game, which is an extremely short time. Therefore, in the non-time-saving state, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 28), you can hardly expect to win on the electric chute 22.
[0089] In contrast, in the time-saving state A, if a normal symbol lottery is executed, it is almost always a win, the normal symbol variation time is short at 1 second, and the electric chute 22 opens twice in the auxiliary game for 2.5 seconds, which is sufficiently long. Therefore, in the time-saving state A, playing by hitting from the right can frequently result in winning on the electric chute 22. In other words, the time-saving state A can be said to be a game state in which it is easier to win on the electric chute 22 than in the non-time-saving state.
[0090] On the other hand, in the time-saving state B, if the normal symbol lottery is executed, it is almost a winning combination, but the normal symbol variation time is long at 30 seconds, and the electric chute 22 opens only once for 0.1 seconds in the auxiliary game. Therefore, in the time-saving state B, various parameters related to the ease of winning on the electric chute 22 (the probability of winning the normal symbol lottery, the variation time and stop time of the normal symbol, and the opening pattern of the electric chute 22) are set to make it easier to win on the electric chute 22 compared to the non-time-saving state, but winning on the electric chute 22 is almost impossible even if you play by hitting the right. For this reason, the time-saving state B is also called the micro-time-saving state. In contrast, the time-saving state A, in which winning on the electric chute 22 frequently occurs by hitting the right, is also called the normal time-saving state.
[0091] In this way, in the non-time-saving state and the time-saving state B, a player cannot expect a winning ball to be placed on the electric chute 22 by hitting from the right, so the player plays by hitting from the left. On the other hand, in the time-saving state A, a player can frequently win a winning ball on the electric chute 22 by hitting from the right, so the player plays by hitting from the right. In this pachinko game machine 1, the player plays by hitting from the right even during a jackpot game.
[0092] The time-saving state B, like the time-saving state A, can be said to be a game state in which it is easier to win on the electric chute 22 compared to the non-time-saving state, but it is a game state in which it is more difficult to win on the electric chute 22 than the time-saving state A. In addition, since the time-saving state B is unlikely to win on the electric chute 22, it is a game state with a nature closer to the non-time-saving state than the time-saving state A. Therefore, the time-saving state B (slight time-saving state) is also called a special normal game state. Note that the non-time-saving state corresponds to the normal game state, and the time-saving state corresponds to the easy-to-score state. The time-saving state A (normal time-saving state) corresponds to the first easy-to-score state, and the time-saving state B (slight time-saving state) corresponds to the second easy-to-score state. In addition, the time-saving state A corresponds to a specific game state, and the non-time-saving state and the time-saving state B correspond to non-specific game states. The non-time-shortening state corresponds to a first non-specific game state or the first game state, and the time-shortening state B corresponds to a second non-specific game state or the second game state.
[0093] In this embodiment, in the time-saving state B (micro-time-saving state), although winning in the electric chute 22 is not expected, if a jackpot is won based on the lottery of the special chart 1 during this game state, the game state will always transition to the time-saving state A, where the number of time-saving times is six (see FIG. 8). In this respect, it can be said that the time-saving state B is a game state that is more advantageous to the player than the non-time-saving state. Note that transitioning to the time-saving state A, where the number of time-saving times is one after a jackpot game, corresponds to the first special benefit, and transitioning to the time-saving state A, where the number of time-saving times is six after a jackpot game, corresponds to the second special benefit.
[0094] Incidentally, in the time-saving state A, the base, which is the ratio of the number of winning balls to the number of shot balls, is higher than in the non-time-saving state. Therefore, the time-saving state A is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state.
[0095] In addition, the time-saving state may be such that the activation of one or more of the following functions makes it easier for the game ball to enter the second starting hole 21 associated with the electric chute 22 than when the function is not activated: the probability fluctuation function of the normal pattern display 42, the fluctuation time shortening function of the normal pattern display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22; and it is not necessary for all of these functions to be activated.
[0096] Next, the determination of the variation pattern of the special symbol (special symbol variation pattern) will be explained. The pachinko game machine 1 determines the special symbol variation pattern according to the special symbol variation pattern determination table that is different between the non-time-saving state and the time-saving state (see Figs. 11 and 12). The special symbol variation pattern determination table in the time-saving state (Fig. 12) is a table in which a variation pattern with a short variation time is likely to be selected compared with the special symbol variation pattern determination table in the non-time-saving state (Fig. 11). In this embodiment, the special symbol variation pattern is determined according to different special symbol variation pattern determination tables in the time-saving state A (normal time-saving state) and the time-saving state B (slight time-saving state) (see Figs. 12(A) and 12(B)). More specifically, the special symbol variation pattern determination table for the time-saving state A (Fig. 12(A)) and the special symbol variation pattern determination table for the time-saving state B (Fig. 12(B)) are mainly different in the table related to the special symbol 2.
[0097] Specifically, in the special chart fluctuation pattern determination table for time-saving state A (FIG. 12(A)), a fluctuation pattern of 30 seconds (any of P31 to P34) is determined as the fluctuation pattern of special chart 2. When these fluctuation patterns are selected, a fluctuation performance accompanied by a battle reach described later is executed using the 30-second fluctuation time. In addition, in the special chart fluctuation pattern determination table for time-saving state B (FIG. 12(B)), a fluctuation pattern of 50 seconds (any of P51 to P54) is determined as the fluctuation pattern of special chart 2. When these fluctuation patterns are selected, a fluctuation performance accompanied by a battle reach (for example, including a more heated battle scene) with a different performance content from the battle reach of time-saving state A is executed using the 50-second fluctuation time. Note that the battle reach is a type of so-called SP reach.
[0098] In this manner, in this embodiment, the variation time of the special pattern 2 is configured to differ depending on the type of time-saving state. Time-saving state A is a time-saving state in which the variation time of the special pattern 2 is shorter than that of time-saving state B. Therefore, in time-saving state A, the special pattern variation (display of the variation of the special pattern) progresses faster than in time-saving state B.
[0099] Here, in the non-time-saving state, the lottery for special chart 1 is mainly performed, so the table shown in the special chart 1 column in FIG. 11 is used. In addition, after a big win game based on the lottery for special chart 1, the game is controlled to time-saving state A, but in time-saving state A, the lottery for special chart 2 is mainly performed, so the table shown in the special chart 2 column in FIG. 12(A) is used. In this form, it is possible to store up to four special chart 2 reserves (second special chart reserves), so when time-saving state A ends, the change display of special chart 2 based on the remaining special chart 2 reserves (remaining reserves of special chart 2) will be executed. As will be described later, the game state at this time becomes time-saving state B by drawing a special miss based on the lottery for special chart 2 in the final change of time-saving state A. Therefore, the change pattern related to the remaining reserve of special chart 2 is determined based on the table shown in the special chart 2 column in FIG. 12(B). After that, the game is mainly played by drawing the lottery for special chart 1 until time-saving state B ends. Therefore, at this time, the table shown in the column of Special Chart 1 in Figure 12(B) is used. If the time-saving state B ends without winning the jackpot in the lottery of Special Chart 1, the state basically returns to the non-time-saving state. Therefore, at this time, the table shown in the column of Special Chart 1 in Figure 11 is used again.
[0100] 4. About the start winning command The pachinko game machine 1 of this embodiment can execute a so-called pre-reading performance. The pre-reading performance is a performance that suggests the expected probability of winning the start winning before the win / loss judgment immediately before the start of the special pattern variation (variation display of the special pattern) based on the start winning, by using the start winning command specified based on the judgment information (random number such as a random number for a jackpot) acquired by the start winning.
[0101] As shown in Fig. 13, the start winning command generated in this embodiment includes lottery result information, such as whether it is a big win, a small win, a normal miss, or a special miss (time-saving miss). Also, the start winning command in this embodiment includes start port information, such as whether the first start port 20 or the second start port 21 was used for the win. Note that the start winning command only needs to include the lottery result information, and the type of information to be included in the start winning command other than the lottery result information can be changed as appropriate.
[0102] 5. Operation of the gaming control microcomputer 81 [Main control main processing] Next, the operation of the game control microcomputer 81 will be described with reference to Figs. 14 to 32. The counter, timer, flag, status, buffer, etc., which appear in the operation description of the game control microcomputer 81, are provided in the RAM 84. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the program of the main control main processing shown in Fig. 14 from the ROM 83 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (step S001). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, CTC (circuit for managing interrupt time), various flags, statuses, counters, etc. are reset. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial settings (S001) are performed only once after the power supply is turned on, and are not performed thereafter.
[0103] Following the initial setting (S001), interrupts are prohibited (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may also be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0104] When the normal and special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of various counter values by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU 82 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0105] [Main side timer interrupt processing] Next, the main side timer interrupt processing (S005) will be described. As shown in Fig. 15, in the main side timer interrupt processing (S005), first, the output processing (S101) is executed. In the output processing (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 in each processing described below are output to the sub control board 90, the payout control board 110, etc.
[0106] In the input process (S102) performed following the output process (S101), the detection signals detected by various sensors (the first start hole sensor 20a, the second start hole sensor 21a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the normal prize hole sensor 27a, etc. (see FIG. 4)) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM 84 as prize ball information. In addition, a detection signal from a lower tray full switch that detects the fullness of the lower tray 62 is also taken in and stored in the output buffer of the RAM 84 as lower tray full data. The number of prize balls corresponding to the winning of each winning hole is set to a predetermined value, for example, 2 balls for the second start hole 21. However, the number of prize balls corresponding to the winning of each winning hole can be changed as appropriate.
[0107] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 14. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 6 is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0108] Following the normal pattern / special pattern main random number update process (S103), the sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108) are executed. After that, other processes (S109) are executed, and the main side timer interrupt process (S005) is terminated. As the other processes (S109), the second special pattern reserved indicator 43b is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 2 described later, and the first special pattern reserved indicator 43a is controlled to a display mode showing the number based on the number of reserved balls of the special pattern 1 described later. Then, the processes of steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 14) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (after about 4 msec), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.
[0109] [Sensor detection process] As shown in Fig. 16, in the sensor detection process (S104), first, it is determined whether or not the gaming ball has passed through the gate 28, that is, whether or not the gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), a gate passing process (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.
[0110] In step S203, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209. If a game ball has entered the second starting hole 21 (YES in S203), it is determined whether or not the number of reserved balls for special chart 2 (the number of reserved balls for second chart, specifically, the value of the counter for counting the number of reserved balls for second chart provided in RAM 84) has reached "4" (upper limit memory number) (S204). If the number of reserved balls for special chart 2 has reached "4" (YES in S204), the process proceeds to step S209. If the number of reserved balls for special chart 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special chart 2 (S205).
[0111] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 6(A) is acquired), and the acquired random number values are stored in the memory area of the second special chart reservation memory unit 85b (FIG. 4) corresponding to the current number of reserved balls for the special chart 2.
[0112] Next, a second start winning command specification process (S207) is performed. In the second start winning command specification process (S207), a second start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 13 based on the random number group stored in step S206. Specifically, if the jackpot random number is "65535" and the symbol type random number is "199", the second start winning command is specified as a command "E2H01H" by referring to the second start port in the start winning command specification table in FIG. 13. The command is made up of 2 bytes of information (1 byte of upper command (e.g. E2H) and 1 byte of lower command (e.g. 01H)).
[0113] The classification of the jackpot random numbers in the table shown in FIG. 13 corresponds to the classification in the jackpot determination table (see FIG. 7(A)). In addition, the classification of the random numbers by pattern type is such that it is possible to distinguish whether or not it is a special miss (time-saving miss) (see FIG. 7(D)). In detail, if the jackpot random number value is 65250 to 65535, it is determined to be a jackpot, and a second start winning command (the value of the lower command is 01H) indicating that (i.e., the acquired determination information is jackpot winning information that is to be determined as a jackpot winning) is specified. In addition, if the jackpot random number value is 0 to 9000, it is determined to be a small win, and a second start winning command (the value of the lower command is 02H) indicating that (i.e., the acquired determination information is small win information that is to be determined as a small win) is specified. In addition, if the jackpot random number is between 9001 and 65249, it is determined to be a special miss, and therefore the second start winning command (the value of the lower command is 04H) is identified, indicating this (i.e., that the acquired judgment information is special miss information that is expected to be judged as a special miss).
[0114] In the start winning command of this embodiment, the upper digit of the two-digit hexadecimal upper command is information specifying the type of command (that it is a start winning command). The lower digit of the upper command is start port information specifying the type of start port (whether it is a win at the first start port 20 or the second start port 21). The lower digit of the two-digit hexadecimal lower command is lottery result information. Note that these rules regarding the generation of start winning commands are merely examples and can be changed as desired.
[0115] Next, the game control microcomputer 81 sets the second start winning command identified in step S207 in the output buffer of the RAM 84 (S208).
[0116] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S209). If a game ball has not entered the first starting hole 20 (NO in S209), the process is terminated. However, if a game ball has entered the first starting hole 20 (YES in S209), it is determined whether or not the number of reserved balls in the special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM 84) has reached "4" (S210). Then, if the number of reserved balls in the special chart 1 has reached "4" (YES in S210), the process is terminated. However, if the number of reserved balls in the special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls in the special chart 1 (S211).
[0117] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), as in the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in FIG. 6(A) is acquired), and the acquired random number values are stored in the memory area of the first special chart reservation memory unit 85a (FIG. 4) corresponding to the current number of reserved balls for special chart 1.
[0118] Next, a first start winning command specification process (S213) is performed. In the first start winning command specification process (S213), a first start winning command (one example of winning information) is specified using a start winning command specification table shown in FIG. 13 based on the random number group stored in step S212. Specifically, if the jackpot random number is "65535" and the symbol type random number is "199", the first start hole in the start winning command specification table in FIG. 13 is referenced to specify a command "E1H01H" as the first start winning command. The specified first start winning command includes lottery result information.
[0119] As in the case of the second start winning command described above, the classification of the jackpot random number in the table shown in FIG. 13 corresponds to the classification in the jackpot judgment table (see FIG. 7(A)). In addition, the classification of the random number by pattern type is made to be able to distinguish whether it is a special miss (time-saving miss) or not (see FIG. 7(D)). In detail, if the jackpot random number is 65250 to 65535, it is judged as a jackpot, so the first start winning command (the value of the lower command is 01H) indicating that (i.e., the acquired judgment information is jackpot winning information that is to be judged as a jackpot win) is specified. In addition, if the jackpot random number is 0 to 65249, it is judged as a normal miss, so the first start winning command (the value of the lower command is 03H) indicating that (i.e., the acquired judgment information is normal miss information that is to be judged as a normal miss) is specified.
[0120] Next, the game control microcomputer 81 sets the first start winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the process.
[0121] [Gate Passing Process] As shown in FIG. 17, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that the normal symbol is not being displayed to change and the auxiliary game is not being played. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (value of label-TRND-H, FIG. 6(B)) is acquired, and the acquired random number value is stored in a predetermined storage area of the RAM 84.
[0122] [Normal operation processing] After the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 18. In the normal operation processing (S105), first, it is determined whether the electric chute 22 is in operation (S301). If the electric chute is not in operation (NO in S301), it is then determined whether the normal pattern is being displayed (from the start to the end of the normal pattern stop time) (S302). If the normal pattern is not being displayed (NO in S302), it is then determined whether the normal pattern is being displayed in a variable manner (S303). If the normal pattern is not being displayed in a variable manner (NO in S303), it is then determined whether the normal pattern random number before the hit judgment obtained in the above-mentioned step S222 is stored (S304). If the normal pattern random number is not stored (NO in S304), this processing is terminated.
[0123] If the normal symbol random number is stored in step S304 (YES in S304), a hit determination process (S305) is performed. In the hit determination process (S305), if the time-saving state is not reached, a hit is determined based on the normal symbol hit determination table for the non-time-saving state (see the non-time-saving state column in the table shown in FIG. 10(A)), and if the time-saving state is reached (time-saving state A, time-saving state B), a hit is determined based on the normal symbol hit determination table for the time-saving state (see the time-saving state column in the table shown in FIG. 10(A)). Then, a symbol determination process is performed to set normal stop symbol data according to the result of the hit determination process in a predetermined storage area of the RAM 84 (S306). That is, in the symbol determination process (S306), if the game is a "miss," data corresponding to a "normal miss symbol" is set, and if the game is a "win," data corresponding to a "normal win symbol" is set. In this embodiment, the probability of winning the normal pattern lottery is the same whether the game is in a non-time-saving state or a time-saving state (time-saving state A, time-saving state B).
[0124] Next, the game control microcomputer 81 performs normal symbol variation time determination processing (S307). In the normal symbol variation time determination processing (S307), by referring to the normal symbol variation pattern determination table shown in FIG. 10(B), if the game state is a non-time-saving state, a normal symbol variation pattern with a normal symbol variation time of 60 seconds is selected. On the other hand, if the game state is a time-saving state A, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected, and if the game state is a time-saving state B, a normal symbol variation pattern with a normal symbol variation time of 30 seconds is selected.
[0125] After that, the game control microcomputer 81 starts displaying the normal symbol variation in the normal symbol variation pattern selected in step S307 (S310). In addition, in order to inform the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.
[0126] If the normal symbol is being displayed in the above step S303 (YES in S303), it is then determined whether the normal symbol change time has elapsed (S311), and if not, the process is terminated. On the other hand, if the time has elapsed (YES in S311), the normal symbol change display is stopped with the display result (normal winning symbol or normal losing symbol) according to the determination result of the normal symbol random number (S312). Then, a normal symbol change stop command is set to inform the sub-control board 90 that the normal symbol change has stopped (S313), and the normal symbol stop time (500 ms in this embodiment, see FIG. 10(B)) is set (S314), and the process is terminated.
[0127] Also, if the normal symbol is being displayed in the above-mentioned step S302 (YES in S302), it is then determined whether the stop time of the normal symbol set in step S314 has elapsed (S315), and if it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S315), it is determined whether the normal symbol stop symbol data of the normal winning symbol has been set (S316), and if it is not the data of the normal winning symbol (i.e., if it is not a win (NO in S316)), the process is terminated. On the other hand, if it is the data of the normal winning symbol (i.e., if it is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317). In detail, if it is in a non-time-saving state, the opening pattern for the non-time-saving state (see electric chute opening TBL1 in FIG. 10(C)) is set as the opening pattern of the electric chute 22. On the other hand, if the game is in time-saving state A, the opening pattern for time-saving state A (see electric chute opening TBL2 in FIG. 10(C)) is set as the opening pattern of the electric chute 22, and if the game is in time-saving state B, the opening pattern for time-saving state B (see electric chute opening TBL3 in FIG. 10(C)) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern set in step S317 (S318).
