Ball game machine

The ball game machine enhances player engagement by using a variable start port and state conversion control to notify players about transition conditions, addressing the lack of excitement in transitioning to time-saving game states in existing machines.

JP7628275B2Active Publication Date: 2025-02-10TAKAO KK
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Patent Information

Application Number
JP2020171302
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-10-09
Publication Date
2025-02-10
Estimated Expiration
2040-10-09

AI Technical Summary

Technical Problem

Existing ball game machines lack effective mechanisms to stimulate player expectation and excitement for transitioning to time-saving game states, as the transition to these states is based solely on accumulating a predetermined number of successful and unsuccessful judgments without timely notification.

Method used

Incorporating a variable start port that can be in an open or closed state, a winning/losing judgment mechanism, and a state conversion control system that notifies players about the transition conditions through visual and auditory cues, enhancing the player's anticipation of advantageous game states.

Benefits of technology

This configuration effectively stimulates player emotions by providing timely information about transition conditions, making the game more engaging and increasing the operating rate of the machinery by maintaining player interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To propose a pinball game machine for reporting information pertaining to a shift condition for shifting to an easy-ball-entry game state in which game balls can easily enter a variable start pocket at appropriate timing.SOLUTION: In a configuration for shifting to an easy-ball-entry game state in which game balls can more easily enter a variable start pocket than a normal game state when cumulative variation frequency for accumulating the number of variation times of a special pattern reaches a predetermined threshold, a cumulative remaining number pattern 133 for suggesting the remaining number of the cumulative variation frequency on a performance pattern display device 6 in conversion to a normal game state and an advantageous state. By such a configuration, a player is allowed to be conscious of the remaining number of cumulative variation frequency by the cumulative remaining number pattern 133 at each conversion of the game state, thus effectively stimulating a player's feeling for expecting a shift to the easy-ball-entry game state and enhancing interest in a game.SELECTED DRAWING: Figure 20
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Description

[Technical field]

[0001] The present invention relates to a pinball game machine that judges whether a ball has entered a starting hole and executes a predetermined special game operation when the judgment indicates a win.

[0002] In a pinball game machine, such as a pachinko machine, a game area is provided in front of a game board, and a center case equipped with a liquid crystal display (performance pattern display device) is provided in the game area. The game area is divided into left and right flow areas where game balls flow down by the center case, and for example, a large prize winning hole and a normal electric device are arranged in the right flow area. In this configuration, during the operation of a special game that opens the large prize winning hole, a player can easily enter the large prize winning hole by hitting to the right. Furthermore, after the special game operation ends, there is also a configuration in which the game moves to a time-saving game state (for example, a game state in which the variation time of the normal pattern is shortened and the opening time of the normal electric device is lengthened) in which a game ball is more likely to enter the starting hole of the normal electric device compared to the normal game state, and in this time-saving game state, hitting to the right gives the player an advantage. Such a configuration is disclosed, for example, in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-42578 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the meantime, a pinball game machine is known to have a configuration in which, when a predetermined transition condition is satisfied in a normal game state, the normal game state transitions to the time-saving game state. Here, the transition condition is set to be that the cumulative number of hit / miss judgments reaches a predetermined threshold. That is, in the normal game state, the number of hit / miss judgments that are not judged as a jackpot in the hit / miss judgments executed due to the ball entering the starting hole is accumulated, and when this cumulative number reaches the threshold in the normal game state, the transition condition is satisfied and the normal game state transitions to the time-saving game state. In such a configuration, the player's anticipation of the transition to the time-shortened game state can be stimulated, thereby increasing the player's interest in the game. Therefore, a configuration that can more effectively stimulate the player's anticipation of the transition to the time-shortened game state has been desired.

[0005] The present invention provides a pinball gaming machine that can effectively stimulate a player's expectations for the time-saving gaming state by notifying information related to the transition condition (cumulative number of times) at an appropriate timing. [Means for solving the problem]