[0128] If the electric chute 22 is in operation in step S301 (YES in S301), it is then determined whether the operation time of the electric chute 22 has elapsed (S319), and if not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric chute 22 is ended (S320).
[0129] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 81 performs the special action processing (S106) shown in Fig. 19. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special action status 1, 2, 3, 4, 5" is assigned to each stage. If the "special operation status" is "1" (YES in S901), a special symbol waiting process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol changing process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric device process 1 for a big win game (S908) is performed; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric device process 2 for a small win game (S909) is performed. The special operation status is initially set to "1".
[0130] [Special symbol waiting process] As shown in Fig. 20, in the special symbol waiting process (S902), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1001). If the number of reserved balls in the special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1007). If the number of reserved balls in the special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting hole 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a customer waiting standby command is set to display the standby screen after a predetermined standby time has elapsed.
[0131] In step S1001, if the number of reserved balls for the special chart 2 is not "0" (NO in S1001), that is, if there is a memory of a random number counter value group acquired due to winning in the second starting hole 21 (reserved information for the special chart 2), the special chart 2 big win determination process (S1002) and the special chart 2 variation pattern selection process (S1003) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for the special chart 2 by 1 (S1004). Then, the storage location (storage area) of various counter values in the second special chart reservation memory unit 85b is shifted from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the second special chart reservation memory unit 85b (the memory area farthest from the side to be read) is cleared (S1005). In this way, the second special chart reservation is consumed in the order in which it was reserved. Next, the game control microcomputer 81 executes the special chart 2 variation start process (S1006). In the special symbol 2 variation start process (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of the RAM 84 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start process (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination process (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection process (S1003) (information including information on the variation time).
[0132] In addition, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1001 and NO in S1007), that is, if there is no reserved information for special chart 2 but there is one or more random number counter value groups acquired due to winning in the first starting hole 20 (reserved information for special chart 1), the special chart 1 big win determination process (S1008) and the special chart 1 variation pattern selection process (S1009) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls for special chart 1 by 1 (S1010). Then, the storage location (storage area) of various counter values in the first special chart reservation memory unit 85a is shifted by one from the current position to the side to be read, and the memory area corresponding to the fourth reserved ball in the first special chart reservation memory unit 85a (the memory area farthest from the side to be read) is cleared (S1011). In this way, the first special chart reservations are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84 to start the variation display of the first special symbol. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 big win determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including information on the variation time).
[0133] As described above, in this embodiment, the display of the special pattern based on the first reserved special pattern is performed only when the second reserved special pattern is "0" (YES in S1001). In other words, the consumption of the second reserved special pattern is executed in priority to the consumption of the first reserved special pattern. And in this embodiment, if a small prize is won in the lottery based on the second reserved special pattern, the small prize game can always pass through the specific area 39. This point will be described in detail later.
[0134] [Special chart 2 big win determination process (special chart 1 big win determination process)] The special chart 2 big win determination process (S1002) and the special chart 1 big win determination process (S1008) have the same process flow, so they will be described together based on FIG. 21. As shown in FIG. 21, in the special chart 2 big win determination process (S1002) or the special chart 1 big win determination process (S1008), first, the big win random number counter value (the value of the label-TRND-A) is read as a determination value (S1101). In detail, in the special chart 2 big win determination process (S1002), the big win random number counter value stored in the second special chart reservation memory unit 85b (more specifically, the memory area corresponding to the first of the second special chart reservations) of the RAM 84 is read. Also, in the special chart 1 big win determination process (S1008), the big win random number counter value stored in the first special chart reservation memory unit 85a (more specifically, the memory area corresponding to the first of the first special chart reservations) of the RAM 84 is read.
[0135] Next, the jackpot determination table (FIG. 7(A)) is set (S1102). Next, it is determined whether or not there is a jackpot based on the set jackpot determination table (S1103). That is, it is determined whether or not the jackpot random number counter value (label-TRND-A) matches any of the jackpot determination values "65250" to "65535" (see FIG. 7(A)). If the result of the jackpot determination (S1103) is "jackpot", the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out to determine the jackpot symbol type (type of jackpot) based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After determining the type of the jackpot symbol (S1105), the special symbol stop symbol data (see FIG. 7(B)) corresponding to the type of the jackpot symbol is set in the special symbol type buffer provided in the RAM 84 (S1106), and the process is completed.
[0136] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is determined whether or not it is a small jackpot (S1107). In detail, in the special chart 2 jackpot determination process (S1002), it is determined whether or not the jackpot random number counter value matches any of the small jackpot determination values "0" to "9000" (see the special chart 2 column in FIG. 7(A)). In addition, in the special chart 1 jackpot determination process (S1008), it is determined that it is not a small jackpot (see the special chart 1 column in FIG. 7(A)). The probability of winning a small jackpot is higher in the special chart 2 lottery than in the special chart 1 lottery. In more detail, while the probability of winning a small jackpot in the special chart 1 lottery is "zero," the probability of winning a small jackpot in the special chart 2 lottery is approximately 1 / 7.
[0137] If the result of the small win determination (S1107) is a "small win", the small win flag is turned ON (S1108), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in FIG. 7(C) (S1109). After determining the small win symbol type (S1109), the special symbol stop symbol data (see FIG. 7(C)) corresponding to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the process ends. The random number that determines whether or not there is a small win may be provided separately from the big win random number.
[0138] Also, if it is not a big win (NO in S1103) or a small win (NO in S1107), it is a "lose", so the symbol type random number counter value (value of label-TRND-AS) is read out and the losing symbol type (type of loss) is determined based on the losing symbol type determination table shown in Fig. 7(D) (S1112). After determining the losing symbol type (S1112), the special symbol stop symbol data (see Fig. 7(D)) corresponding to the losing symbol type is set in the special symbol type buffer provided in RAM 84 (S1113) and the process is completed.
[0139] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 22 and 23. As shown in Figure 22, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).
[0140] If the game is in a non-time-saving state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If the flag is ON (YES in S1302), the game refers to the table for jackpots during non-time-saving states (the portion of the table shown in FIG. 11 that corresponds to the jackpot) and selects a fluctuation pattern based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 11, once the fluctuation pattern is determined, the fluctuation time is also determined.
[0141] In addition, a variation performance is associated with the variation pattern, and when the variation pattern is determined, a variation performance according to the variation pattern is executed. Specifically, for example, in the variation performance based on the variation pattern P1, an SP reach is executed, and in the variation performance based on the variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 11). Here, the SP reach (super reach) is a reach with a longer variation time after the reach than the normal reach, and the distribution rate of the table is set so that the winning expectation rate (expectation rate for winning the jackpot) is higher than that of the normal reach. In this embodiment, the super reach is executed in a progressive manner through the normal reach.
[0142] Also, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for non-time-saving state medium and small wins (the portion of the table shown in FIG. 11 that corresponds to the small win) (S1305).
[0143] Also, in step S1304, if the small win flag is not ON (NO in S1304), it is determined whether the type of the losing symbol is "losing symbol B" (S1306). "Losing symbol B" is a special losing symbol that transitions to time-saving state B (time-saving count 104 times) according to the lapse of the stop time of the special symbol (see FIG. 9). If the type of the losing symbol is "losing symbol B" (YES in S1306), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (value of label-TRND-T1) by referring to the table for losing symbol B during non-time-saving state (part of the table shown in FIG. 11 that corresponds to losing symbol B) (S1307). In this embodiment, if it is a losing symbol B, it is determined to be the fluctuation pattern P13. However, losing pattern B is a pattern that can only be won by the lottery for special pattern 2, and since the lottery for special pattern 2 is not generally held in the non-time-saving state, this variation pattern will not be selected as long as you are playing correctly.
[0144] Also, in step S1306, if it is not "missing pattern B" (NO in S1306), it is determined whether the type of the missing pattern is "missing pattern C" (S1308). "Missing pattern C" is a special missing pattern that transitions to time-saving state B (604 times of time-saving) according to the lapse of the stop time of the special pattern (see FIG. 9). If the type of the missing pattern is "missing pattern C" (YES in S1308), a table for missing pattern C during non-time-saving state (part of the table shown in FIG. 11 that corresponds to missing pattern C) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (value of label-TRND-T1) (S1309). In this embodiment, if it is a missing pattern C, it is determined to be the fluctuation pattern P14. However, the losing pattern C can only be won by the drawing of special pattern 2, and the drawing of special pattern 2 is not generally conducted in the non-time-saving state, so as long as you are playing correctly, this variation pattern will not be selected.
[0145] Also, in step S1308, if it is not "missing symbol C" (NO in S1308), it is a normal miss (missing symbol A, see FIG. 9), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1310). As shown in FIG. 7(E), the reach establishment random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, the time-saving state makes it more difficult to reach when there is a normal miss than the non-time-saving state. This is to speed up the consumption of reserved special symbols by selecting more non-reach misses with short fluctuation times in the time-saving state. If the reach random number counter value is a reach establishment random number value (YES in S1310), that is, if there is a reach but a miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to a table for reach with a miss during non-time-saving state (the portion of the table shown in Figure 11 that corresponds to reach with a miss) (S1311).
[0146] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1310), that is, if there is a miss without a reach, a table for misses without a reach during non-time-saving state (the portion of the table shown in Figure 11 that corresponds to misses without a reach) is referenced to select a fluctuation pattern based on the fluctuation pattern random number counter value (S1312).
[0147] In addition, when there is no reach and miss in the special pattern 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special pattern is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special pattern is "0" to "2".
[0148] Also, in step S1301, if it is determined that the game state is not in a non-time-saving state (NO in S1301), that is, if it is determined that the game state is in a time-saving state, as shown in FIG. 23, if the type of the time-saving state is "time-saving state A" (YES in S1313), a variation pattern is selected according to the special chart variation pattern determination table for time-saving state A shown in FIG. 12(A) (S1314). Also, if the type of the time-saving state is "time-saving state B" (NO in S1313), a variation pattern is selected according to the special chart variation pattern determination table for time-saving state B shown in FIG. 12(B) (S1315). In this embodiment, the type of the time-saving state is determined by referring to the value of the game state flag described later (see the table in FIG. 26-1).
[0149] In the selection of the fluctuation pattern in the time-saving state, the process is the same as in the non-time-saving state, except that the special chart fluctuation pattern judgment table to be referred to is the table corresponding to each time-saving state (see Fig. 12 (A) to (B)). In the time-saving state A, the lottery for the special chart 2 is mainly performed. Then, as shown in Fig. 12 (A), even if the result of the lottery for the special chart 2 is a big win, a small win, a miss pattern B (one of the special misses), or a miss pattern C (one of the special misses), a fluctuation pattern with a fluctuation time of 30 seconds (the one corresponding to the lottery result among P31 to P34) is selected. This is because when the special chart 2 fluctuates in the time-saving state A, a reach performance called "battle reach" is always executed. In addition, if the lottery result of Special Chart 2 is a big win or a small win, a victory mode (success mode) battle reach (a battle reach that branches off to a victory performance (success performance)) will be performed, and if the lottery result of Special Chart 2 is a special miss (miss pattern B or miss pattern C), a defeat mode (failure mode) battle reach (a battle reach that branches off to a defeat performance (failure performance)) will be performed.
[0150] Incidentally, in this form, even if the losing symbol B or the losing symbol C is stopped and displayed, if the time-saving flag described later is ON, the game will not transition to the time-saving state B. Therefore, in the time-saving state A, the losing symbol B or the losing symbol C becomes the control trigger for the time-saving state B only in the final variation (this will be described in detail later), and the losing symbol B and the losing symbol C other than the final variation essentially function as normal losing symbols.
[0151] Then, when the time-saving state A ends and transitions to the time-saving state B, first, a change is made based on the remaining reserved special chart 2. Whether the result of the lottery based on the remaining reserved special chart 2 is a big win, a small win, a miss pattern B (one of the special misses), or a miss pattern C (one of the special misses), as shown in FIG. 12(B), a change pattern with a change time of 50 seconds (one of P51 to P54 corresponding to the lottery result) is selected. This is because a reach performance called "battle reach" is always executed even when the special chart 2 changes in the time-saving state B. In other words, in this form, the battle reach, which is longer than during the time-saving state A, is used to indicate whether a big win (one type big win or two types big win) can be won based on the remaining reserved special chart 2 (maximum four) when the time-saving state A ends.
[0152] If the lottery result of the special chart 2 is a big win or a small win, a battle reach of the winning mode (success mode) will be performed, and if the lottery result of the special chart 2 is a special miss (miss pattern B or miss pattern C), a battle reach of the losing mode (failure mode) will be performed. Incidentally, in the time-saving state B, the game is played by hitting from the left. Therefore, the stopping time when a small win is won is set to a long 20000ms. This is to inform the right hit during this period and encourage the occurrence of V passing.
[0153] In addition, in the special chart fluctuation pattern determination table during the time-saving state A related to the special chart 1 (see FIG. 12(A)), the function of shortening fluctuation according to the number of reserved balls at the time of no reach and miss works when the number of reserved balls is "2" to "4". In other words, shortening fluctuation is more likely to be selected than during the non-time-saving state. Also, the probability that a fluctuation pattern with a long fluctuation time is selected when a jackpot is won is lower than during the non-time-saving state. In other words, a fluctuation pattern with a short fluctuation time is more likely to be selected than during the non-time-saving state. In other words, the fluctuation pattern determination table during the time-saving state is a table in which the fluctuation time is shorter than the fluctuation pattern determination table during the non-time-saving state.
[0154] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Fig. 22, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol waiting process (S902).
[0155] [Special symbol variation processing] As shown in Fig. 24, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Fig. 11 and Fig. 12) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the variation display of the special symbol to continue.
[0156] On the other hand, if the variation time has elapsed (YES in S1501), a variation stop command is set (S1502) and the special operation status is set to "3" (S1503). Then, other processing such as stopping the special symbol variation display at a symbol (big win symbol, small win symbol, or losing symbol) according to the set special symbol stop symbol data (see Figs. 7(B)-(D)) is performed (S1504), and this processing ends.
[0157] [Special symbol determination process] As shown in Fig. 25, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Figs. 11 and 12) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process described later is performed (S1602).
[0158] Next, it is determined whether the big win flag is ON (S1603). If the big win flag is ON (YES in S1603), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605), and if it is not ON, proceeds to step S1607-1, but if it is ON, the time-saving flag is turned OFF (S1606) and proceeds to step S1607-1. As a result, the game is controlled to a non-time-saving state (low base state) during the execution of the big win game. Note that the low base state in this embodiment is a low base state in the sense that there is no winning support due to the electric chute 22 being frequently opened, and does not take into account the base-up based on the operation of the big win device.
[0159] In step S1607-1, the game control microcomputer 81 clears the value of the ceiling counter to 0. As will be described later, the pachinko game machine 1 of this embodiment controls from the non-time-saving state to the time-saving state A without going through the jackpot game, when a predetermined number of special symbol variations (display of special symbol variations) are performed after the end of the jackpot game. This predetermined number is called the ceiling number, and is set to 610 in this embodiment. The number of times that the special symbol variations are performed after the jackpot game reaches the ceiling number is called reaching the ceiling. The ceiling counter is set to "610" at the timing of the end of the jackpot game, and is decremented by 1 each time a special symbol variation is performed. Step S1607-1 is a process of clearing the value of this ceiling counter to 0 at the start of the jackpot game.
[0160] Following step S1607-1, the game control microcomputer 81 sets a jackpot opening command (see FIG. 8) to start the jackpot game (S1607-2) and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of the jackpot symbol that was won (S1609). At this time, the value of the jackpot opening counter that counts the number of times the jackpot opening is opened during the special game is set to a value according to the type of the jackpot symbol that was won. The setting of the opening pattern (setting of data according to the opening pattern) may be performed for each round.
[0161] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON or not (S1610). If the small win flag is ON (YES in S1610), the special action status is set to "5" (S1611). Note that if the small win flag is ON, the time-saving flag is not turned OFF even if it is ON. After that, in order to start the small win game, the opening command for the small win (see FIG. 8) is set (S1612), and the opening of the small win game is started (S1613).
[0162] Following step S1613, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of the small win symbol that was won (S1614). At this time, the value of the large prize opening counter is set to a value according to the type of the small win symbol that was won. After that, the game control microcomputer 81 turns on the distribution member operation flag (S1615) and ends this process. The distribution member operation flag is a flag that indicates that it is the period during which the distribution member 71 is to be operated. That is, in this embodiment, the operation of the distribution member 71 begins with the opening of the small win game. The operation pattern of the distribution member will be described in detail later.
[0163] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1616) and this process ends.
[0164] [Game Status Management Process] As shown in FIG. 26-1, in the game status management process (S1602), first, it is determined whether the time-saving flag is ON (S1701), and if it is not ON, it proceeds to step S1710, and if it is ON, it decrements the value of the time-saving counter that counts the number of special pattern variations (variable display of special patterns) performed during the time-saving state by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" (S1703). If it is not "0", it proceeds to step S1710, and if it is "0", it turns off the time-saving flag (S1704), and it performs game status flag update process (S1705), and it proceeds to step S1710.
[0165] In the game status flag update process (S1705), the value of the game status flag is set to a value corresponding to the current game status. As shown in the table in FIG. 26-1, the value of the game status flag is set to "1" if the game is in a non-time-saving state, set to "2" if the game is in time-saving state A (normal time-saving state), and set to "3" if the game is in time-saving state B (slight time-saving state). In this game status flag update process (S1705), the time-saving flag has just been turned OFF, so the value of the game status flag is set to "1", which corresponds to the non-time-saving state.
[0166] In step S1710, it is determined whether the time-saving flag is OFF. If the time-saving flag is not OFF, the process proceeds to step S1720. If the time-saving flag is OFF, it is then determined whether the special symbol displayed in a stopped state is a "miss symbol B" or a "miss symbol C" (S1711). In other words, it is determined whether it is a special miss. If it is not a special miss (miss symbol B or miss symbol C), the process proceeds to step S1720. If it is a special miss, the time-saving flag is turned ON (S1712), the number of time-saving times (see FIG. 9) corresponding to the type of miss symbol is set in the time-saving counter (S1713), a game status flag update process (S1714) is performed, and the process proceeds to step S1720. In this game status flag update process (S1714), since the time-saving flag has just been turned ON based on the special miss, the value of the game status flag is set to the value "3" corresponding to the time-saving state B. This causes the game to be controlled to the time-saving state B. The time-saving state ends when either the special pattern change is performed a predetermined maximum number of times (time-saving number of times) or the next big win game is played. In this way, in this form, the game may be controlled to the time-saving state even when the game is lost.
[0167] In this embodiment, the time-saving state is controlled based on the special miss only when the state is not in the time-saving state (YES in step S1710). Here, in this embodiment, in the game state management process (S1602), first, a process (steps S1701 to S1705) is performed regarding whether to end the time-saving state, and then a process (steps S1710 to S1714) is performed regarding whether to control the state to the time-saving state based on the special miss. Therefore, for example, when a miss pattern (miss pattern B or miss pattern C) of the special miss is stopped and displayed in the change of the special pattern 2, which is the final change of the time-saving state A, the time-saving state A is shifted to the non-time-saving state in the process of steps S1701 to S1705, and the non-time-saving state is shifted to the time-saving state B in the process of steps S1710 to S1714. In other words, in this embodiment, when the time-saving state A with the time-saving count of 1 or 6 ends, the time-saving state B with the time-saving count of 104 or 604 will be entered. Note that the process of steps S1710 to S1714 may be configured to be performed before the process of steps S1701 to S1705, so that even if a special miss is drawn in the final change of the time-saving state, the state is not controlled to a new time-saving state. In this case, the state is controlled to the time-saving state B according to the end of the special pattern change based on the special miss being drawn in the first special pattern change after returning from the time-saving state A to the non-time-saving state.
[0168] In step S1720, the game control microcomputer 81 performs the ceiling process described below. The ceiling process (S1720) is a process related to control to the time-shortened state based on reaching the ceiling. Following step S1720, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S1730). By outputting this command, the sub-control board 90 is notified of information on the current game state.
[0169] [Ceiling Processing] As shown in FIG. 26-2, in the ceiling processing (S1720), the game control microcomputer 81 first judges whether the value of the ceiling counter is greater than 0 (S1721). If the result of this judgment is NO, this processing is immediately terminated, but if the result of this judgment is YES, the value of the ceiling counter is decremented by 1 (S1722) and it is judged whether the value of the ceiling counter is 0 (S1723).
[0170] If the value of the ceiling counter is not 0 (NO in S1723), this process is immediately terminated, but if the value of the ceiling counter is 0 (YES in S1723), the ceiling has been reached, so the time-saving flag is turned ON (S1724), and the number of time-saving times corresponding to the reaching of the ceiling (6 times in this embodiment) is set in the time-saving counter (S1725), and a game status flag update process (S1726) is performed. In this game status flag update process (S1726), since the time-saving flag has just been turned ON based on the reaching of the ceiling, the value of the game status flag is set to the value "2" corresponding to the time-saving state A. As a result, the number of time-saving times is controlled to the time-saving state A of 6 times.
[0171] [Special electric accessory processing 1 (jackpot game)] Special electric accessory processing 1 is processing for executing jackpot games such as type 1 jackpot games and type 2 jackpot games. As shown in FIG. 27, in special electric accessory processing 1 (S908), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag indicating that the opening of all the first big prize winning devices 31 has ended in the jackpot game in which the winning has been won.
[0172] If the big win end flag is not ON (NO in S2001), it is determined whether the first large prize opening 30 is currently open (i.e., whether the first large prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first large prize opening 30, i.e., whether the opening time for the big win has elapsed and it is time to start opening the first large prize opening 30, or whether the interval time between openings has elapsed and it is time to start the next opening (S2003).
[0173] If the result of the determination in step S2003 is NO, the process ends. On the other hand, if the result of the determination in step S2003 is YES, the first large prize opening 30 is opened according to the set opening pattern (S2004).
[0174] If the first major prize opening 30 is open in step S2002 (YES in S2002), it is determined whether the number of winnings into the first major prize opening 30 in that unit opening game has reached the specified maximum number of winnings (10 in this embodiment) (S2005). If the specified number of winnings has not been reached (NO in S2005), it is determined whether it is time to close the first major prize opening 30 (i.e., whether a specified opening time (see FIG. 8) has elapsed since the first major prize opening 30 was opened) (S2006). Then, if the opening time of the first major prize opening 30 has not elapsed (NO in S2006), this process ends.
[0175] On the other hand, if the specified number of winnings has been reached (YES in S2005) or the opening time of the first large prize opening 30 has elapsed (YES in S2006), that is, if either of the two opening end conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.
[0176] On the other hand, if it is "0" (YES in S2009), the jackpot ending command (see FIG. 8) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).
[0177] Also, if the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the first major winning port 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013), and if the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game status setting process (S2017) described below is performed, and this process ends.
[0178] [Game Status Setting Process] As shown in FIG. 28, in the game status setting process (S2017), first, it is determined whether or not the winning symbol (jackpot symbol or small winning symbol) that triggered the execution of the current jackpot game is a symbol (see FIG. 8) that triggers control to the time-saving state (S2101). If the result of this determination is NO, the process proceeds to step S2104, but if the result of the determination is YES, the time-saving flag is turned ON (S2102), and the number of time-saving times (see FIG. 8) corresponding to the type of winning symbol and the game status at the time of winning is set in the time-saving counter (S2103), and the process proceeds to step S2104. By executing steps S2102 and S2103, the game status after the current jackpot game becomes the time-saving state A. The time-saving state A ends when one of the ending conditions is met: a special symbol change of a predetermined upper limit execution number (time-saving number) is performed, or the next jackpot game is performed.
[0179] In step S2104, the game control microcomputer 81 performs a game status flag update process (S2104). In the game status flag update process (S2104), the value of the game status flag is set to a value corresponding to the current game status. Specifically, in this game status flag update process (S2104), since the time-saving flag has just been turned ON at the end of the big win game, the value of the game status flag is set to a value "2" corresponding to the time-saving state A (see the table in FIG. 26-1).
[0180] Next, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S2105). The game state designation command also includes information on the number of time-saving times that have been set. By outputting this command, the sub-control board 90 is notified of information on the current game state.
[0181] After that, the game control microcomputer 81 sets the value of the ceiling counter to "610" (S2106), and ends this process.
[0182] [Special Electric Device Processing 2 (Small Win Game)] Special electric device processing 2 is processing for executing a small win game in which the second large winning device 36 equipped with a specific area 39 is opened. As shown in Figs. 29 and 30, in the special electric device processing 2 (S909), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of the second large winning device 36 has ended in the small win game.
[0183] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is being opened (i.e., whether the second large prize device 36 is being opened) (S2302). If it is not being opened (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the time for starting to open the second large prize opening 35 has come after the predetermined pre-opening interval (small win opening) has elapsed (S2303).
[0184] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern (see FIG. 8) corresponding to the type of the small prize symbol that has been won (S2304).
[0185] If the second large prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second large prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether the time has come to close the second large prize opening 35 (i.e., whether a specified opening time (1.6 seconds in this embodiment as shown in FIG. 8) has elapsed since the second large prize opening 35 was opened) (S2306). Then, if the opening time of the second large prize opening 35 has not elapsed (NO in S2306), this process ends.
[0186] On the other hand, if the specified number of winnings has been reached (YES in S2305) or the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is satisfied, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.
[0187] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in FIG. 30, it is determined whether or not a predetermined time (post-closing interval) has elapsed since the second large winning port 35 was closed during the small win game (S2310), and if the post-closing interval has not elapsed (NO in S2310), the process ends. The post-closing interval for the small win game will be described later. On the other hand, if the post-closing interval has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0188] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that a game ball has passed through the specific area 39 during the execution of a small win game, and is a flag that is turned ON in step S2603 (see FIG. 32) described later. If this V flag is not ON (NO in S2313), a type 2 big win game is not executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special operation status is set to "1" (S2315), and the process ends.
[0189] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 turns the V flag OFF (S2317), turns the jackpot flag ON (S2318), and sets the special operation status to "4" (S2319) in order to execute the type 2 jackpot game. Next, if the time-saving flag is ON (YES in S2320), the time-saving flag is turned OFF (S2321). Then, the value of the ceiling counter is cleared to 0 (S2322-1). After that, the game control microcomputer 81 sets the jackpot opening command (see FIG. 8) (S2322-2) and starts the jackpot opening (S2323). This causes a transition from the small jackpot game in which the second large winning port 35 is opened for a short time to the type 2 jackpot game.
[0190] [Distribution member control process] The game control microcomputer 81 performs distribution member control process (S107) following special operation process (S106) (see FIG. 15). In distribution member control process (S107), as shown in FIG. 31, first, it is determined whether or not the distribution member operation flag is ON (S2501). If the distribution member operation flag is not ON, this process ends. On the other hand, if the distribution member operation flag is ON, the opening of the small win game has started (see FIG. 25), so distribution member operation process (S2502) is performed to operate the distribution member 71 in a predetermined operation pattern, and V effective period setting process (S2503) is also performed.
[0191] In the distribution member operation process (S2502), a timer is set to measure the operation time of the distribution member 71, and based on the timing using the timer, the distribution member solenoid 73 is turned ON when it is time to open the distribution member 71, and the distribution member solenoid 73 is turned OFF when it is time to close the distribution member 71. As a result, the distribution member 71 moves in a constant manner from the start of the opening of the small win game.
[0192] Specifically, as shown in Figure 37 (c), the distribution member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Next, it is controlled to a passage-permitting state (the state shown by the two-dot chain line in Figure 2) for 4600 ms. This is called V opening. Next, it is controlled to a passage-blocking state for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V opening ⇒ post-closing interval" is the constant operation of the distribution member 71.
[0193] In addition, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is regarded as valid and the V flag is turned ON. As shown in FIG. 37(d), the V effective period is from the start of opening of the specific area 39 (the point in time when the sorting member 71 is controlled to be in a passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to a time longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to be in a passing-permitting state). This is in consideration of the time lag until the game ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.
[0194] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.
[0195] Following the V valid period setting process (S2503), the game control microcomputer 81 judges whether the operation of the distribution member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distribution member 71 set in step S2502, it judges whether the total operation time (7608 ms (see FIG. 37(c))) from when the distribution member 71 starts a certain operation to when it ends has elapsed. Then, if the operation of the distribution member 71 has not ended, this process ends as it is. On the other hand, if the operation of the distribution member 71 has ended, the distribution member operation flag is turned OFF (S2505) and then this process ends.
[0196] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in the small prize game will be described with reference to Fig. 37. In this embodiment, the opening pattern of the second large prize opening 35 in the small prize game is the opening pattern shown in Fig. 37(b). Note that Fig. 37(a) shows the timing of the variable display and the stop display of the special symbol in order to make it easier to understand the timing of the start of the small prize game.
[0197] The opening pattern shown in FIG. 37(b) is an opening pattern that is selected when a small prize is won in the lottery of the special drawing 2. In other words, it is an opening pattern that is selected when the "special drawing 2_small prize pattern a" or the "special drawing 2_small prize pattern b" (see FIG. 8) is won. This opening pattern is a passing opening pattern that allows passage to the specific area 39.
[0198] More specifically, this passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms.
[0199] When the second large prize opening 35 is opened in such an opening pattern, during the opening period of the second large prize opening 35 for 1600 ms and during the period of 3000 ms after the second large prize opening 35 is closed, the distribution member 71 is in a state of allowing passage when the distribution member 71 is opened in a V shape (see Figs. 37(b) and (c)). Therefore, no matter what timing the game ball enters the second large prize opening 35, the game ball can pass through the specific area 39. In this embodiment, if the game ball is continuously shot by hitting from the right, each device such as the second large prize device 36 is arranged so that the game ball always enters the second large prize opening 35 during the opening period of 1.6 seconds. In addition, the time required for the game ball that has passed through the second large prize opening 35 to reach the arrangement position of the distribution member 71 is shorter than 3000 ms. In other words, in this embodiment, the small win essentially functions as a big win. In this specification, a small win based on the lottery of Special Chart 2 may be referred to as a Special 2V passing small win.
[0200] In this embodiment, during a small win game, the number of game balls that enter the second large winning device 36 is counted based on detection by the second large winning opening sensor 35a, and the number of game balls that are discharged outside the second large winning device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. That is, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as outlet sensors that count the number of game balls that are discharged outside the second large winning device 36. When the two count values do not match at the end of a certain operation of the distribution member 71, an error is notified. Note that the operation of the distribution member 71 may be stopped when the two count values match after the second large winning opening 35 is closed. In this way, it is possible to smoothly start the variable display of the special pattern after the second large winning opening 35 is closed.
[0201] [Specific Area Sensor Detection Processing] Returning to the explanation of the operation of the gaming control microcomputer 81, the gaming control microcomputer 81 performs the specific area sensor detection processing (S108) following the distribution member control processing (S107) (see FIG. 15). In the specific area sensor detection processing (S108), as shown in FIG. 32, first, it is determined whether or not a gaming ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the processing is terminated, but if there is detection (YES in S2601), it is determined whether or not it is within the V effective period (S2602). The V effective period is a period set by the V effective period setting processing (S2503) in the distribution member control processing (FIG. 31) described above. Specifically, the V effective period is a period shown in FIG. 37(d).
[0202] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process ends. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process ends without performing the processes of steps S2603 and S2604. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).
[0203] 6. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 33 to 36. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM 94.
[0204] [Sub-control main processing] When the power of the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out from the ROM 93 the program of the sub-control main processing shown in Fig. 33 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0205] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values may be added by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 80 described above.
[0206] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that receives the command displays an image on the display screen 7a (display unit) according to the received command (executes various effects using images). In addition to the various effects performed by the image control board 100, the sub-control board 90 outputs sound from the speaker 67 via the sound control board 106 (executes various sound effects using sound), causes the board lamp 5 and the frame lamp 66 to emit light via the lamp control board 107 (executes various light emission effects using light), and operates the board movable body 15 (executes various movable body effects using motion). In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other advance notice effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0207] The performance control microcomputer 91 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012) can be executed.
[0208] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of the RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0209] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 90. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 34, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in that order.
[0210] In the input process, the operation of the operation unit that can be operated by the player, such as the performance button detection switch 63a and the select button detection switch 64a, is detected, and commands are set or performance data is created according to the detection result. In the light emission data output process, light emission data (lamp data) is output to the lamp control board 107 to light lamps such as the frame lamp 66 and the board lamp 5 at a timing that matches the performance by the image, based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 91 causes the frame lamp 66 and the board lamp 5 to light up in a predetermined light emission mode according to the light emission data. In the movable body control process, drive data is output to perform a movable body performance that operates a movable body such as the board movable body 15 at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 91 performs a movable body performance that operates the board movable body 15 in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset.
[0211] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in Fig. 35, the 10 ms timer interrupt processing (S4012) sequentially executes received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.
[0212] In the received command analysis process, the command stored in the receive buffer of RAM 94 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the performance button 63 and the select button 64 are measured. In the audio control process, audio data (data that controls the audio output from the speaker 67) is created and output to the audio control board 106 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0213] Here, an example of processing when the performance control microcomputer 91 receives a command from the game control microcomputer 81 will be described. The command received by the performance control microcomputer 91 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 91 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a performance pattern (sub-fluctuation pattern) of the fluctuation performance based on the special chart fluctuation pattern indicated by the command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer as a processing at the time of receiving the fluctuation start command. For example, when the special chart fluctuation pattern indicated by the fluctuation start command is SP fluctuation (fluctuation pattern associated with SP reach), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and voice control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. The flow of processes for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the corresponding variations, and control of the presentation mode.
[0214] [Received command analysis process] Next, the received command analysis process (S4201) will be described in detail with reference to Fig. 36. In the received command analysis process (S4201), first, as shown in Fig. 36, the performance control microcomputer 91 judges whether or not a start winning command has been received from the main control board 80 (S4401), and if so, performs a look-ahead performance judgment process (S4402). In the look-ahead performance judgment process (S4402), the start winning command is analyzed, and a look-ahead performance such as a so-called hold change notice or a continuous notice is drawn based on the analysis result, and a look-ahead performance start command according to the drawing result is set in the output buffer of the RAM 94.
[0215] Next, the microcomputer 91 for controlling the presentation judges whether or not a game state designation command has been received (S4403), and if so, performs a presentation mode update process (S4404). In the presentation mode update process (S4404), the game state designation command is analyzed, and a presentation mode is selected based on the analysis result, and a presentation mode setting command for setting the presentation mode according to the selection is set in the output buffer of the RAM 94.
[0216] Here, as shown in the table in FIG. 36, in the presentation mode update process, the presentation control microcomputer 91 sets the normal presentation mode when the game state indicated by the game state designation command is a "non-time-saving state". Also, the presentation control microcomputer 91 sets the challenge presentation mode when the game state indicated by the game state designation command is a "time-saving state A" with one time of time-saving. Also, the presentation control microcomputer 91 sets the RUSH presentation mode when the game state indicated by the game state designation command is a "time-saving state A" with six times of time-saving. Also, the presentation control microcomputer 91 sets the CHANCE presentation mode when the game state indicated by the game state designation command is a "time-saving state B" and the number of special chart 2 reservations becomes "0". It is assumed that the presentation control microcomputer 91 counts the number of special chart 1 reservations and the number of special chart 2 reservations based on the reception of a start winning command or a variable start command. Each presentation mode will be explained in detail later.
[0217] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (S4405), and if so, performs a change performance start process (S4406). In the change performance start process (S4406), the change start command is analyzed, and a change performance pattern (contents) is selected based on the analysis result. Then, a change performance start command for starting a change performance with the selected change performance pattern is set in the output buffer of the RAM 94. The content of the change performance will be specifically explained later.
[0218] Next, the performance control microcomputer 91 judges whether or not a fluctuation stop command has been received from the main control board 80 (S4407), and if so, performs a fluctuation performance end process (S4408). In the fluctuation performance end process (S4408), the fluctuation stop command is analyzed, and based on the analysis result, a fluctuation performance end command for definitively stopping and displaying the performance patterns 8L, 8C, and 8R is set in the output buffer of the RAM 94. In addition, when a fluctuation stop command related to the small win fluctuation of the special chart 2 (fluctuation based on winning a small win) is received in the non-time-saving state or the time-saving state B, a command for executing a right-hit notification performance that notifies the player that a right hit should be used to win the second large winning port 35 is also set in the output buffer of the RAM 94.
[0219] Next, the performance control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4409), and if so, performs an opening performance selection process (S4410). In the opening performance selection process (S4410), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the special game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the RAM 94.
[0220] Next, the performance control microcomputer 91 judges whether an ending command has been received from the main control board 80 (S4411), and if so, performs an ending performance selection process (S4412). In the ending performance selection process (S4412), the ending command is analyzed, and a pattern (content) of the ending performance to be executed during the ending of the big win game is selected based on the analysis result. Then, an ending performance start command for starting the ending performance with the selected ending performance pattern is set in the output buffer of the RAM 94.