[0006] The present invention relates to a pinball game machine having a variable start port that can be converted between an open state where a game ball can be inserted and a closed state where the game ball cannot or is difficult to insert, a win / loss determination means for determining whether a game has been inserted into the variable start port when the game ball has been inserted into the variable start port, a special game control means for executing a predetermined special game operation when a win / loss determination result of the win / loss determination means determines a win, a state conversion control means for converting a normal game state into one or more advantageous game states which are more advantageous to a player than the normal game state, and a game presentation control means for executing and controlling a game presentation, wherein at least one of the advantageous game states is more advantageous than the normal game state. The pinball game machine is characterized in that the game state is an easy-ball-entry game state in which the ball can easily enter the variable start port, and the state conversion control means includes a judgment counting means for accumulating the number of win / loss judgments performed by the win / loss judgment means, and an easy-ball-entry state transition means for transitioning to the easy-ball-entry game state when the cumulative number of judgments accumulated by the judgment counting means reaches a predetermined threshold value, and the game presentation control means includes a suggestion presentation means for performing an information suggestion presentation that suggests state transition information related to the cumulative number of judgments accumulated by the judgment counting means when the game state is converted by the state conversion control means.

[0007] Here, the "special game operation" is preferably a big win game operation that opens a so-called big prize opening or a small win game operation. Alternatively, it may be an operation that changes the position of a movable part that is provided so as to be able to change its position to a specific position. The "advantageous game state" is preferably a high probability game state in which the probability of winning in the winning / losing determination means is higher than that in the normal game state, or a time-saving game state in which the time for changing the special symbols is shortened compared to the normal game state. Furthermore, it may be a game state in which a big win game or a small win game is executed by opening a big prize opening. The "conversion" between the normal game state and the advantageous game state includes a transition from one game state to another game state. That is, the "conversion" includes a transition from the normal game state to the advantageous game state, a transition from the advantageous game state to the normal game state, and a transition from one advantageous game state to another advantageous game state. Since the "easy ball entry game state" is a game state in which it is easy to enter the variable starting port, it is preferable to make it a state in which the variable starting port is easier to open and the opening time of the variable starting port is longer, for example, compared to the normal game state. A "game effect" may be an effect using a pattern (image) displayed on an LCD display (effect pattern display device), an effect using sound emitted from a speaker, an effect using the lighting or flashing of lamps or LEDs, or an effect using the operation of movable parts, or it may even be an effect that combines two or more of these. As the "state transition information", for example, information indicating the cumulative number of judgments, information indicating the remaining number until the cumulative number of judgments reaches a threshold value, etc. are suitably used. An "information suggestion effect" may be any of the following: an effect in which a pattern suggesting state transition information is displayed on a performance pattern display device (liquid crystal display), an effect in which a sound suggesting state transition information is generated through a speaker, or an effect in which a light suggesting state transition information is generated through a lamp or LED, or it may be a combination of these effects.

[0008] In this configuration, when the game state is changed between the normal game state and the advantageous game state, and / or when the game state is changed between the advantageous game states different from each other, the information suggestion performance is executed, so that the player can be made aware of the state transition information regarding the transition to the easy ball entry game state at each such game state transition. This effectively stimulates the player's emotions of expecting the transition to the easy ball entry game state, and can increase the interest of the game of transitioning to the easy ball entry game state.

[0009] In the configuration of the present invention described above, it is proposed that the game presentation control means is equipped with a suggestion presentation means for performing an information suggestion presentation which suggests state transition information relating to the accumulated number of judgments accumulated by the judgment counting means when transitioning from the advantageous game state to the normal game state.

[0010] In this configuration, since the information suggestion performance is executed when the advantageous game state is transitioned to the normal game state, the player can be made aware of the state transition information regarding the transition to the easy-to-enter ball game state at each transition to the normal game state. In other words, the player can be made aware of the state transition information at each transition to the normal game state, and the player's feelings of anticipation of the transition to the easy-to-enter ball game state can be effectively stimulated. This makes it easier to evoke in the player the feelings of wanting to continue playing even when the advantageous game state advantageous to the player ends and the normal game state begins. Therefore, this configuration can generally contribute to improving the operating rate of the machine.

[0011] In the configuration of the present invention described above, the game presentation control means executes and controls a game state transformation presentation suggesting a transformation when the game state is transformed by the state transformation control means, and a configuration is proposed in which the game state transformation presentation includes an information suggestion presentation suggesting state transition information related to the cumulative number of judgments accumulated by the judgment counting means. Here, the "game state conversion effect" may be either an effect indicating the end of the game state before the conversion or an effect indicating the start of the game state after the conversion, or it may be both.