[0221] Next, the microcomputer 91 for effect control judges whether or not a V passage command has been received from the main control board 80 (S4413), and if so, performs V passage notification effect start processing (S4414). In the V passage notification effect start processing (S4414), a V passage notification effect start command for starting the V passage notification effect is set in the output buffer of the RAM 94. The V passage notification effect is an effect for notifying the player that there has been a V passage (passage to the specific area 39). In this embodiment, it is an effect for displaying a predetermined V passage notification image (for example, a character image showing the character "V") on the display screen 7a. In this pachinko game machine 1 that executes a type 2 jackpot game based on the passage to the specific area 39, the display of the character image "V" as this V passage notification effect also has a meaning as a notification of a jackpot win. The V passage notification effect may be another form, such as outputting a special sound effect from the speaker 67.
[0222] Next, as other processing (S4415), processing based on received commands other than the above commands is carried out, and the received command analysis processing ends.
[0223] 7. Flow of the game in this form Next, the flow of game progress in the pachinko game machine 1 of this embodiment will be explained based on Fig. 38. As shown in Fig. 38, first, in the non-time-saving state (normal game state), the game progresses by hitting from the left and aims for a big win based on the lottery of special chart 1. In the non-time-saving state, it is controlled to the normal presentation mode.
[0224] When the jackpot is won in the lottery of special chart 1, if the type of the jackpot pattern is "Special chart 1_jackpot pattern A", the time-saving state A will change to 1 time after 4R of jackpot play (see Figure 8). Also, if the type of the jackpot pattern is "Special chart 1_jackpot pattern B", the time-saving state A will change to 6 times after 4R of jackpot play (see Figure 8).
[0225] In the time-saving state A, the game is played by hitting the right hand side, aiming for a big win based on the drawing of the special chart 2 (mainly a big win based on passing through a specific area 39 after winning a small win). When the number of time-saving times is set to 1, it is possible to draw the special chart 2 the total number of times (i.e. 5 times) that is the sum of the number of time-saving times "1" and the upper limit memory number "4" of the special chart 2 reservation. In other words, after the time-saving state A is entered and the first drawing of the special chart 2 and the variable display of the special chart 2 are started by generating an entry into the second starting port 21, by storing 4 special chart 2 reservations during the variable display of the special chart 2, even after the time-saving state A ends, it is possible to draw the special chart 2 based on the special chart 2 reservation up to 4 times. In addition, when the time-saving state A is changed to 1 time, it is controlled to the challenge performance mode. The challenge performance mode continues until there are no remaining reservations of the special chart 2 even after the time-saving state A ends.
[0226] In addition, if the number of time-saving times is set to 6, the number of times that the special chart 2 can be drawn is the sum of the number of time-saving times "6" and the upper limit of the number of reserved special charts "4" (i.e. 10 times). In addition, when the number of time-saving times transitions to time-saving state A, where the number of time-saving times is 6, the system is controlled to RUSH performance mode. The RUSH performance mode continues even after the time-saving state A ends until there are no remaining reserved special charts 2.
[0227] In this embodiment, the probability of winning a small prize in the drawing of the special chart 2 is about 1 / 7. Therefore, it can be said that it is easier to execute the next big prize game (so-called consecutive wins) when the time-saving count shifts to the time-saving state A of 6 times than when the time-saving count shifts to the time-saving state A of 1 time. As described above, the pachinko game machine 1 of this embodiment is configured so that if a small prize is won based on the drawing of the special chart 2, a big prize game is always executed as long as the game is played correctly (see FIG. 37). Therefore, it can be said that the actual probability of winning a big prize in the drawing of the special chart 2 is about 1 / 7. In this way, since the fluctuation of the special chart 2 makes it easier to win a big prize in reality than the fluctuation of the special chart 1, the fluctuation of the special chart 2 is called a "chance fluctuation".
[0228] In the special drawing, if a player wins a jackpot after winning a small jackpot, if the type of small jackpot pattern is "Special drawing 2_Small jackpot pattern a", the player will move to time-saving state A with 6 times of time-saving after 10R of jackpot play (see Figure 8). If a player wins a small jackpot in the special drawing, the player will be allocated to small jackpot pattern a at a rate of 90%. In addition, if the type of small jackpot pattern is "Special drawing 2_Small jackpot pattern b" (allocation rate 10%), the player will move to time-saving state A with 100 times of time-saving after 10R of jackpot play. In addition, if a player wins a direct jackpot in the special drawing (if "Special drawing 2_Jackpot pattern C" is won), the player will move to time-saving state A with 6 times of time-saving after 10R of jackpot play.
[0229] Here, the time-saving state A with 100 times of time-saving is a state in which the next big win is practically confirmed. This is because the lottery on the special chart 2 has a probability of about 1 / 7 for winning a small win, and if you win a small win, it is possible to pass the game ball through the specific area 39. Therefore, it can be said that the time-saving state A with 100 times of time-saving is a time-saving state that is more advantageous to the player than the time-saving state A with 1 or 6 times of time-saving. Also, it can be said that a win with the time-saving number set to 100 times is a win that is more advantageous to the player than a win with the time-saving number set to 1 or 6 times.
[0230] As long as you continue to win small prizes or direct jackpots in the drawing of Special Chart 2, the state favorable to players who mainly draw Special Chart 2 (a state in which it is easy to win a jackpot) will continue. When the time-saving state A ends and all the remaining Special Chart 2 reserves (remaining reserves of Special Chart 2) are also losses, you will return to playing mainly on the drawing of Special Chart 1 again.
[0231] Here, in this form, the lottery result of the special chart 2 is selected from among a big win, a small win, and a special miss (miss pattern B, miss pattern C) (see Figs. 7(A)-(D) and Fig. 9). In other words, a normal miss will not be judged in the lottery of the special chart 2. Therefore, as long as you play correctly, if the time-saving state A ends without drawing a small win or a big win, the final change of the time-saving state A will always result in a special miss. Therefore, as described above, following the time-saving state A, the time-saving state B based on the special miss will be controlled (see Fig. 26-1). Therefore, in this form, all four changes based on the remaining reserve of the special chart 2 will be made in the time-saving state B.
[0232] In the time-saving state B, although it is set to make it easier to win on the electric chute 22 than in the non-time-saving state, winning on the electric chute 22 by hitting from the right does not occur frequently as in the time-saving state A, and it is a game state in which the game progresses by hitting from the left. Therefore, when transitioning from the time-saving state A to the time-saving state B, the performance control microcomputer 91 displays on the display screen 7a a display (left hit display) informing the player to return to hitting from the left.
[0233] In the final change of the time-saving state A, if "Special chart 2_missing chart B" is drawn (distribution rate 99%), when the stop time of the special chart has elapsed, the time-saving count transitions to time-saving state B with 104 times (see Figure 9). On the other hand, if "Special chart 2_missing chart C" is drawn (distribution rate 1%), when the stop time of the special chart has elapsed, the time-saving count transitions to time-saving state B with 604 times (see Figure 9). Regardless of the number of time-saving times set, in the time-saving state B, first, four changes are made based on the remaining reserve of special chart 2. Then, if neither a small win nor a big win is drawn with the remaining reserve of special chart 2, in the time-saving state B, the game is played aiming for a big win based on the lottery of special chart 1. In addition, if there are no remaining reserves of special chart 2 in the time-saving state B, it is controlled to CHANCE performance mode.
[0234] If the player wins a jackpot in the lottery for special chart 1 while in time-saving state B, whether the type of jackpot pattern is "Special chart 1_jackpot pattern A" or "Special chart 1_jackpot pattern B", the game will transition to time-saving state A (RUSH performance mode) with 6 time-saving times after 4R jackpot play (see Figure 8). In other words, if the player wins a jackpot during time-saving state B, the game will transition to time-saving state A (RUSH performance mode) with 6 time-saving times. When the game transitions to the RUSH performance mode, the game can receive chance fluctuations 10 times. For this reason, the time-saving state B is a game state that is more advantageous to the player than a non-time-saving state in which the game may transition to time-saving state A (challenge performance mode) with 1 time-saving time even if the player wins a jackpot. When the game transitions to the challenge performance mode, the game can receive chance fluctuations only 5 times.
[0235] In this way, in this embodiment, even if a jackpot (type 2 jackpot, type 1 jackpot) is not won between the time-saving state A and the time when all the remaining reserved jackpots on special chart 2 are consumed, the player can aim for a jackpot based on the lottery on special chart 1 in a more favorable situation than in the non-time-saving state in time-saving state B. Therefore, it is possible to make the player want to continue playing even after the remaining reserved jackpots on special chart 2 are consumed, and it is possible to provide a gaming machine with a high operating rate.
[0236] When the time-saving state B is controlled to 104 times, the CHANCE presentation mode continues until the special chart 1 has changed 100 times after four changes based on the remaining reserved special chart 2 have been completed. In other words, the CHANCE presentation mode continues until the special chart changes 100 times. If the jackpot is not won based on the drawing of special chart 1 in the CHANCE presentation mode, the time-saving state B ends and the state is controlled to the non-time-saving state. In the non-time-saving state, the state is controlled to the normal presentation mode. Then, in the non-time-saving state (normal presentation mode), the player aims for a jackpot based on the drawing of special chart 1.
[0237] Here, in this form, when the special chart changes 610 times after a big win game, the ceiling is reached and the game transitions to time-saving state A (RUSH presentation mode) with the number of time-saving times being 6. This makes it possible to receive 10 chance changes. By transitioning to time-saving state A based on reaching the ceiling in this way, it is possible to prevent the player from continuing to play in an unfavorable manner for several changes since the end of the previous big win game.
[0238] In addition, when the time-saving state A is followed by the time-saving state B with 604 times of time-saving, the CHANCE presentation mode continues until the time-saving state 1 has changed 600 times after the change based on the remaining reserved of the special chart 2 has ended four times. In this case, even if the player does not win a jackpot based on the lottery of the special chart 1 in the CHANCE presentation mode, the ceiling is reached immediately after the end of the time-saving state B (when the game state after the previous jackpot game is the time-saving state A with 6 times of time-saving). Or, the ceiling is reached after a few changes from the end of the time-saving state B (when the game state after the previous jackpot game is the time-saving state A with 1 time-saving). Then, based on the reaching of the ceiling, the time-saving state A with 6 times of time-saving is transitioned to (RUSH presentation mode).
[0239] In this manner, in this embodiment, there is a case where the time-saving state B leads to the time-saving state A based on reaching the ceiling. This increases the interest in the game compared to a configuration in which the time-saving number of times in the time-saving state B is only one type.
[0240] 8. Examples of this format 8-1.Performance mode Next, examples of the performance in the pachinko game machine 1 of this embodiment will be described with reference to Figs. 39 to 48. First, the performance mode will be described. The performance mode is a form of performance using the image display device 7, the speaker 67, the board lamp 5, the frame lamp 66, etc., and when the performance mode is different, for example, the characters, items, background images, etc. displayed on the image display device 7 are different, and the variable performance using the performance symbols 8L, 8C, and 8R is also executed in a form corresponding to the performance mode.
[0241] The presentation modes of this form include a normal presentation mode in which a daytime background image G10 as shown in Figure 39(A) is displayed, a challenge presentation mode in which a normal night background image G11 as shown in Figure 39(B) is displayed, a RUSH presentation mode in which a special night background image G12 as shown in Figure 39(C) (a background image combining a normal night background image with an image of stars) is displayed, and a CHANCE presentation mode in which an image in which a daytime background image G10 as shown in Figure 39(D) is displayed with a bar image G2 (caption image G2) saying "Enter RUSH if you hit!" added.
[0242] The normal presentation mode (FIG. 39(A)) is a presentation mode that is set when the game is in a non-time-saving state (normal game state). In other words, it is a presentation mode that is set when the game is in a non-time-saving state and the game is played mainly by drawing the special chart 1.
[0243] The challenge presentation mode (FIG. 39(B)) is a presentation mode that is set when the time-saving count is controlled to one time in the time-saving state A, and continues until there are no remaining reserved balls in the special chart 2 even after the time-saving state A ends. In the time-saving state A, the game is played with the aim of winning the second starting hole 21 by hitting the right hand, so when the challenge presentation mode is entered, the presentation control microcomputer 91 displays a right-hit notification image RI in the upper right corner of the display screen 7a to notify the player that the game should be played by hitting the right hand. The right-hit notification image RI becomes invisible when the time-saving state A ends. In the challenge presentation mode, in order to indicate the end time of the time-saving state A, the presentation control microcomputer 91 displays a remaining number of times display ZI, which indicates the remaining number of times of the time-saving count, in the lower right corner of the display screen 7a. The remaining number of times display ZI is also called an end time indication display.
[0244] The RUSH presentation mode (Figure 39(C)) is a presentation mode that is set when the number of time-saving times is controlled to six in the time-saving state A, and continues even after the time-saving state A ends until there are no remaining reserved special charts 2. Even in the RUSH presentation mode, the right-hit notification image RI and the remaining number of times display ZI are displayed on the display screen 7a. The right-hit notification image RI becomes hidden when the time-saving state A ends.
[0245] In addition, although illustration is omitted for the case where the time-saving count is controlled to 100 times in the time-saving state A, in this case too, it is assumed to be controlled to the RUSH presentation mode. However, the display mode of the remaining number of times display ZI in this case is not the normal mode that displays the number indicating the remaining number of time-saving times as shown in Figure 39 (C), but a special mode colored in rainbow colors. Even if the special chart change is executed, it remains in the special mode, which essentially suggests that the next big win is confirmed.
[0246] The CHANCE presentation mode (Fig. 39(D)) is a presentation mode that is set when the number of reserved balls on the special chart 2 is "0" in the time-saving state B. In this embodiment, if a jackpot is won based on the lottery on the special chart 1 in the time-saving state B, the mode always transitions to the RUSH presentation mode (time-saving state A with 6 time-saving times). In this sense, the time-saving state B is a better chance for the player than the non-time-saving state. For this reason, in the CHANCE presentation mode, although the background image is the daytime background image G10 common to the normal presentation mode, a band image G2 (specific display) including a text image of "If you hit, enter RUSH!" is displayed along the bottom edge of the display screen 7a. By displaying this band image G2, it is possible to make the player recognize the role of the time-saving state B (CHANCE presentation mode).
[0247] 8-2. Variable performance Next, the variable performance will be explained. When the variable display of the special symbol is started, the pachinko game machine 1 executes the variable performance based on the variable pattern related to the variable display of the special symbol and the result of the special symbol lottery (the result of the big win judgment or the small win judgment, the result of the symbol type judgment, the result of the reach judgment, and the result of the variable pattern judgment). In the variable performance, the variable display of the performance symbols 8L, 8C, and 8R is performed on the display screen 7a in a superimposed manner on a predetermined background image. In the variable display of the performance symbols 8L, 8C, and 8R, the performance symbols 8L, 8C, and 8R stop after the variable display. That is, after the variable display of the performance symbols 8L, 8C, and 8R is performed during the variable time of the special symbol, the variation stops and the display of the performance symbols 8L, 8C, and 8R is performed. Then, the result of the special symbol lottery is notified by the display of the performance symbols 8L, 8C, and 8R.
[0248] 8-2-1.Performance pattern display area As shown in Fig. 40(A), the display screen 7a of the image display device 7 is divided horizontally into three approximately equal parts, with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 provided on the left, center, and right sides. The left performance pattern area 50b1 is an area that displays the left performance pattern 8L when the performance patterns 8L, 8C, and 8R are displayed in a stopped state in the variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern 8C and the right performance pattern 8R.
[0249] Also, as shown in FIG. 40(A), a small symbol area 50c is provided in one section (upper left) at the left end of the upper end of the display screen 7a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the variable display of the special symbol is being performed. Note that while the performance symbols 8L, 8C, and 8R may become invisible during the variable performance, the small symbols KZ1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1, KZ2, and KZ3 function as symbols that complement the role of the performance symbols 8L, 8C, and 8R.
[0250] In FIG. 40(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are indicated by two-dot chain lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed. In addition, the range of each area can be appropriately changed. In addition, in FIG. 40 to FIG. 43, the performance patterns 8L, 8C, and 8R are illustrated in simple designs, but in the pachinko game machine 1 of this embodiment, the designs shown in FIG. 46, FIG. 47, etc. described later are appropriately used according to the performance mode.
[0251] 8-2-2.Normal fluctuation In the variation presentation, the pachinko game machine 1 can first perform a normal variation. The normal variation functions as a presentation that suggests that the variation display of the special symbol has started.
[0252] When the display of the special patterns begins to change, for example, as shown in Figure 40(A), the left performance pattern 8L, the middle performance pattern 8C and the right performance pattern 8R are displayed frozen on the display screen 7a, along with the left small pattern KZ1, the middle and small pattern KZ2 and the right small pattern KZ3, and the display of the special patterns is not being performed and the display of the special patterns is in a waiting state.As shown in Figure 40(B), with the start of the display of the special patterns, the display of the performance patterns 8L, 8C and 8R begins to change, and the display of the small patterns KZ1, KZ2 and KZ3 begins to change. If the variation pattern of the special symbol variation display is, for example, a "normal miss variation" (a miss variation without a reach), the left performance pattern 8L and the right performance pattern 8R temporarily stop in different stop patterns as shown in FIG. 40(C-1), and then the performance patterns 8L, 8C, and 8R stop and display in a stop pattern suggesting a miss (so-called spread eyes) as shown in FIG. 40(D). At this time, the small patterns KZ1, KZ2, and KZ3 also stop and display all at once in a stop pattern suggesting a miss. On the other hand, if the variation pattern of the special symbol variation display is, for example, a reach variation pattern such as an "N miss variation" (a reach and miss variation in which a miss is indicated by a normal reach), the left performance pattern 8L and the right performance pattern 8R temporarily stop in the same stop pattern, and a reach is established as shown in FIG. 40(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 continue to change, and a reach effect is performed according to the change pattern. The stopping order and stopping state of the effect symbols 8L, 8C, and 8R can be changed as appropriate.
[0253] 8-2-3.N Reach (Normal Reach) The pachinko game machine 1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the special symbol lottery may be a "jackpot," and functions as a presentation to make the player look forward to the jackpot.
[0254] In the N reach, as shown in FIG. 41(A), the reach is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 41(B), the speed of change of the middle performance symbol 8C gradually slows down. Then, when the change pattern of the special symbol change display is, for example, "N miss change", the performance symbols 8L, 8C, and 8R are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 41(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the change pattern of the special symbol change display is, for example, "N jackpot change" (jackpot change that indicates a jackpot win by a normal reach), the special symbols are stopped and displayed in a stop mode (so-called double numbers (one example of a predetermined stop mode)) that suggests a jackpot, as shown in FIG. 41(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are displayed simultaneously in a stopped state that suggests a big win. Note that the content of the N-reach is not limited to the gradual deceleration of the middle performance symbol 8C, and can be changed or added as appropriate.
[0255] In addition, with regard to the stopping state of the performance symbols 8L, 8C, and 8R that indicate a miss, the spread when the reach is not established is called a "non-reach spread" or a "non-reach miss" and the spread when the reach is established is called a "reach spread" or a "reach miss". The combination of each of the performance symbols 8L, 8C, and 8R that constitute the non-reach spread (for example, "2·3·1" or "5·8·6") and the combination of each of the performance symbols 8L, 8C, and 8R that constitute the reach spread (for example, "2·1·2" or "5·4·5") are selected by the performance control microcomputer 91. In addition, the combination of each of the performance symbols 8L, 8C, and 8R that make up the stopping pattern (double number) indicating a jackpot (for example, "2·2·2" or "7·7·7") is selected by the performance control microcomputer 91 based on the type of jackpot symbol that has been won.
[0256] 8-2-4.SP Reach The pachinko game machine 1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the special symbol lottery is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player look forward to a jackpot.
[0257] In the SP reach, after the N reach, for example, as shown in FIG. 42(A), a background image (background image G113 for the SP reach) dedicated to the SP reach is displayed on the display screen 7a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display screen 7a. After that, as shown in FIG. 42(B), a performance dedicated to the SP reach (for example, a battle performance in which an ally character and an enemy character A battle) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, for example, in the case of an "SP jackpot variation" (a jackpot variation in which the SP reach indicates that a jackpot has been won), as shown in FIG. 42(C-1), a success performance suggesting a jackpot (for example, a display in which an ally character wins a battle and stands with their legs apart, a victory performance) is performed on the display screen 7a, and the performance patterns 8L, 8C, and 8R are displayed in a stopped state (so-called double numbers) suggesting a jackpot. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped at the same time in a stopping state suggesting a big win. On the other hand, when the change pattern of the special symbol change display is, for example, "SP miss change" (a miss with a reach that indicates a miss by an SP reach), as shown in FIG. 42 (C-2), a failure effect suggesting a miss (for example, a display in which the enemy character A wins the battle and stands with its legs apart, a defeat effect) is performed, and the effect symbols 8L, 8C, and 8R are displayed stopped at the same time in a stopping state suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped at the same time in a stopping state suggesting a miss. The effect contents of the SP reach can be changed or added as appropriate. In this embodiment, the effect shown in FIG. 42 is executed as the SP reach based on the lottery of the special symbol 1 in the non-time-saving state or the time-saving state B.
[0258] 8-2-5. Battle Reach The pachinko game machine 1 can perform a battle reach based on the drawing of the special chart 2 in the time-saving state A or the time-saving state B. The battle reach is a type of SP reach, but it is not performed after the N reach, but is a reach effect that is performed when the fluctuation starts. In this form, since the probability of winning a small prize in the drawing of the special chart 2 is about 1 / 7, a battle reach is always performed in the fluctuation that shows the drawing result of the special chart 2, to stimulate the player's desire to win. Like the SP reach, the battle reach also functions as an effect to make the player expect a big win.
[0259] In the battle reach, a battle reach effect image G115 in which an ally character battles an enemy character (enemy character B) different from the above-mentioned enemy character A is displayed on the display screen 7a (FIG. 43(A)). Then, when the battle reach reaches its final stage, if the change pattern of the special symbol change display is a change pattern based on winning a big win or a small win (P31, P32, P51, P52, see FIG. 12), as shown in FIG. 43(B-1), a success effect suggesting a win (a display in which the ally character wins the battle and stands with its legs apart, a victory effect) is performed on the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed in a stop mode suggesting a win (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode suggesting a big win all at once.
[0260] On the other hand, when the variation pattern of the special symbol variation display is a variation pattern based on a special miss (see P33, P34, P53, P54, FIG. 12), as shown in FIG. 43 (B-2), a failure effect suggesting a miss (a display in which the enemy character B wins the battle and stands with its legs apart, a defeat effect) is performed on the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed stopped in a stopping mode suggesting a miss (so-called barrage eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once. The stopping mode of the small symbols KZ1, KZ2, and KZ3 in the case of a special miss is the special eye of "1·3·5". In other words, in this form, in the case of a special miss, the small symbols KZ1, KZ2, and KZ3 are displayed stopped in a stopping mode that is not stopped in the case of a normal miss. The small symbols KZ1, KZ2, and KZ3 are displayed as special symbols, suggesting to the player that it is a special miss. When the effect image of the small symbols KZ1, KZ2, and KZ3 shown in FIG. 43(B-2) with special symbols is displayed in the final change of the time-saving state A, the state transitions to the time-saving state B. Then, when all the changes based on the remaining reserve of the special symbol 2 are completed in the time-saving state B without a jackpot, the state is set to the CHANCE effect mode.
[0261] 8-3. Presentation mode corresponding to time-saving state B and presentation mode corresponding to non-time-saving state Next, the CHANCE presentation mode (an example of the second presentation mode), which is a presentation mode corresponding to the time-saving state B, and the normal presentation mode (an example of the first presentation mode), which is a presentation mode corresponding to the non-time-saving state, will be described in detail. As shown in FIG. 44(A) and FIG. 45(A), in the CHANCE presentation mode, a daytime background image G10 is displayed on the display screen 7a. Also, in the CHANCE presentation mode, a band image G2 including a text image of "Enter RUSH if you hit!" is displayed at the bottom of the display screen 7a. The band image G2 is an image that explains the role of the CHANCE presentation mode. For this reason, the display of the band image G2 is also called a mode explanation display.
[0262] In the CHANCE presentation mode, a display (CHANCE remaining number display G3) showing the number of remaining changes until the CHANCE presentation mode ends is displayed in the upper right part of the display screen 7a. The CHANCE remaining number display G3 (an example of a second display) shows the number of remaining changes until the CHANCE presentation mode ends by a countdown method in the form of "n chances remaining", such as "38 chances remaining", and the value of n is updated according to the start of the special pattern change. Note that the CHANCE remaining number display G3 does not have to be a countdown method, and may be, for example, a countup method, as long as it can show the number of remaining changes until the CHANCE presentation mode ends. The CHANCE remaining number display G3 can stimulate the player's desire to win a jackpot during the CHANCE presentation mode, thereby improving the interest in the game.
[0263] On the other hand, in the normal performance mode, as shown in Fig. 44(A) and Fig. 45(B), a daytime background image G10 (a background image common to the CHANCE performance mode) is displayed on the display screen 7a. However, the band image G2 displayed in the CHANCE performance mode is not displayed. Also, the CHANCE remaining number of times display G3 is not displayed. In the normal performance mode, instead of these additional displays, a display showing the remaining number of times of fluctuation until the ceiling is reached (remaining number of times to reach the ceiling display G4) and a display showing the cumulative number of times the special chart fluctuation has been executed since the normal performance mode was entered (since the time-saving state was entered) (cumulative number of times of fluctuation display G5) are displayed in the upper right corner of the display screen 7a.
[0264] The remaining number of times to reach the ceiling display G4 (an example of the first display) indicates the remaining number of fluctuations until the ceiling is reached by a countdown method in the form of "x times until RUSH", such as "487 times until RUSH", and the value of x is updated according to the start of the special chart fluctuation. In this form, when the ceiling is reached, the normal presentation mode (non-time-saving state) is switched to the RUSH presentation mode (time-saving state A with 6 time-saving times). In other words, in this form, reaching the ceiling means switching to the RUSH presentation mode. Therefore, it can be said that displaying "x times until RUSH" indicates the remaining number of fluctuations until the ceiling is reached. Note that the remaining number of times to reach the ceiling display G4 does not have to be a countdown method, and may be, for example, a count-up method, as long as it can indicate the remaining number of fluctuations until the ceiling is reached. The remaining number of times to reach the ceiling display G4 can encourage the player to continue playing until the ceiling is reached.
[0265] Also, the cumulative variation count display G5 (third display) cumulatively indicates the number of special chart variations executed in the normal presentation mode (non-time-saving state) by a count-up method in the form of "number of spins a times", for example, "number of spins 13 times", and the value of a is updated according to the start of the special chart variation. In this embodiment, the cumulative variation count display G5 is displayed only in the normal presentation mode. The cumulative variation count display G5 is displayed in the upper right part of the display screen 7a, below the remaining number of times to reach the ceiling display G4. By displaying the cumulative variation count display G5 on the display screen 7a, the player can easily check the cumulative variation count.
[0266] In this embodiment, the time-saving state B is controlled to 104 times, and when the time-saving state B ends without winning the jackpot, the state transitions to a non-time-saving state (see FIG. 38). At this time, the microcomputer 91 for controlling the presentation ends the CHANCE presentation mode until the final change of the time-saving state B, and transitions to the normal presentation mode from the first change of the non-time-saving state. In response to the switching of the setting of this presentation mode, the display screen 7a makes the band image G2 and the CHANCE remaining number of times display G3 shown in FIG. 45(A) invisible, and displays the ceiling reaching remaining number of times display G4 and the cumulative number of changes display G5 shown in FIG. 45(B). Note that the display position of the ceiling reaching remaining number of times display G4 in the normal presentation mode is the same as the display position of the CHANCE remaining number of times display G3 in the CHANCE presentation mode. This makes it easier for the player to understand the meaning of each display in each presentation mode.
[0267] Here, even in the CHANCE presentation mode (time-saving state B), a configuration is conceivable in which the ceiling-reaching remaining number display G4 and the cumulative number of variations display G5 (in this case, the cumulative value of the special chart variations from the start of the CHANCE presentation mode) are displayed. However, if the ceiling-reaching remaining number display G4 and the cumulative number of variations display G5 are displayed while the CHANCE remaining number display G3 is displayed, the number of displays related to the number of variations may become too large, and it may be difficult for the player to correctly grasp the meaning of all the displays. Therefore, in this embodiment, in the CHANCE presentation mode, only the CHANCE remaining number display G3, which is a particularly important display, is displayed, and the ceiling-reaching remaining number display G4 and the cumulative number of variations display G5 are not displayed. This makes it possible for the player to easily recognize the meaning of each number display.
[0268] In this embodiment, the display manner of the performance symbols 8L, 8C, and 8R is different between the CHANCE performance mode and the normal performance mode. In this embodiment, whether in the CHANCE performance mode or the normal performance mode, each performance symbol 8L, 8C, and 8R is composed of a number symbol from 1 to 9. However, as shown in FIG. 44(A), in the normal performance mode, among the number symbols from 1 to 9, only the number symbols 3, 5, and 7 are displayed in an advantageous manner, and the remaining number symbols 1, 2, 4, 6, 8, and 9 are displayed in an unfavorable manner, whereas in the CHANCE performance mode, all number symbols from 1 to 9 are displayed in an advantageous manner.
[0269] FIG. 46 is a diagram showing number patterns from 1 to 9 in the normal performance mode, and FIG. 47 is a diagram showing number patterns from 1 to 9 in the CHANCE performance mode. As shown in FIG. 46 and FIG. 47, each number pattern is composed of a combination of number images SG1 to SG9 representing any number from 1 to 9 and base images DG1 to DG9 displayed overlapping behind the number images SG1 to SG9. The base images DG1 to DG9 in each number pattern are images combining an elliptical basic image KG and a character image representing a character. The shape of the basic image KG is common to each of the base images DG1 to DG9, but the character image is different for each of the base images DG1 to DG9.
[0270] The number symbols in the display mode in which the basic image KG is colored white (number symbols 1, 2, 4, 6, 8, and 9 shown in FIG. 46) are number symbols in the non-advantage mode, and the number symbols in the display mode in which the basic image KG is colored gold (number symbols 3, 5, and 7 shown in FIG. 46 and number symbols 1 to 9 shown in FIG. 47) are number symbols in the advantageous mode. That is, in this embodiment, the display colors of the basic image KG in the number symbols 1, 2, 4, 6, 8, and 9 are different when the presentation mode is the CHANCE presentation mode and when the presentation mode is the normal presentation mode.
[0271] The double number of advantageous number patterns (each of the performance patterns 8L, 8C, and 8R is stopped and displayed with the same number pattern) is a stop mode that definitely suggests that the game will move to time-saving state A with 6 time-saving times, i.e., RUSH performance mode, after the end of the jackpot game. On the other hand, the double number of unadvantageous number patterns is a stop mode that suggests that the game will move to time-saving state A with 1 time-saving times, i.e., challenge performance mode, after the end of the jackpot game.
[0272] In detail, as shown in FIG. 44(B), in the non-time-saving state (normal presentation mode), if the jackpot pattern A is won based on the lottery of the special chart 1, the number of time-saving cycles will transition to time-saving state A with one cycle after the jackpot game ends, so the presentation control microcomputer 91 selects a non-advantageous number pattern repeating (any of the repeating numbers of the number patterns 1, 2, 4, 6, 8, and 9 shown in FIG. 46) as the stopping pattern of the presentation patterns 8L, 8C, and 8R, and displays it on the display screen 7a. In addition, when the big win pattern B is won based on the lottery of the special chart 1, the number of times of time reduction will transition to the time reduction state A with 6 times after the end of the big win game, so the performance control microcomputer 91 selects a double number of a number pattern in a non-advantageous mode (a double number of any of the number patterns of 1, 2, 4, 6, 8, and 9 shown in FIG. 46) or a double number of a number pattern in a favorable mode (a double number of any of the number patterns of 3, 5, and 7 shown in FIG. 46) as the stop mode of the performance patterns 8L, 8C, and 8R, and displays them on the display screen 7a. For this reason, a double number of a number pattern in a favorable mode (also called an advantageous pattern) functions as a performance that suggests a transition to the RUSH performance mode. In addition, a double number of a number pattern in a non-advantageous mode (also called an unadvantageous pattern) functions as a performance that may transition to the challenge performance mode.
[0273] In addition, in the time-saving state B and the state where there is no reserved special symbol 2 (CHANCE presentation mode), whether the jackpot symbol A or the jackpot symbol B is won based on the lottery of the special symbol 1, the time-saving state A with the number of times of time-saving is changed to 6 after the end of the jackpot game is completed, so the presentation control microcomputer 91 selects a double number of the advantageous number pattern (a double number of the number patterns 1 to 9 shown in FIG. 47) as the stopping pattern of the presentation patterns 8L, 8C, and 8R, and displays it on the display screen 7a. Of course, even in the CHANCE presentation mode, the double number of the advantageous number pattern (advantageous pattern) functions as a presentation that suggests the transition to the RUSH presentation mode.
[0274] In this manner, in this embodiment, when there are cases where the number of time-saving times does not transition to six in time-saving state A (RUSH presentation mode) depending on the type of jackpot pattern (when in normal presentation mode), each of the left performance pattern 8L, middle performance pattern 8C, and right performance pattern 8R is composed of a non-advantageous number pattern and an advantageous number pattern (see Figures 46 and 48(B)), but regardless of which jackpot pattern is won, when the number of time-saving times transitions to six in time-saving state A (RUSH presentation mode) (when in CHANCE presentation mode), all of the number patterns from 1 to 9 constituting each of the left performance pattern 8L, middle performance pattern 8C, and right performance pattern 8R become advantageous number patterns (see Figures 47 and 48(A)). Therefore, since all of the presentation symbols displayed in the CHANCE presentation mode are advantageous number symbols and no non-advantageous number symbols are displayed at all, the player can recognize that if he wins in this presentation mode, he will definitely transition to the RUSH presentation mode.
[0275] In addition, when the time-saving state B is controlled to 104 times and the time-saving state B ends without winning the jackpot and the state transitions to the non-time-saving state, the microcomputer 91 for effect control ends the CHANCE effect mode until the final change of the time-saving state B, and in response to the transition from the first change of the non-time-saving state to the normal effect mode, the effect symbols displayed on the display screen 7a are changed from a state in which all are advantageous number symbols (see FIG. 48(A)) to a state in which advantageous number symbols and non-advantageous number symbols are mixed (see FIG. 48(B)). This makes it possible for the player to recognize that the state has come to a point where the transition to the RUSH effect mode may not occur even if the player wins.
[0276] 9.Effects of this Form As described above in detail, according to the pachinko game machine 1 of this embodiment, when the result of the jackpot determination process (FIG. 21) is a special miss, the machine is controlled to the time-saving state B (micro-time-saving state), and when a jackpot game is executed from the time-saving state B, a special benefit different from that when a jackpot game is executed from a non-time-saving state (normal game state) may be awarded (see FIG. 8). Therefore, the game is diversified and the interest in the game is increased.
[0277] In particular, according to the pachinko game machine 1 of this embodiment, a larger benefit is likely to be awarded in the time-saving state B (slight time-saving state) than in the non-time-saving state (normal game state) (the number of time-saving times is likely to be set to six, see FIG. 8). Therefore, it is possible to increase interest in entering the time-saving state B, and the interest in playing the game is improved.
[0278] Furthermore, according to this form of pachinko game machine 1, in a so-called type 1 / 2 hybrid machine in which a jackpot game can be executed based on the game ball passing through a specific area 39 in the second large prize opening 35, by providing a time-saving state B (slight time-saving state), it is possible to provide a type 1 / 2 hybrid machine with new gameplay in which a different bonus is awarded in the time-saving state B than in the non-time-saving state (normal game state).
[0279] In particular, according to this form of pachinko game machine 1, by providing a time-saving state B (slight time-saving state) in a so-called type 1 / type 2 mixed machine, it is possible to provide a game state in which the player transitions to a RUSH presentation mode (time-saving state A with 6 time-saving cycles) with a different probability than the non-time-saving state (normal game state) (see Figure 38), which is expected to increase interest in the game.
[0280] Furthermore, according to this form of pachinko game machine 1, the result of the lottery based on the ball entering the second starting hole 21, which is easier to enter in the time-saving state, does not usually include a miss (see Figures 7 and 9), so even if a winning result is not drawn in the lottery related to the second starting hole 21, it is possible to provide a new gameplay in which the time-saving state is entered based on a special miss.
[0281] In addition, according to the pachinko game machine 1 of this embodiment, the time-saving state to which the player moves as a result of drawing a special miss in the lottery based on the ball entering the second starting hole 21 (lottery of special chart 2) is time-saving state B (micro-time-saving state) in which it is relatively difficult to get the ball into the second starting hole 21. Therefore, while maintaining the game nature of moving to the time-saving state based on the special miss if the player does not win in the lottery of special chart 2, it is possible to prevent the player's profit from becoming too large.
[0282] Furthermore, according to this form of pachinko game machine 1, when a jackpot game is executed based on the drawing of special chart 1 in time-shortened state B (slight time-shortened state), the player is more likely to gain a profit (the number of time-shortened times is likely to be set to six, see Figure 8) than when a jackpot game is executed based on the drawing of special chart 1 in a non-time-shortened state (normal game state), so that the player becomes more interested in being in time-shortened state B and his / her interest in the game is improved.