[0012] In this configuration, the information suggestion presentation is executed in the game state change presentation executed when the game state is changed, so the player can learn both the change in game state and the state transition information through the game state change presentation. This allows the player to be stably aware of the state transition information, significantly increasing the player's expectations for the easy ball game state and further increasing the interest of the game. [Brief description of the drawings]

[0013] [Figure 1] 1 is a front view of a pachinko machine 1 according to the present invention. [Diagram 2] 1 is a front view of the game board 2 of the pachinko machine 1. FIG. [Diagram 3] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Figure 4] 1 is a diagram explaining some of the game specifications. [Diagram 5] (A) is a diagram showing the relationship between the jackpot pattern form of the first special pattern and the content of the jackpot game, and (B) is a diagram showing the relationship between the jackpot game form of the second special pattern and the content of the jackpot game. [Figure 6] 4 is a flowchart showing an outline of a main routine. [Figure 7] A flowchart showing the start winning processing. [Figure 8] 1 is a flowchart showing the correct / incorrect determination process. [Figure 9] 2 is a flowchart showing the correct / incorrect determination process. [Figure 10] 3 is a flowchart showing the correctness determination process. [Figure 11] 4 is a flowchart showing the correct / incorrect determination process. [Figure 12] 5 is a flowchart showing the correctness determination process. [Figure 13] 1 is a flowchart showing a jackpot game process. [Figure 14] 2 is a flowchart showing the jackpot game processing. [Figure 15] 3 is a flowchart showing the jackpot game processing. [Figure 16] 13 is a flowchart showing special variable effect processing. [Figure 17] 13 is a flowchart showing a state transition representation process. [Figure 18] FIG. 1 is an explanatory diagram showing the effects displayed on the effect pattern display device 6. [Figure 19] FIG. 2 is an explanatory diagram showing the effects displayed on the effect pattern display device 6. [Figure 20] FIG. 3 is an explanatory diagram showing the effects displayed on the effect pattern display device 6. [Figure 21] FIG. 4 is an explanatory diagram showing the effects displayed on the effect pattern display device 6. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] The embodiments of the present invention will be described with reference to the drawings. Note that the embodiments of the present invention are not limited to the following embodiments, and various forms may be adopted as long as they fall within the technical scope of the present invention. In addition, the following examples and other examples may be appropriately combined.

[0015] As shown in Fig. 1, the pachinko machine 1 of this embodiment has a structure in which each component is held by an outer frame 51 that forms a vertically long fixed outer shell holding frame. An inner frame (not shown) is attached to the outer frame 51 via hinges 53 provided on the upper and lower left sides of the outer frame 51 so as to be openable and closable relative to the outer frame 51, and a front frame (glass frame) 52 is attached to the front of the inner frame so as to be openable and closable relative to the inner frame. A glass plate 61 is detachably attached to the front frame 52. A game board 2 (Fig. 2) attached to the inner frame is disposed on the inner side (rear side) of the glass plate 61.

[0016] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds and alarm sounds emitted from the speakers 66 improve the entertainment value of the game and alert the player. In addition, a plurality of lamps 65 for frame side decoration that emit light according to the game status are provided on the front frame 52, and the light emission improves the entertainment value of the game. Furthermore, an upper tray 55 and a lower tray 63 are integrally provided on the lower part of the front frame 52, and a launching handle 64 is provided on the right side of the lower tray 63. When the launching handle 64 is rotated clockwise by the player, it operates a launching device (not shown) and launches the game balls supplied from the upper tray 55 toward the game area 3 of the game board 2.

[0017] Prize balls and loan balls are dispensed to the upper tray 55. The lower tray 63 is configured to receive prize balls that have spilled over from the upper tray 55, and is equipped with a ball removal lever (not shown) that ejects game balls from the lower tray 63. When the player operates this ball removal lever, the game balls stored in the lower tray 63 can be transferred to a separate box (dollar box).

[0018] The pachinko machine 1 of this embodiment is a so-called CR machine, and is adjacent to a prepaid card unit (CR unit) 56 that reads and writes prepaid cards. The pachinko machine 1 is provided with a settlement display device 94 (see FIG. 3) that has a loan button 57, a settlement button 58, and a balance display device 59. In addition, in the center of the upper tray 55, there are provided a performance button 67, a jog dial 68, and a decision switch 69 that can be operated by the player.

[0019] 2 is a front view of the game board 2 of the pachinko machine 1. The game board 2 is provided with a substantially circular game area 3 surrounded by guide rails 2a and 2b, and a large number of game nails (not shown) are planted in the game area 3. A center case 5 is disposed in the center of the game area 3, and an LCD screen of a performance pattern display device 6 (not shown in its entirety) is disposed in the center of the center case 5 so as to be visible from the front. The center case 5 is also provided with a warp entrance, a warp passage, a stage, etc. (not shown).

[0020] A first starting hole 11 is disposed directly below the center case 5, and a normal symbol operation gate 17 and a second starting hole 12 are disposed vertically to the right of the center case 5. The first starting hole 11 is configured to allow game balls to enter at all times, while the second starting hole 12 is configured with a normal electric device 13 having openable and closable wings, and is configured to allow game balls to enter only when the wings are open. The normal symbol operation gate 17 is configured to allow game balls to pass through at all times.

[0021] Furthermore, a large prize opening 14 is disposed at the lower right of the center case 5 (below the normal electric device 13). The large prize opening 14 is composed of a special electric device 15, and the special electric device 15 has an opening / closing piece (not shown) that is operable to change its position between an upright position for closing the large prize opening 14 and a tilted position for opening the large prize opening 14 by tilting it forward from the upright position. By setting the opening / closing piece to the upright position, the large prize opening 14 is in a closed state in which game balls cannot enter the large prize opening 14, and by setting the opening / closing piece to the tilted position, the large prize opening 14 is in an open state in which game balls can enter the large prize opening 14. The special electric device 15 has a large prize opening solenoid 14b (see FIG. 3) that opens and closes the opening / closing piece, and the large prize opening solenoid 14b can be driven and controlled to change the large prize opening 14 between the closed state and the open state.

[0022] In addition, four general winning holes 41 are provided to the left of the first starting hole 11. These general winning holes 41 are configured to allow game balls to enter at all times. Furthermore, an outlet 16 is provided at the most downstream portion of the game area 3, and if a game ball shot into the game area 3 does not enter any of the winning holes or the starting hole, the game ball will enter the outlet 16.

[0023] The game area 3 includes a left flow area 3a where the game ball flows down the left side of the center case 5 in the center, and a right flow area 3b where the game ball flows down the right side of the center case 5. When the game ball is hit from the right, the game ball that has passed the upper side of the center case 5 flows down the right flow area 3b, and when the game ball is hit from the left, the game ball flows down the left flow area 3a. The right flow area 3b is provided with the normal symbol operation gate 17, the second start opening 12, and the big prize opening 14. Therefore, by aiming at the right flow area 3b (so-called right hit), the ball can enter the normal symbol operation gate 17, the second start opening 12 (normal electric role 13), and the big prize opening 14. On the other hand, the first starting hole 11 arranged directly below the center case 5 is made accessible to game balls that have flowed down the left flow area 3a by game nails planted in the game board 2. Therefore, by aiming at the left flow area 3a (so-called left hit), balls can enter the first starting hole 11 and the four general winning holes 41. As the left flow area 3a and the right flow area 3b are configured in this way, the player can play games aiming at each starting hole 11, 12 and the big winning hole 14 by using right and left hits appropriately. In addition, the first starting hole 11 in this embodiment is made accessible to game balls that have flowed down the right flow area 3b by game nails.

[0024] In addition, at the lower right corner of the game board 2, there are arranged a normal pattern display device 7 consisting of multiple LEDs, a normal pattern reserved number display device 8, a first special pattern reserved number display device 18, and a second special pattern reserved number display device 19, as well as a first special pattern display device 9 and a second special pattern display device 10 consisting of 7-segment display devices.

[0025] 3 is a block diagram showing the electrical wiring of the pachinko machine 1. This block diagram does not show relay boards or power boards that simply relay signals. Although detailed illustrations are omitted, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input ports, output ports, etc. The CPU of each of these control devices starts the programs loaded in each ROM by an interrupt signal with a 2 ms cycle, and executes various controls.

[0026] Detection signals from the first start port switch 11a, which detects game balls that have entered the first start port 11, the second start port switch 12a, which detects game balls that have entered the second start port 12, the normal gate switch 17a, which detects game balls that have passed through the normal pattern activation gate 17, the count switch 14a, which counts game balls that have entered the special prize port 14, and each general prize port switch 41a, which respectively detects game balls that have entered the general prize port 41, are input to the main control device 80 via the game board relay terminal board 74.