[0283] In addition, according to the present embodiment of the pachinko game machine 1, when the so-called one-type two-type mixed machine is controlled to the time-shortened state A after a big win, even if the player does not win based on the ball entering the second starting hole 21, the machine is controlled to the time-shortened state B (slight time-shortened state). Therefore, following the time-shortened state A, a game that is more advantageous than the non-time-shortened state (normal game state) is provided. Therefore, for players who would have stopped playing immediately upon returning from the time-shortened state to the non-time-shortened state (normal game state) in the past, it is possible to make them want to continue playing because they are in the time-shortened state B (slight time-shortened state), and it is possible to make the machine have a high operating rate.
[0284] In addition, according to the pachinko game machine 1 of this embodiment, if the game state is already in the time-shortened state at the control timing to switch to the time-shortened state based on the special miss, the game state setting is not changed (see steps S1710 to S1714 in FIG. 26-1). Therefore, it is possible to provide a new game feature in which the time-shortened state is immediately set again even if the time-shortened state ends and the game state returns to the normal game state, while preventing the benefit of the already-set time-shortened state from being damaged by the special miss.
[0285] In addition, according to the pachinko game machine 1 of this embodiment, in the CHANCE presentation mode (time-saving state B) in which it is determined that the number of time-saving times is controlled to 6 times in the time-saving state A (transition to the RUSH presentation mode) if a winning combination is selected, the presentation symbols 8L, 8C, and 8R displayed in a variable manner are only the presentation symbols in the advantageous mode, and do not include the presentation symbols in the unfavorable mode (see FIG. 47). Therefore, it is possible to easily convey to the player that the number of time-saving times is always controlled to 6 times in the time-saving state A (transition to the RUSH presentation mode) if a winning combination is selected.
[0286] In particular, in this form of pachinko game machine 1, in the CHANCE presentation mode, a band image G2 containing the words "If you hit, enter RUSH!" is displayed on the display screen 7a (see Figure 48 (A)), making it easy for the player to correctly understand the meaning that all presentation patterns are advantageous patterns.
[0287] In addition, according to the pachinko game machine 1 of this embodiment, in the CHANCE presentation mode (time-saving state B), the types of presentation symbols 8L, 8C, 8R that are displayed variably are not reduced compared to the normal presentation mode (non-time-saving state), and the presentation symbols of non-advantageous modes are eliminated, leaving only the presentation symbols of advantageous modes (see Fig. 46 and Fig. 47). Therefore, it is possible to prevent the player from feeling uncomfortable due to the reduction in the types of presentation symbols.
[0288] In addition, according to the pachinko game machine 1 of this embodiment, in the CHANCE presentation mode (time-saving state B), a daytime background image G10 common to the normal presentation mode (non-time-saving state) is displayed (see FIG. 45). Therefore, in the CHANCE presentation mode (time-saving state B), if a player wins, the number of time-saving times is controlled to the time-saving state A of six times (shifting to the RUSH presentation mode), and it is possible to prevent the player from misunderstanding that he or she is advantageous in other ways (for example, by receiving electric support, etc.) than that.
[0289] In addition, according to the pachinko game machine 1 of this embodiment, the time-saving state B (micro-time-saving state) is entered based on a special miss. Therefore, it is possible to provide a new game feature in which the game can be entered into the micro-time-saving state without going through a big win game.
[0290] In addition, according to the pachinko game machine 1 of this embodiment, when it is in the normal performance mode (non-time-saving state), the ceiling reaching remaining number display G4 is performed. Therefore, it is possible to show the player how many times the special chart fluctuation is required to control to the time-saving state A (FIG. 45(B)), which increases the interest in the game.
[0291] In addition, according to this embodiment of the pachinko game machine 1, the remaining number of times to reach the ceiling display G4, which is not performed in the CHANCE presentation mode, can be performed in the normal presentation mode, thereby making it possible to increase interest in the game during the normal presentation mode.
[0292] In addition, according to this form of pachinko game machine 1, in the CHANCE presentation mode, a CHANCE remaining number of times display G3 is displayed, indicating the number of times until the presentation mode ends. However, in the game machine of this configuration, the ceiling-reaching remaining number of times display G4 is not displayed during the CHANCE presentation mode (see Figure 45 (A)), so the number display is simpler and less likely to confuse the player than in a configuration in which the ceiling-reaching remaining number of times display G4 and the CHANCE remaining number of times display G3 are displayed simultaneously.
[0293] In addition, according to this embodiment of the pachinko game machine 1, when the CHANCE presentation mode is changed to the normal presentation mode, the CHANCE remaining number of times display G3 ends and the ceiling reaching remaining number of times display G4 begins, so that even if the presentation mode changes, the player can grasp the next number of pattern changes that will serve as a guide, and it is possible to prevent suppression of motivation to play.
[0294] Furthermore, according to this embodiment of the pachinko game machine 1, when the time-saving state B is reached, the CHANCE presentation mode is set and the remaining CHANCE number display G3 is performed, so that the player can know how long the time-saving state B will continue.
[0295] Furthermore, according to this form of pachinko game machine 1, the time-saving state B is more likely to award greater benefits than the non-time-saving state (normal game state) (when a jackpot is won, the number of time-saving times after the jackpot game is more likely to be set to a large value), so it is possible to increase interest in entering the time-saving state B, and this is expected to increase interest in playing the game.
[0296] In addition, according to the pachinko game machine 1 of this embodiment, the game machine 1 transitions to the time-saving state B based on a special miss. Therefore, the game machine 1 may transition to the time-saving state B even if a big win game is not executed, so that the game machine 1 can proceed with the game while looking forward to the transition to the time-saving state B, and the game machine 1 can be expected to increase the interest in the game.
[0297] 10.Example of changes The following describes modified examples. In the description of the modified examples, the same components as those in the pachinko gaming machine 1 of the above embodiment are given the same reference numerals and the description is omitted. Of course, the components of the modified examples may be appropriately combined. Furthermore, the technical features in the above embodiment and the modified examples described below may be appropriately deleted unless they are described as essential in this specification.
[0298] In the above-mentioned form, when a jackpot is won based on the lottery of special chart 1 during time-saving state B (slight time-saving state), the game is configured to always transition to RUSH presentation mode (time-saving state A with 6 time-saving cycles) after the jackpot, but the transition rate to RUSH presentation mode does not have to be 100%.
[0299] In addition, in the above-mentioned form, if a special miss is won in the lottery for special chart 2, the game will transition to time-saving state B (slight time-saving state). However, a special miss that will trigger a transition to time-saving state B may also be set in the lottery result for special chart 1.
[0300] In the above embodiment, the time-saving state B (micro-time-saving state) is entered based on a special miss, but the time-saving state B may be entered when a specific jackpot pattern is won. In addition, the time-saving state B may be entered when a specific small jackpot pattern is won, after the two-type jackpot game related to the win is completed. The time-saving state B may be entered based on the ceiling being reached.
[0301] In the above-described form, the special miss in the drawing of the special chart 2 essentially functions as a normal miss (if the time-saving flag is ON, a new time-saving state based on the special miss is not set), and the period during which the special chart 2 can be subjected to fluctuations (chance fluctuations) ends. However, the drawing result of the special chart 2 may be configured to have a winning pattern (small winning pattern, big winning pattern) that results in a non-time-saving state in the game state after a big winning game, and the period during which the special chart 2 can be subjected to fluctuations ends when the game state becomes a non-time-saving state after a big winning game.
[0302] In the above embodiment, the number of time-saving times is more likely to be set to a larger value when the player wins in the CHANCE presentation mode (slight time-saving state) than when the player wins in the normal presentation mode (non-time-saving state). In contrast, the former may have a higher transition rate to the time-saving state than the latter (for example, the former may transition to the time-saving state at a rate of 50% and the non-time-saving state at a rate of 50%, while the latter may transition to the time-saving state at a rate of 100%). In other words, the difference in the benefits given to the player includes not only the number of time-saving times, but also whether or not the player transitions to the time-saving state.
[0303] In the above embodiment, the machine is configured as a so-called one-type two-type mixed machine that can execute a jackpot game based on the passage of the game ball into the specific area 39 in the second large prize opening 35, but it may be other types of gaming machines such as a so-called pattern probability variable machine or a V probability variable machine. Even if the machine is a pattern probability variable machine or a V probability variable machine that prioritizes the drawing of the special chart 2 over the drawing of the special chart 1, if the drawing result of the special chart 2 does not include a normal miss and the special miss is made to function substantially like a normal miss, the end of the time-saving state after the jackpot game can be connected to a time-saving state based on the special miss in the drawing of the special chart 2, providing new gameplay.
[0304] In addition, in the above-described embodiment, even if a special miss occurs during the time-saving state after a jackpot game, if the time-saving flag is ON, the game will not be controlled to enter the time-saving state corresponding to the special miss. However, regardless of whether the time-saving flag is ON or OFF, if a special miss occurs, the game may be configured to transition to the time-saving state based on the special miss.
[0305] In the above embodiment, the second easy ball entry state, which is set to make it more difficult for the game ball to enter the second starting hole 21 than the first easy ball entry state (time-saving state A), is set to a slight time-saving state (time-saving state B) in which the ease of entering the second starting hole 21 is not much different from the non-time-saving state, but the second easy ball entry state may be set to a state in which there is a certain degree of expectation of winning in the second starting hole 21, so long as it is set to make it more difficult for the game ball to enter the second starting hole 21 than the first easy ball entry state. In this case, the game may be played by hitting from the right during the second easy ball entry state.
[0306] In the above embodiment, a gate that can be passed by hitting from the left side may be provided, and the so-called long opening of the electric chute 22 may be performed with a predetermined probability (for example, a probability of about 1 / 100) in the non-time-saving state or in the time-saving state B. By configuring in this way, it becomes possible to obtain an opportunity to draw a special miss based on the lottery of the special chart 2 during the non-time-saving state or the time-saving state B, and it is possible to provide a new game feature.
[0307] In the above embodiment, two types of special misses, miss pattern B and miss pattern C, are provided, but three or more types of special misses may be provided. Specifically, for example, miss pattern X, which is a transition trigger to a micro-time-saving state where the number of time-saving times is 54, miss pattern Y, which is a transition trigger to a micro-time-saving state where the number of time-saving times is 104, and miss pattern Z, which is a transition trigger to a micro-time-saving state where the number of time-saving times is 604, may be provided. In this configuration, in the CHANCE presentation mode, the CHANCE remaining number display G3 may first be displayed as 50 times, and when it becomes 0 times, a success / failure presentation (continuation presentation) may be performed to determine whether or not to continue. In this configuration, when the second success / failure presentation (continuation presentation) is successful, it is possible to make the player recognize that the number of time-saving times is 604 times (a micro-time-saving state that continues until the ceiling is reached), and an increase in interest in the game is expected. Also, instead of performing a continuation effect every 50 times, a configuration in which an addition effect is performed to add the number of times the CHANCE remaining number display G3 is displayed (for example, an addition of 50 times or an addition of 550 times) before the number of times the CHANCE remaining number display G3 reaches 0 may be performed.
[0308] Also, when it is determined that a special miss has occurred in the jackpot determination process (see step S1112 in FIG. 21), the number of time-saving times may be set according to the type of special miss and the game state (ON / OFF of the time-saving flag), and when the special chart stop time related to the special miss has elapsed, the time-saving state may be controlled to the number of time-saving times set at the timing of the jackpot determination process in order to transition to the time-saving state based on the special miss. By configuring in this way, even if the same type of special miss has been drawn, it is possible to set different times of time-saving times depending on the game state at the time of executing the jackpot determination process, which can diversify the game.
[0309] In the above-mentioned form, each of the performance patterns 8L, 8C, and 8R includes nine number patterns from "1" to "9." In the normal performance mode set in the non-time-saving state (normal game state), among the multiple number patterns (performance patterns including numbers) that make up each of the performance patterns 8L, 8C, and 8R, "3," "5," and "7" are advantageous patterns (performance patterns in an advantageous mode), and "1," "2," "4," "6," "8," and "9" are non-advantageous patterns (performance patterns in a non-advantageous mode). On the other hand, in the CHANCE performance mode set in the time-saving state B (slight time-saving state), all of the multiple number patterns that make up each of the performance patterns 8L, 8C, and 8R ("1," "2," "3," "4," "5," "6," "7," "8," and "9") are advantageous patterns (see Figures 46 and 47). In contrast, in the CHANCE presentation mode set in the time-saving state B (slight time-saving state), the multiple number patterns that make up each presentation pattern 8L, 8C, 8R may be composed of only the advantageous patterns in the normal presentation mode set in the non-time-saving state, i.e., the number patterns "3," "5," and "7," and may be configured without using the number patterns "1," "2," "4," "6," "8," and "9."
[0310] In addition, in the above embodiment, the advantageous state of the performance patterns 8L, 8C, and 8R is a state in which the basic image KG is gold, and the unfavorable state is a state in which the basic image KG is white, but the advantageous and unfavorable states of the performance patterns can be changed as appropriate within the scope that does not interfere with the game.
[0311] In the above embodiment, the same daytime background image G10 is displayed in the normal presentation mode (presentation mode in the non-time-saving state) and the CHANCE presentation mode (presentation mode in the minute time-saving state) (see FIG. 45), but as long as the background images in both presentation modes are largely composed of the same image, even if some different images are used, this is considered to be included in "displaying a common background image." For example, the image of the sun in the CHANCE presentation mode may be made different from the image of the sun in the normal presentation mode (e.g., by making the color different), and the image of the mountain on the left side in the CHANCE presentation mode may be made different from the image of the mountain on the left side in the normal presentation mode (e.g., by making the shape different).
[0312] In the above-mentioned form, the number of times of various time reductions can be changed as appropriate within the range that does not interfere with the game. In the above-mentioned form, the ceiling number of times can be changed as appropriate within the range that does not interfere with the game. In the above-mentioned form, the types and allocation rates of each big win pattern, each small win pattern, and each losing pattern can be changed as appropriate within the range that does not interfere with the game. For example, the type of small win pattern that can be won in the lottery of special chart 2 may be only one type (specifically, only "small win pattern a") or three or more types.
[0313] In the above embodiment, the lottery result of the special chart 1 may be set to a jackpot pattern that is not controlled to a time-saving state after the end of the jackpot game (i.e., controlled to a non-time-saving state). For example, the jackpot pattern A may be set to a jackpot pattern that is controlled to a non-time-saving state.
[0314] In the above embodiment, the game is configured to transition to the CHANCE mode (the mode in the micro-time-saving state) after the RUSH mode ends, and to return to the normal mode (the mode in the normal game state) and display the ceiling-reach remaining number of times display G4 when the CHANCE mode ends. In contrast, the game may be configured to transition to the CHANCE mode (micro-time-saving state) by drawing a special miss during the normal mode (normal game state). In this case, the ceiling-reach remaining number of times display G4 and the cumulative change number of times display G5 may be hidden when the mode transition occurs, and the CHANCE remaining number of times display G3 and the band image G2 may be displayed. In this case, the lottery result of the special chart 1 may include a special miss that is a trigger for transition to the micro-time-saving state.
[0315] In the above embodiment, if a specific jackpot pattern is selected in the lottery for special chart 1, the configuration may be such that the state transitions to time-saving state B (micro-time-saving state).
[0316] In the above embodiment, the remaining number of times to reach the ceiling display G4 (first display) and the remaining number of times to CHANCE display G3 (second display) are displayed in the same position on the display screen 7a, but they may be displayed in different positions.
[0317] In the above embodiment, the first display is configured to display the number of remaining special chart changes until the ceiling is reached as a number G4, but as long as it can suggest the number of special chart changes until the ceiling is reached (in other words, the time when the ceiling is reached, that is, the remaining period until the ceiling is reached), the first display does not have to display the number of special chart changes as numbers. Specifically, for example, it may be a meter or progress bar that progresses as the special chart changes are performed and indicates the reaching of the ceiling by reaching MAX (reaching 100%). In this case, the number of special chart changes until the ceiling is reached is suggested to the player depending on how much time remains until the meter or progress bar reaches MAX. Also, for example, a configuration may be used in which a specified icon (for example, a character image) moves from the start position to the goal position in response to the execution of the special chart change to indicate the reaching of the ceiling. In this case, the number of special chart changes until the ceiling is reached is suggested to the player depending on how much time remains until the specified icon reaches the goal position. Also, for example, a configuration may be adopted in which multiple icons (for example, star icons) are displayed, and the icons are made invisible one by one as the special chart changes are performed, and the ceiling is reached when all icons are invisible. In this case, the number of special chart changes until the ceiling is reached is suggested to the player by the number of icons displayed.
[0318] In the above embodiment, the second display is configured to display the number of remaining special pattern changes as numbers G3, which displays the number of remaining special pattern changes as numbers until the CHANCE presentation mode (time-saving state B) ends, but as long as it can indicate the number of special pattern changes until the CHANCE presentation mode ends (in other words, the time when the CHANCE presentation mode ends, that is, the remaining period until the CHANCE presentation mode ends), the second display does not have to display the number of special pattern changes as numbers. Specifically, for example, as in the modified example of the first display described above, it may be a meter or progress bar that progresses as the special pattern changes, a predetermined icon that moves as the special pattern changes, or an icon whose display number changes as the special pattern changes.
[0319] In the above embodiment, the CHANCE remaining number display G3 is always displayed from the start to the end of the CHANCE presentation mode (presentation mode set in the time-saving state B), but there may be a period in the CHANCE presentation mode in which the CHANCE remaining number display G3 is not displayed. In other words, there may be a period in the CHANCE presentation mode in which the number of remaining special pattern variations until the end of the CHANCE presentation mode is not indicated. In this case, for example, the time-saving number may be configured to be able to transition to a plurality of time-saving states B (micro-time-saving states) with different times of time-saving, and the CHANCE remaining number display G3 may not be displayed until the remaining number of variations reaches a predetermined number in any of the time-saving states B, and the CHANCE remaining number display G3 may be displayed after the predetermined number is reached. With such a configuration, it is possible to make it impossible to know how many times the time-saving number has been controlled in the time-saving state B at the beginning of the time-saving state B, which is expected to increase the interest in playing. In addition, when a period is set in which the CHANCE remaining number display G3 is not displayed, during this period, a predetermined display may be displayed that does not indicate the number of remaining special pattern changes until the CHANCE presentation mode (time-saving state B) ends, but indicates that the CHANCE presentation mode (time-saving state B) is in effect. Examples of the predetermined display include the display of a text image of "? chances remaining" or the display of a text image of "chance".