[0027] The main control device 80 operates according to the program installed in its ROM, generates various commands related to the progress of the game based on the above detection signals, etc., and outputs the commands to the payout control device 81 and the sub-integrated control device 83. In addition, the main control device 80 controls the display of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7 through the symbol display device relay terminal board 75, and controls the lighting of the first special symbol reserved number display device 18, the second special symbol reserved number display device 19, and the normal symbol reserved number display device 8. In addition, the main control device 80 is also connected to the large prize opening solenoid 14b and the normal electric role solenoid 13a through the game board relay terminal board 74. The main control device 80 controls the opening and closing of the large prize opening 14 by driving and controlling the large prize opening solenoid 14b, and controls the opening and closing of the second starting opening 12 by driving and controlling the normal electric role solenoid 13a. In addition, the main control device 80 outputs signals for managing the changes in symbols, jackpots, etc. to the hall computer 87 via the external connection terminal board 78.

[0028] The payout control device 81 is configured to be capable of two-way communication with the main control device 80, and drives the payout motor 90 to pay out prize balls in response to commands sent from the main control device 80. In this embodiment, a detection signal from a payout switch 91 for counting the game balls paid out as prize balls is input to the main control device 80 and the payout control device 81, and the counting of prize balls is performed by both.

[0029] Furthermore, signals from a full switch 92 and a ball out switch 93 are input to the payout control device 81. The full switch 92 detects that the lower tray 63 is full, and outputs a signal to the payout control device 81 upon detection. The ball out switch 93 detects that the amount of game balls stored in the ball tank (not shown) is low or that there is no game ball stored, and outputs a signal to the payout control device 81 upon detection. When the payout control device 81 inputs signals from the full switch 92 and the ball out switch 93, it stops driving the payout motor 90 and stops the payout operation of the prize balls. The full switch 92 and the ball out switch 93 are configured to continue outputting signals until the detected state is resolved, and the payout control device 81 resumes driving the payout motor 90 by stopping the input of the signal.

[0030] The payout control device 81 can communicate with the CR unit 56 via the CR unit terminal board 79, and drives the payout motor 90 in response to a payout command to pay out loaned balls. The CR unit terminal board 79 is also connected to the settlement display device 94 for two-way communication, and receives signals from a ball lending switch and a settlement switch provided on the settlement display device 94. The ball lending switch detects the operation of the lending button 57 and outputs a signal, and the settlement switch detects the operation of the settlement button 58 and outputs a signal. The payout control device 81 is also connected to the launch control device 84, and transmits a launch stop command to the launch control device 84 at a predetermined timing.

[0031] The launch control device 84 controls the launch motor 97 to launch the game balls into the game area 3. In addition to the payout control device 81 described above, the launch control device 84 receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 98, and a launch stop signal from the launch stop switch 99. The rotation amount signal is output when the player rotates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop signal is output when the player presses the launch stop switch 99. If the touch signal is not input, the launch control device 84 controls so as not to launch the game balls, and even when the launch stop signal is input, the launch control device 84 controls so as not to launch the game balls regardless of the operation of the launch handle 64.

[0032] The sub-integrated control device 83 receives data and commands sent from the main control device 80, divides them into data for performance display control, sound control, and lamp control, sends the commands for performance display control to the performance pattern control device 82, and distributes the data for sound control and lamp control to each control part (functional parts as sound control device and lamp control device) included in itself. Then, the functional part as a sound control device operates the sound LSI based on the data for sound control, thereby controlling the output of sound from the speaker 66, and the functional part as a lamp control device operates the lamp driver based on the data for lamp control, thereby controlling the emission of various LEDs and lamps 65.

[0033] Furthermore, switches that detect the operation of the effect button 67, the jog dial 68, the decision switch 69, etc. are connected to the sub-integrated control device 83, and when each switch detects an operation by the player, the corresponding signal is input. The jog dial 68 may be configured to be connected to the effect symbol control device 82.

[0034] The performance symbol control device 82 performs control based on data and commands sent from the sub-integrated control device 83 (those sent from the main control device 80 and those generated by the sub-integrated control device 83 based on input from the main control device 80 and input from the performance button, etc.), and displays performance images such as special performance symbols on the screen of the performance symbol display device 6. The sub-integrated control device 83 and the main control device 80 are configured as a one-way communication circuit from the main control device 80 to the sub-integrated control device 83 via a performance relay terminal board, and the sub-integrated control device 83 and the performance symbol control device 82 are configured as a one-way communication circuit from the sub-integrated control device 83 to the performance symbol control device 82.

[0035] The power supply board (not shown) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power supply, and supplies power to each component of the pachinko machine 1 by operating a power switch provided on the power supply board. This power supply board is equipped with a backup power supply consisting of a capacitor and the like, and stores power in the backup power supply while power is being supplied from the AC power supply. As a result, during a power outage, power is supplied to the main control device 80 and the like (for example, the RAM of the main control device 80, etc.), and data in the RAM of the main control device 80 is retained for a certain period of time even after the power supply from the AC power supply is stopped. The backup power supply may be provided in the main control device 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to a device equipped with a backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with a backup power supply when the power supply is stopped.

[0036] Next, the operation of the pachinko machine 1 of this embodiment will be described. When a gaming ball released into the gaming area 3 flows down the left flow area 3a and enters the first starting hole 11 (the first starting hole switch 11a in FIG. 3 detects the gaming ball), the first special symbol starts to change on the first special symbol display device 9, and a random number extracted due to the ball entering the game is judged as a win or loss. Then, when a predetermined change time has elapsed from the start of the change, the first special symbol is stopped and displayed, and the result of this judgment is announced. Here, the random number extracted when the ball enters the first starting hole 11 is stored as a first reserved memory, as described below. Up to four first reserved memories can be stored, and the number of first reserved memories (hereinafter referred to as the first reserved memory number) is represented by the number of lights on the first special symbol reserved number display device 18. The hit / miss judgment and the change of the first special symbol are executed by consuming the first reserved memories thus stored. The first reserved memory number indicates the number of unconsumed first reserved memories.

[0037] On the other hand, when the game ball launched into the game area 3 flows down the right flow area 3b and passes through the normal symbol operation gate 17 (the normal gate switch 17a in FIG. 3 detects the game ball), the normal symbol display device 7 starts to display the normal symbol in a variable manner, and the random number extracted due to the ball entering is judged as a win or loss. Then, if the normal symbol that stops after a predetermined time from the start of the variation is in a predetermined winning state, the wing piece of the normal electric device 13 is driven, and the game ball can enter the second starting hole 12. Here, the wing piece of the normal electric device 13 opens once for 0.2 seconds in the non-opening extension mode described later with one hit of a normal symbol, and opens three times for 1 second in the open extension mode described later.

[0038] When a game ball enters the second start hole 12 (the second start hole switch 12a in FIG. 3 detects the game ball), the second special symbol starts to vary on the second special symbol display device 10, and the random number extracted due to the ball entering the hole is judged as a win or lose. Then, when a predetermined variation time has elapsed from the start of the variation, the second special symbol is stopped and displayed, and the result of this win or lose judgment is announced. Here, the random number extracted when the ball enters the second starting hole 12 is stored as a second reserved memory, as described below. Up to four second reserved memories can be stored, and the number of stored second reserved memories (hereinafter referred to as the second reserved memory number) is represented by the number of lights on the second special symbol reserved number display device 19. The hit / miss judgment and the change of the second special symbol are executed by consuming the second reserved memories thus stored. The second reserved memory number indicates the number of unconsumed second reserved memories.

[0039] During the variation of the first special symbol and the second special symbol, the variation of the special effect symbols 101a to 101c linked to the variation of each special symbol is displayed on the effect symbol display device 6 (see FIG. 18). The player can know the variation of each special symbol and the result of the hit / miss judgment (big hit, small hit, or miss) from the variation display of the special effect symbols 101a to 101c on the effect symbol display device 6 and the symbol state displayed by stopping the variation of the special effect symbols 101a to 101c (hereinafter referred to as the stopped symbol state). Here, in this embodiment, the first special symbol and the second special symbol are executed with priority to change, regardless of the order of balls entering the first start hole 11 and the second start hole 12. In other words, if there is an unconsumed second reserved memory (if the number of second reserved memories is 1 or more), the second reserved memory is consumed and the change of the second special symbol starts, regardless of whether there is an unconsumed first reserved memory or not. And, only when there is no unconsumed second reserved memory, the first reserved memory is consumed and the change of the first special symbol starts.