[0320] In the above embodiment, when the time-saving flag is ON (when the game is in the time-saving state) at the control timing to the time-saving state B (slight time-saving state) based on the special miss, the game state setting is not changed (the game state is not controlled to the slight time-saving state) (see steps S1710 to S1714 shown in FIG. 26-1). However, even if the time-saving flag is ON at the control timing to the time-saving state B based on the special miss, the game state may be controlled to the time-saving state B. In this case, the game state may be immediately terminated and shifted to the time-saving state B, or the game state may be configured to compare the remaining number of time-saving times in the time-saving state A with the number of time-saving times set in the time-saving state B, and if the former is ≧ the latter, the game state may remain in the time-saving state A, but if the former is < the latter, the game state may be shifted to the time-saving state B. In addition, in the case where the time-saving state B is transitioned to when the number of time-saving times set in the time-saving state B is greater than the remaining number of time-saving times in the time-saving state A, the time-saving state A may be immediately terminated and transitioned to the time-saving state B, or the time-saving state A may be continued for the remaining number of time-saving times and then transitioned to the time-saving state B. Furthermore, in this case, the number of time-saving times in the time-saving state B may be the original number of time-saving times in the time-saving state B, or may be the original number of time-saving times in the time-saving state B minus the remaining number of time-saving times in the time-saving state A.
[0321] In the above embodiment, the machine is configured as a so-called 1-type 2-type mixed machine, but it may be a gaming machine of a type other than the 1-type 2-type mixed machine, such as a so-called "ST machine" or "probability loop machine". When the machine is configured as an ST machine or a probability loop machine, it may be a so-called "symbol probability variable machine" in which the transition to a high probability state where the probability of winning a jackpot is high is determined based on the type of special symbol that is won, or it may be a so-called "V probability variable machine" in which the transition to a high probability state is determined based on the passage to a specific area in a V attacker (a big prize device having a specific area). Even if the machine is configured to be able to draw a special miss (time-saving miss) in a gaming machine of a type other than the 1-type 2-type mixed machine, it is possible to provide a new gameplay that has not been seen before.
[0322] In the above embodiment, the machine is configured as a so-called 1-type 2-type mixed machine, but depending on the gameplay you want to achieve, it may be a so-called "Hanemono" (2-type machine) without a 1-type jackpot. In other words, it may be configured so that you cannot win a so-called "direct jackpot" in either the drawing of special chart 1 or the drawing of special chart 2.
[0323] In addition, in the above embodiment, the configuration is such that a so-called "direct jackpot" can be won based on the drawing of Special Chart 2, but the configuration may also be such that a "direct jackpot" cannot be won based on the drawing of Special Chart 2, that is, the jackpot based on the drawing of Special Chart 2 can only be a type 2 jackpot.
[0324] In the above embodiment, the second large prize opening 35 (opening / closing member 37) is opened and the distribution member 71 is operated so that the V passage always occurs in the small prize game based on the lottery of the special drawing 2. In contrast, the second large prize opening 35 is opened and the distribution member 71 is operated so that the V passage may occur but may not occur in the small prize game based on the lottery of the special drawing 2 (that is, if the timing when the distribution member 71 is in the passing-permitting state and the timing of the winning of the second large prize opening 35 match well, the passage to the specific area 39 occurs, but if they do not match, the passage to the specific area 39 does not occur).
[0325] In the above embodiment, the opening pattern of the small prize game based on the lottery of the special drawing 2 is an opening pattern in which the game ball that entered the second large prize opening 35 passes through the specific area 39 regardless of the timing of the winning (see Fig. 37(b) and (c)). However, as long as the game is played correctly (as long as the right hit is continued), if the ball can always pass through the specific area 39 during the small prize game, the opening pattern does not have to be one in which all the game balls that entered the second large prize opening 35 can pass through the specific area 39. Specifically, for example, the opening pattern may be one in which 0.1 second opening is repeated 12 times, and the game balls that entered the first to ninth openings pass through the specific area 39, but the game balls that entered the tenth to twelfth openings pass through the non-specific area 70. In other words, the passing opening pattern may be an opening pattern in which the game balls can enter the second large prize opening 35 and at least one of the game balls that entered the second large prize opening 35 passes through the specific area 39. In addition, when the opening pattern is as in this modified example, the opening and closing member of the second large prize winning device may be as follows so that the game balls can easily enter the second large prize winning opening 35 at each opening. That is, it may be a retractable type that can move forward and backward, and closes the second large prize winning opening when it is in front, and opens the second large prize winning opening when it is in the back. The opening and closing member may be arranged so that the game balls flowing down the second flow path R2 roll on the upper surface of the opening and closing member. In addition, the coefficient of friction of the upper surface of the opening and closing member may be increased (for example, a surface using a material with high elasticity such as rubber) so that the game balls roll slowly on the upper surface of the opening and closing member. Alternatively, a protrusion for slowing down the rolling speed of the game balls may be provided on the passage of the game balls, the floor of which is the upper surface of the opening and closing member.
[0326] In the above embodiment, the specific area 39 is opened according to a predetermined operation pattern managed by time based on the start time of the small win game (see FIG. 37). On the other hand, the specific area 39 may be opened (set to a passing allowable state) when the number of winning balls in the second large winning opening 35 reaches a predetermined operation trigger winning ball number (for example, 1 ball). In this case, in the special 2V passing small win, the operation trigger winning ball number may be set to, for example, "1". In this way, the winning ball in the second large winning opening 35 can be allowed to pass through the specific area 39 at the time of the special 2V passing small win. Even if the distribution member 71 is operated based on the operation trigger winning ball number, the specific area 39 is still switched between passable and non-passable at a predetermined timing.
[0327] In the above embodiment, when the result of the judgment using the jackpot random number is a miss and the result of the judgment using the pattern type random number is a miss pattern B or a miss pattern C, the game is controlled to the time-saving state without executing the jackpot game. In contrast, a random number (time-saving random number) for the lottery (time-saving lottery) to decide whether to control to the time-saving state or not may be obtained separately, and the time-saving lottery (decision whether to enter the time-saving state or not) may be performed using the time-saving random number before the variable display of the special pattern starts. In this case, the time-saving lottery may be performed before or after the judgment of whether or not it is a jackpot. When the time-saving lottery is performed, the time-saving lottery may be performed using the jackpot random number or the pattern type random number instead of the time-saving random number.
[0328] In the above embodiment, the upper limit of the number of special figures reserved (second special figure reserved) is set to "4", but the upper limit of the number of special figures reserved can be changed as appropriate. Also, if it does not interfere with the game, a configuration without special figures reserved 2, that is, a configuration in which the upper limit of the number of special figures reserved 2 is "0", may be used.
[0329] In the above embodiment, the upper limit number of executions of the variable display of the special pattern in the time-saving state (time-saving number of times) is the combined upper limit number of executions that is counted whether the variable display of the special pattern 1 is executed or the variable display of the special pattern 2 is executed. However, in addition to this combined upper limit number of executions, a special pattern 1 upper limit number of executions that counts only the variable display of the special pattern 1, or a special pattern 2 upper limit number of executions that counts only the variable display of the special pattern 2 may be set, and the time-saving state may end when either of the times is met. Note that the special pattern 1 upper limit number of executions and the special pattern 2 upper limit number of executions may be set to a value different from the combined upper limit number of executions. Also, without setting a combined upper limit number of executions, a special pattern 1 upper limit number of executions and a special pattern 2 upper limit number of executions may be set, and the time-saving state may end when either of the times is met, or only a special pattern 2 upper limit number of executions may be set, and the time-saving state may end when this number is met.
[0330] In the above embodiment, the player can get more bonuses when the jackpot game (including the two-type jackpot game) is played based on the drawing of the special chart 2 than when the jackpot game is played based on the drawing of the special chart 1, but it may be the other way around or the same. The bonuses that the player can get include the amount of prize balls that can be won in the jackpot game and various settings related to the game state after the jackpot game (whether or not the game is controlled to the time-saving state, and the number of time-saving times when the game is controlled to the time-saving state, etc.).
[0331] In the above embodiment, the display unit that performs the variable performance is configured by the display screen of one display device (the display screen 7a of the image display device 7), but it may be configured by each display screen of two or more display devices. For example, in a configuration that includes a sub-display device in addition to the image display device 7 as the main display device, the display screen of the main display device may perform the variable performance of the performance symbols 8L, 8C, and 8R, and the display screen of the sub-display may perform the variable performance of the small symbols KZ1, KZ2, and KZ3. Note that a touch panel consisting of a touch sensor and a liquid crystal display device may be mounted on the gaming machine frame 50, and the liquid crystal display device in this touch panel may be used as the sub-display device.
[0332] In the above embodiment, four random numbers, including a big win random number, are acquired as random numbers (judgment information) based on winning at the first start port 20 or the second start port 21, but it is also possible to acquire one random number and determine whether it is a big win or a small win, the type of big win pattern, small win pattern, or losing pattern, whether there is a reach, and the type of variation pattern based on that random number. In other words, the number of random numbers acquired based on the start winning and what is determined for each random number can be set arbitrarily.
[0333] 11. Inventions disclosed herein The following inventions have been disclosed up to the preceding paragraph in this [Mode for Carrying Out the Invention]. In the following description, the names and expressions of corresponding configurations in the embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Invention A is a general term for the following Inventions A1 to A4. Invention B is a general term for the following Inventions B1 to B6. Invention C is a general term for the following Inventions C1 to C7. Invention D is a general term for the following Inventions D1 to D7.
[0334] Invention A1: A determination means (a jackpot determination process by the gaming control microcomputer 81) for performing a predetermined determination process (a jackpot determination process); A jackpot game execution means (a process related to the execution of a jackpot game by the game control microcomputer 81) capable of executing a jackpot game advantageous to a player based on the result of the predetermined judgment process; A game state control means (processing related to the setting of the game state by the game control microcomputer 81) capable of controlling the game state to a ball entry easy state (time-saving state) in which the game ball is more likely to enter the variable start port (second start port 21) than in the normal game state, The easy-to-enter ball state includes a first easy-to-enter ball state (time-saving state A (normal time-saving state)) and a second easy-to-enter ball state (time-saving state B (slight time-saving state)) in which it is more difficult for the game ball to enter the variable start hole than in the first easy-to-enter ball state, The game state control means includes: Controlling the game state after the end of the jackpot game to the first ball entry easy state (time-saving state A); When the result of the predetermined judgment process is a specific judgment result (special miss), it is possible to control to the second ball entry easy state (time-saving state B) without going through the jackpot game, A gaming machine (pachinko gaming machine 1) characterized in that the benefits given to the player may differ between when the jackpot game is executed based on the result of the predetermined judgment processing in the normal gaming state and when the jackpot game is executed based on the result of the predetermined judgment processing in the second easy-to-score state (see Figure 8).
[0335] With a gaming machine of this configuration, the result of a predetermined judgment process is a specific judgment result, so that the machine is controlled to the second easy-to-score state, and when a jackpot game is executed from the second easy-to-score state, a bonus different from that awarded when a jackpot game is executed from a normal game state may be awarded, thereby diversifying the game and increasing interest in the game.
[0336] Invention A2: The gaming machine according to the invention A1, A gaming machine characterized in that the bonus given to the player is more likely to be greater (the number of time-saving times is more likely to be set to a larger value, see Figure 8) when the jackpot game is executed based on the result of the specified judgment processing in the second easy-to-score state than when the jackpot game is executed based on the result of the specified judgment processing in the normal gaming state.
[0337] According to a gaming machine of this configuration, the second easy-to-score state is more likely to award a greater bonus than the normal gaming state, so it is possible to increase interest in reaching the second easy-to-score state, thereby improving gaming interest.
[0338] Invention A3: The gaming machine according to the invention A1 or A2, A special prize opening opening means (processing related to opening of the special prize opening by the game control microcomputer 81) is provided for opening the special prize opening (the second special prize opening 35) based on the result of the predetermined judgment processing, The jackpot game execution means is capable of executing the jackpot game based on the game ball that has entered the special winning port passing through a specific area (39).
[0339] With a gaming machine of this configuration, a gaming machine (a so-called type 1 / 2 mixed machine) in which a jackpot game can be executed based on the gaming ball passing through a specific area within a special winning port can be provided with a second easy ball entry state, thereby providing a type 1 / 2 mixed machine with new gameplay in which a different bonus is awarded in the second easy ball entry state than in the normal game state.
[0340] Invention A4: The gaming machine according to the invention A3, A pattern display control means (processing related to special pattern variation by the game control microcomputer 81) is provided to perform a variation display of an identification pattern (special pattern) showing the result of the predetermined judgment process, The game state control means includes: When the number of times that the display of the identification pattern in the easy-to-score state is changed reaches a predetermined upper limit number of times, the control to the easy-to-score state is terminated. When the jackpot game is executed based on the result of the predetermined judgment process in the normal game state, the game is controlled to the first ball-scoring easy state (time-saving state A) in which the upper limit execution number is set to a specific number (6 times) at a first rate (50%), When the jackpot game is executed based on the result of the specified judgment process in the second easy-to-score state, the gaming machine is controlled to the first easy-to-score state (time-saving state A) with the upper limit number of executions set to the specific number (6 times) at a second rate (100%) different from the first rate.
[0341] According to a gaming machine of this configuration, by providing a second ball-scoring easy state in a gaming machine (a so-called type 1 / type 2 mixed machine) in which a jackpot game can be executed based on the gaming ball passing through a specific area within a special winning port, it is possible to provide a gaming state in which the maximum number of executions transitions to the first ball-scoring easy state with a specific number of times with a different probability than the normal gaming state, which is expected to increase interest in the game.
[0342] Invention B1: A determination means (a jackpot determination process by the gaming control microcomputer 81) for performing a predetermined determination process (a jackpot determination process); A game state control means (processing related to the setting of the game state by the game control microcomputer 81) capable of controlling the game state to a ball entry easy state (time-saving state) in which the game ball is more likely to enter the variable start port (second start port 21) than in the normal game state, The results of the predetermined judgment process based on the ball entering the variable start port include a win (small win) that triggers the opening of a special winning port (second large winning port 35) and a special miss that triggers control to the ball-entry easy state without going through a big win game that is advantageous to the player, but do not include a normal miss that is different from both the win and the special miss (see Figures 7 and 9).This is a gaming machine (pachinko gaming machine 1).
[0343] With a gaming machine of this configuration, the results of the judgment process based on the ball entering the variable starting hole, which makes it easy to score in an easy-to-score state, do not normally include misses, so even if a hit is not scored, a new gameplay can be provided in which the game transitions to an easy-to-score state based on a special miss.
[0344] Invention B2: The gaming machine according to the invention B1, The easy-to-enter ball state includes a first easy-to-enter ball state (time-saving state A (normal time-saving state)) and a second easy-to-enter ball state (time-saving state B (slight time-saving state)) in which it is more difficult for the game ball to enter the variable start hole than in the first easy-to-enter ball state, The game state control means includes: The game state after the end of the jackpot game may be controlled to the first ball entry easy state, A gaming machine characterized in that when the result of the specified judgment process based on the ball entering the variable starting hole is the special miss, the machine may be controlled to the second ball entry easy state.
[0345] According to the gaming machine of this configuration, the easy ball entry state to which the player moves as a result of drawing a special miss in the judgment process based on the ball entering the variable start opening is the second easy ball entry state in which it is relatively difficult to enter the variable start opening. Therefore, while the game is such that the player moves to the easy ball entry state based on the special miss even if the player does not win, it is possible to prevent the player's profit from becoming too large.
[0346] Invention B3: The gaming machine according to invention B2, A gaming machine characterized in that the bonus given to the player is more likely to be greater (the number of time-saving times is more likely to be set to a larger value, see Figure 8) when the jackpot game is executed based on the result of the specified judgment processing in the second easy-to-score state than when the jackpot game is executed based on the result of the specified judgment processing in the normal gaming state.
[0347] With a gaming machine of this configuration, when a jackpot game is executed based on the judgment process in the second easy-to-score state, the player is more likely to gain a greater profit than when a jackpot game is executed based on the judgment process in the normal gaming state, which increases the player's interest in being in the second easy-to-score state and improves the player's interest in the game.
[0348] Invention B4: The gaming machine according to invention B3, A specific area (39) through which the game ball that has won the special winning port can pass is provided, The gaming machine is characterized in that the jackpot game may be executed based on the passage of a gaming ball through the specific area.
[0349] According to the gaming machine of this configuration, in a so-called one-type two-type mixed machine that can execute a jackpot game based on the passage of a gaming ball into a specific area in the special winning port, when it is controlled to the first easy ball entry state after a jackpot game, even if it does not win based on the ball entering the variable start port, it can be controlled to the second easy ball entry state, so that a game that is more advantageous than the normal game state can be provided after the first easy ball entry state. Therefore, it is possible to make a player who would have stopped playing as soon as it returned from the easy ball entry state to the normal game state want to continue playing because it is in the second easy ball entry state, and it is possible to make a gaming machine with a high operating rate.
[0350] Invention B5: The gaming machine according to invention B4, A pattern display control means (processing related to special pattern variation by the game control microcomputer 81) is provided to perform a variation display of an identification pattern (special pattern) showing the result of the predetermined judgment process, The game state control means includes: When the number of times that the display of the identification pattern in the easy-to-score state is changed reaches a predetermined upper limit number of times, the control to the easy-to-score state is terminated. When the jackpot game is executed based on the result of the predetermined judgment process in the normal game state, the game is controlled to the first ball-scoring easy state (time-saving state A) in which the upper limit execution number is set to a specific number (6 times) at a first rate (50%), When the jackpot game is executed based on the result of the specified judgment process in the second easy-to-score state, the gaming machine is controlled to the first easy-to-score state (time-saving state A) with the upper limit number of executions set to the specific number (6 times) at a second rate (100%) different from the first rate.
[0351] According to a gaming machine of this configuration, in a so-called type 1 / type 2 mixed machine in which a jackpot game can be executed based on the passing of a gaming ball through a specific area within a special winning port, by providing a second easy ball entry state, it is possible to provide a gaming state in which the first easy ball entry state, with a specific maximum execution count, is entered with a different probability than in the normal gaming state, which is expected to increase interest in the game.
[0352] Invention B6: A gaming machine according to any one of Inventions B1 to B5, The game state control means includes: If the normal game state is in the control timing to the easy-to-score state based on the special miss, the state is controlled to the easy-to-score state (if the time-saving flag is OFF (YES in step S1710 of FIG. 26-1), the time-saving flag is turned ON based on the special miss (miss pattern B, miss pattern C)), This gaming machine is characterized in that if the game state is in the easy-to-score state at the control timing to switch to the easy-to-score state based on the special miss, the game state setting is not changed (if the time-saving flag is not OFF (NO in step S1710 of Figure 26-1), the time-saving flag is not turned ON even if a special miss (miss pattern B, miss pattern C) is drawn).
[0353] With this type of gaming machine, if the game state is already in the easy-to-score state when the control timing to switch to the easy-to-score state based on the special miss is reached, the game state setting is not changed. This provides a new gaming experience in that the easy-to-score state is set again even after the easy-to-score state ends and the game state returns to the normal game state, while preventing the benefits of the already-set easy-to-score state from being impaired by a special miss.
[0354] Meanwhile, conventionally, in a pachinko game machine, which is an example of a gaming machine, a jackpot determination is performed to determine whether or not a jackpot has been generated on the condition that a gaming ball enters a starting hole, as described in, for example, JP2018-88993A. When a jackpot determination is performed, a special pattern is displayed to notify the result of the jackpot determination. When the special pattern is displayed to indicate that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed. In the gaming machine according to JP2018-88993A, after a jackpot game is executed, the time-saving state may be entered in which a gaming ball is more likely to enter the variable opening / closing starting hole than in a normal gaming state (non-time-saving state). However, there is still room for improvement in order to improve the interest in gaming with respect to a gaming machine in which a gaming state in which a gaming ball is more likely to enter the variable opening / closing starting hole than in a normal gaming state.
[0355] The above-mentioned invention A differs from the gaming machine described in JP 2018-88993 A in that "the easy-ball-scoring states include a first easy-ball-scoring state and a second easy-ball-scoring state in which it is more difficult for a gaming ball to enter the variable starting port than in the first easy-ball-scoring state, and the gaming state control means is capable of controlling the gaming state after the end of a jackpot game to the first easy-ball-scoring state, and, if the result of a predetermined judgment process is a specific judgment result, controlling it to the second easy-ball-scoring state without going through a jackpot game, and the benefits granted to the player may differ between when a jackpot game is executed based on the result of a predetermined judgment process in a normal gaming state and when a jackpot game is executed based on the result of a predetermined judgment process in the second easy-ball-scoring state." In addition, the above-mentioned invention B differs from the gaming machine described in JP 2018-88993 A in that "the result of a predetermined judgment process based on the ball entering the variable start port includes a win that triggers the opening of a special winning port and a special miss that triggers control to a state where the ball can be easily entered without going through a jackpot game advantageous to the player, and does not include a normal miss that is different from a win or a special miss." As a result, each of the inventions A to B can solve the problem of "improving the interest of the game" (achieve the effect of doing so).
[0356] Invention C1: A determination means (a jackpot determination process by the gaming control microcomputer 81) for performing a predetermined determination process (a jackpot determination process); When the result of the predetermined judgment process is a win, a performance control means (performance control microcomputer 91) is provided for stopping and displaying the performance symbols (8L, 8C, 8R) in a predetermined stopping mode (double number), When the result of the predetermined judgment process is a win, a first benefit (a big win game and a time-saving state A with one time of time-saving) is awarded, or a second benefit (a big win game and a time-saving state A with six times of time-saving) that is more advantageous to the player than the first benefit is awarded. The display mode of the performance pattern includes a non-advantageous mode in which the first benefit may be awarded when the basic image KG is stopped in the predetermined stopping mode (a display mode in which the basic image KG is white, a number pattern such as "1" shown in FIG. 46), and an advantageous mode in which the second benefit is determined to be awarded when the basic image KG is stopped in the predetermined stopping mode (a display mode in which the basic image KG is gold, a number pattern such as "7" shown in FIG. 46, or number patterns from "1" to "9" shown in FIG. 47). When the result of the predetermined judgment process in the first gaming state (non-time-saving state (normal gaming state)) is a win, the first benefit or the second benefit may be awarded, whereas when the result of the predetermined judgment process in a second gaming state (time-saving state B (slight time-saving state)) different from the first gaming state is a win, the second benefit may be awarded but the first benefit is not awarded (see FIG. 8 ). A gaming machine (pachinko gaming machine 1) characterized in that the presentation patterns displayed in a first presentation mode (normal presentation mode) set in the first gaming state include both the advantageous presentation patterns and the non-advantageous presentation patterns (see Figure 46), while the presentation patterns displayed in a second presentation mode (CHANCE presentation mode) set in the second gaming state include the advantageous presentation patterns but do not include the non-advantageous presentation patterns (see Figure 47).
[0357] According to a gaming machine of this configuration, in the second gaming state where a win will definitely result in the awarding of the second special benefit, the variably displayed performance patterns are only those in advantageous modes and do not include those in unadvantageous modes, so that it is possible to clearly convey to the player that if a win occurs, the player will definitely be awarded the second special benefit.
[0358] Invention C2: The gaming machine according to invention C1, The performance execution means includes: It displays multiple types of performance patterns (number patterns from "1" to "9") in a variable manner. In the first presentation mode (normal presentation mode), a part of the plurality of types of presentation patterns (numeral patterns of "3", "5", and "7") is displayed in the advantageous manner, and the other part (numeral patterns of "1", "2", "4", "6", "8", and "9") different from the part of the plurality of types of presentation patterns is displayed in the non-advantageous manner (see FIG. 46). In the second presentation mode (CHANCE presentation mode), all of the multiple types of presentation symbols (number symbols "1" to "9") are displayed in the advantageous manner (see Figure 47).
[0359] With a gaming machine of this configuration, in either the first or second gaming state, it is possible to eliminate non-advantageous performance patterns and display only advantageous performance patterns without reducing the types of performance patterns that are variably displayed, thereby preventing the player from feeling uncomfortable due to the reduction in the types of performance patterns.
[0360] Invention C3: A gaming machine according to invention C2, The gaming machine is characterized in that the presentation execution means displays a common background image (daytime background image G10, see Figures 45(A)(B)) in both the first presentation mode (normal presentation mode) and the second presentation mode (CHANCE presentation mode).
[0361] With a gaming machine of this configuration, by displaying the same background image in the second gaming state as in the first gaming state, it is possible to prevent the player from mistakenly believing that they are advantageous in any way other than by winning the second bonus.
[0362] Invention C4: A gaming machine according to any one of Inventions C1 to C3, A game state control means (processing related to the setting of the game state by the game control microcomputer 81) is provided which can control the game state to a ball entry easy state (time-saving state) in which the game ball is more likely to enter the variable start port (second start port 21) than in the normal game state, The easy-to-enter ball state includes a first easy-to-enter ball state (time-saving state A (normal time-saving state)) and a second easy-to-enter ball state (time-saving state B (slight time-saving state)) in which it is more difficult for the game ball to enter the variable start hole than in the first easy-to-enter ball state, The first gaming state is the normal gaming state, A gaming machine characterized in that the second gaming state is the second ball scoring easy state.
[0363] With a gaming machine of this configuration, it is possible to make the player understand, through the above-mentioned aspects of the presentation pattern, the significance of providing a second easy ball entry state in which it is more difficult to enter the variable starting hole than in the first easy ball entry state.
[0364] Invention C5: A gaming machine according to invention C4, The gaming machine is characterized in that the game state control means may control the game state to the second ball-scoring easy state without going through a jackpot game advantageous to the player (may control the game state to the time-saving state B based on a special miss).
[0365] According to a gaming machine having this configuration, it is possible to provide new gaming characteristics in that a transition to the second easy-to-score state can be made without going through a jackpot game.
[0366] Invention C6: The gaming machine according to invention C4 or invention C5, A special prize opening opening means (processing related to opening of the special prize opening by the game control microcomputer 81) capable of opening a special prize opening (second special prize opening 35) based on the result of the predetermined judgment processing based on the ball entering the variable start opening; A gaming machine characterized by comprising a jackpot game execution means (processing related to the execution of a jackpot game by a game control microcomputer 81) that can execute a jackpot game advantageous to a player based on the game ball that has entered the special winning port passing through a specific area (39).
[0367] According to a gaming machine of this configuration, in a gaming machine that executes a jackpot game based on the gaming ball passing through a specific area within a special winning port, a new gaming experience can be provided by providing a second ball entry ease state.
[0368] Invention C7: A gaming machine according to invention C6, The game state control means terminates control of the easy-to-score state when the number of times the pattern variation is executed in the easy-to-score state reaches an upper limit number of times, The first benefit includes control to the first ball-scoring easy state (time-saving state A) in which the upper limit execution number is set to a first value (for example, 1 time); The gaming machine is characterized in that the second benefit includes control to the first easy-to-score state (time-saving state A) in which the maximum number of executions is set to a second value (e.g., 6 times) greater than the first value.
[0369] With a gaming machine of this configuration, in a gaming machine (a so-called type 1 / type 2 mixed machine) that executes a jackpot game based on the passing of a gaming ball through a specific area within a special winning port, it is possible to make the second easy ball entry state a gaming state in which, if hit, it is determined that the player will enter the first easy ball entry state, which has a higher upper limit on the number of executions, thereby providing new gameplay.
[0370] Invention C8: A gaming machine according to invention C6, The game state control means terminates control of the easy-to-score state when the number of times the pattern variation is executed in the easy-to-score state reaches an upper limit number of times, The first benefit does not include control over the first ball scoring easy state, The gaming machine is characterized in that the second benefit includes control to the first easy-to-score state (time-saving state A) in which the upper limit number of executions is set to a specific number (e.g., 6 times).
[0371] With a gaming machine of this configuration, in a gaming machine (a so-called type 1 / type 2 mixed machine) that executes a jackpot game based on the passing of a gaming ball through a specific area within a special winning port, it is possible to make the second easy ball entry state a gaming state in which, if hit, it is determined that the player will enter the first easy ball entry state, which has a specific maximum number of executions, thereby providing new gameplay.
[0372] Meanwhile, in the past, in a pachinko game machine, which is an example of a gaming machine, a jackpot determination is performed to determine whether or not a jackpot has been generated, on the condition that a gaming ball enters a starting hole, as described in JP2018-88993A. When a jackpot determination is performed, a special pattern is displayed to notify the result of the jackpot determination. When the special pattern is displayed to indicate that the jackpot determination result is a jackpot, a jackpot game advantageous to the player is executed. In the gaming machine according to JP2018-88993A, when the special pattern is displayed to indicate the jackpot, a performance pattern is displayed to indicate the jackpot determination result. In the performance pattern display, the performance pattern is finally displayed in a stopped state indicating the result of the jackpot determination. However, there is still room for improvement in gaming machines that notify the result of the determination by displaying the performance pattern in a stopped state in order to improve the interest of the game.
[0373] The above-mentioned invention C differs from the gaming machine described in JP 2018-88993 A in that "the performance symbols displayed in the first performance mode set in the first gaming state include advantageous performance symbols that determine that the second benefit, which is more advantageous to the player than the first benefit, will be awarded, as well as unfavorable performance symbols that may award the first benefit, while the performance symbols displayed in the second performance mode set in the second gaming state include advantageous performance symbols but not unfavorable performance symbols." As a result, each invention of invention C can solve the problem of "improving the interest of the game" (achieve the effect of doing so).
[0374] Invention D1: A determination means (a jackpot determination process by the gaming control microcomputer 81) for performing a predetermined determination process (a jackpot determination process); A pattern changing means (processing related to the special pattern change by the game control microcomputer 81) that changes the pattern by changing and then stopping the display of the identification pattern (special pattern) that indicates the result of the predetermined judgment process; A game state control means (processing related to the setting of the game state by the game control microcomputer 81) capable of controlling the game state to a specific game state (time-saving state A) in which the game ball is more likely to enter the variable start hole (second start hole 21) than in a non-specific game state (non-time-saving state or time-saving state B); A performance execution means (performance control microcomputer 91) capable of executing a performance using a performance means including a predetermined display means (image display device 7), The gaming state control means may control the specific gaming state based on the fact that the symbol variation has occurred a predetermined number of times (for example, 610 times), The gaming machine (pachinko gaming machine 1) is characterized in that the performance execution means is capable of causing the display means to display a first display (remaining number of times to reach ceiling display G4, Figure 45 (B)) indicating the number of times the pattern change will be executed until it reaches the specified number when the non-specific gaming state is in effect.
[0375] According to a gaming machine of this configuration, when the game machine is in a non-specific game state, the first display is made to show the player how many more pattern changes are required before the game machine is controlled to a specific game state, thereby increasing the player's interest in the game.
[0376] Invention D2: The gaming machine according to invention D1, The performance execution means includes: In the case of the non-specific game state, there are a time when a performance is executed in a first performance mode (normal performance mode) and a time when a performance is executed in a second performance mode (CHANCE performance mode) different from the first performance mode, When the first rendering mode is selected, the first display may be displayed on the display means; A gaming machine characterized in that, when the second presentation mode is selected, the first display is not displayed on the display means.
[0377] According to a gaming machine of this configuration, the first display that is not performed in the second presentation mode can be performed in the first presentation mode, thereby making it possible to increase interest in playing in the first presentation mode.
[0378] Invention D3: The gaming machine according to invention D2, The gaming machine is characterized in that, when the effect execution means is in the second effect mode (CHANCE effect mode), it causes the display means to display a second display (CHANCE remaining number of times display G3, Figure 45 (A)) indicating the number of times the pattern change will be executed until the second effect mode is terminated.
[0379] In a gaming machine of this configuration, in the second presentation mode, a second display is made to indicate the number of times the presentation mode will end. In a gaming machine of this configuration, the first display is not made during the second presentation mode, so the display regarding the number of times is simpler and less likely to confuse the player than in a configuration in which the first and second displays are made simultaneously.
[0380] Invention D4: A gaming machine according to invention D3, The gaming machine is characterized in that the presentation execution means makes one of the first display (remaining number of times to reach the ceiling display G4) and the second display (remaining number of times to CHANCE display G3) invisible and displays the other in response to a change from one of the first presentation mode (normal presentation mode) and the second presentation mode (CHANCE presentation mode) to the other.
[0381] With a gaming machine of this configuration, when changing from the second presentation mode to the first presentation mode, the second display ends and the first display begins, or when changing from the first presentation mode to the second presentation mode, the first display ends and the second display begins, so that even if the presentation mode changes, the player can grasp the next estimated number of pattern changes, and it is possible to prevent suppression of motivation to play.
[0382] Invention D5: A gaming machine according to invention D3 or invention D4, The non-specific game state includes a first non-specific game state (non-time-saving state (normal game state)) and a second non-specific game state (time-saving state B (slight time-saving state)) in which the game ball is more likely to enter the variable start hole than in the first non-specific game state. The performance execution means includes: When the first non-specific game state is established, the first presentation mode (normal presentation mode) is set, A gaming machine characterized in that, when in the second non-specific game state, the gaming machine is set to the second presentation mode (CHANCE presentation mode).
[0383] According to a gaming machine of this configuration, when the game machine is in the second non-specific game state, the game machine is set to the second presentation mode and a second display is made, so that the player can recognize how long the second non-specific game state will continue.
[0384] Invention D6: A gaming machine according to invention D5, A gaming machine characterized in that the benefit given to the player is more likely to be greater (the number of time-saving times is more likely to be set to a larger value, see FIG. 8) when a jackpot game advantageous to the player is executed based on the result of the specified judgment processing in the second non-specific gaming state than when the jackpot game advantageous to the player is executed based on the result of the specified judgment processing in the first non-specific gaming state.
[0385] According to a gaming machine of this configuration, the second non-specific gaming state is more likely to award greater benefits than the first non-specific gaming state, so it is possible to increase interest in entering the second non-specific gaming state, and this is expected to increase interest in gaming.
[0386] Invention D7: A gaming machine according to the invention D5 or D6, The gaming machine is characterized in that the game state control means may control the game state to the second non-specific game state without going through a jackpot game advantageous to the player when the result of the specified judgment process is a specific judgment result (special miss, see Figure 9).
[0387] According to a gaming machine of this configuration, a transition to the second non-specific gaming state may occur even if a jackpot game is not executed, so that a player can proceed with the game while looking forward to the transition to the second non-specific gaming state, which is expected to increase interest in the game.
[0388] Meanwhile, conventionally, in a pachinko game machine, which is an example of a gaming machine, a jackpot determination is performed to determine whether or not a jackpot has been generated on the condition that a gaming ball enters a starting hole, as described in, for example, JP2018-88993A. When a jackpot determination is performed, a special pattern is displayed to notify the result of the jackpot determination. When the special pattern is displayed to indicate that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed. In the gaming machine according to JP2018-88993A, after a jackpot game is executed, the time-saving state may be entered in which a gaming ball is more likely to enter the variable opening / closing starting hole than in a normal gaming state (non-time-saving state). However, there is still room for improvement in order to improve the interest in gaming with respect to a gaming machine in which a gaming state in which a gaming ball is more likely to enter the variable opening / closing starting hole than in a normal gaming state.
[0389] The above-mentioned invention D differs from the gaming machine described in JP 2018-88993 A in that "the gaming state control means may control the gaming state to a specific gaming state in which the gaming ball is more likely to enter the variable start port than in a non-specific gaming state based on the fact that the pattern change has been performed a predetermined number of times, and the performance execution means is capable of causing the display means to display a first display indicating the number of times until the number of times the pattern change is performed reaches a predetermined number when the gaming state is non-specific." As a result, each invention of invention D can solve the problem of "improving the interest of the game" (achieve the effect of doing so). [Explanation of symbols]
[0390] 1. Pachinko machine 7...Image display device (predetermined display means) 8L…Left performance pattern 8C…Medium performance pattern 8R…Right performance pattern 21...Second starting port (variable starting port) 35…Second major prize entry (special prize entry) 39…Specific area 81...Game control microcomputer 91...Performance control microcomputer 100...Image control board
Claims
[Claim 1] A determination means for performing a predetermined determination process; a jackpot game execution means for executing a jackpot game advantageous to a player based on a result of the predetermined determination process; A game state control means is provided that can control the game state to a specific ball entry easy state in which the game ball is more likely to enter the variable start hole than in a normal game state, When the specific ball-scoring state is reached, a predetermined presentation mode is set to indicate that the state is favorable to the player, and another presentation mode is set to indicate that the state is less favorable to the player than the predetermined presentation mode. When the predetermined presentation mode ends without the big win game being executed, a specific presentation mode is set which suggests that the predetermined presentation mode will be set again after the big win game is executed based on the result of the predetermined determination process; A gaming machine characterized in that when the jackpot game is executed based on the result of the predetermined judgment processing in the specific presentation mode, the game machine is not set to the other presentation mode.
Citation Information
Patent Citations
Game machine
JP2016064171A
Pinball game machine
JP2017158639A
Game machine
JP2018088993A
Pinball game machine
JP2021171334A