[0040] If the result of the hit / miss judgment executed by the consumption of the first reserved memory is a hit, the first special symbol is stopped in a predetermined hit symbol pattern on the first special symbol display device 9 to confirm the hit. Similarly, if the result of the hit / miss judgment executed by the consumption of the second reserved memory is a hit, the second special symbol is stopped in a predetermined hit symbol pattern on the second special symbol display device 10 to confirm the hit. Then, on the performance symbol display device 6, the special performance symbols 101a to 101c are displayed stopped in a stop pattern corresponding to the hit symbol pattern of the first special symbol and the second special symbol. When the hit is confirmed in this way, a hit game is executed to open the big prize winning hole 14. In the hit game, the opening round to open the big prize winning hole 14 is repeatedly executed a predetermined number of times at intervals. Furthermore, if the result of the win / loss judgment based on the consumption of the second reserved memory is a small win, the second special symbol is stopped in a predetermined small win symbol form, and the special performance symbol is stopped and displayed in a small win symbol form on the performance symbol display device 6. This determines a small win, and a small win game is executed in which the large prize winning port 14 is opened and closed once. In this embodiment, the judgment of whether or not there is a small win is only made when the second reserved memory is consumed. Therefore, the judgment of whether or not there is a big win is only made when the first reserved memory is consumed.

[0041] Here, in this embodiment, there are two types of jackpot games with different numbers of open rounds, and when a jackpot is determined by the lottery based on the consumption of the first reserved memory or the second reserved memory, one of the jackpot games is selectively executed. The selection of this jackpot game is performed based on a random number (a random number for determining the first and second jackpot symbols described later) extracted by the ball entering the first start hole 11 and the second start hole 12, as described later. As shown in Figures 4 and 5, the two types of jackpot games are a long type in which the opening round for opening the large prize opening 14 is repeated 10 times, and a short type in which the opening round is repeated 4 times, and each opening round is repeated with an interval in between. In either type, when the opening time of the large prize opening 14 has elapsed for 30 seconds or when 10 game balls (a specified number) enter the large prize opening 14, the large prize opening 14 is closed and the game ends. In such a jackpot game, when the long type with a large number of rounds is executed, more game balls can enter the large prize opening 14 than in the short type.

[0042] In addition, the small win game is a game in which the big win opening 14 is opened once for 1.5 seconds. In such a small win game, it is more difficult to win a prize ball than in the big win game.

[0043] Next, the specifications of the pachinko machine 1 of this embodiment will be described. Below, the number of prize balls, the probability of winning a big win, the probability of winning a small win, the probability of winning a normal pattern, and each game state will be described. The other specifications are the same as those of the conventional one, so the explanation will be omitted.

[0044] As shown in Fig. 4, when a ball lands in each of the starting holes 11, 12, the large prize hole 14, and the general prize hole 41, a set number of prize balls are paid out. Specifically, three prize balls are paid out for each ball that lands in the first starting hole 11, five prize balls are paid out for each ball that lands in the second starting hole 12, thirteen prize balls are paid out for each ball that lands in the large prize hole 14, and five prize balls are paid out for each ball that lands in the general prize hole 41.

[0045] In addition, the configuration of this embodiment has a function of increasing the probability of winning a jackpot in the above-mentioned hit / miss judgment, and is configured as a so-called probability fluctuation machine. That is, the game according to this configuration is roughly divided into a game proceeding with the big prize winning port 14 closed and the above-mentioned jackpot game in which the big prize winning port 14 is opened, and the game proceeding with the big prize winning port 14 closed has a normal game state, a probability game state, a first time-saving game state, and a second time-saving game state. The probability game state and the first time-saving game state are game states that transition with the end of a jackpot game, and the normal game state is a game state that transitions with the end of a jackpot game, a probability game state, a first time-saving game state, and a second time-saving game state. As described later, whether the game state transitions to a normal game state, a probability variation game state, or a first time-saving game state after the end of a jackpot game is determined based on a random number (a random number for determining the first and second jackpot symbols described later) that is extracted by the ball entering the first start hole 11 and the second start hole 12. On the other hand, the second time-saving game state is a game state that transitions to when a second time-saving transition condition described later is met. Here, the normal game state is a game state of "low probability mode / non-open extension mode", the first time-saving game state and the second time-saving game state are game states of "low probability mode / open extension mode", and the special game state is a game state of "high probability mode / open extension mode".

[0046] In the low probability mode, a preset low probability is set as valid, and a hit / miss judgment is made as to whether or not a jackpot has been won, and in the high probability mode, a high probability higher than the low probability is set as valid, and a hit / miss judgment is made. That is, the low probability and the high probability are set as the big win probability for judging whether or not a jackpot has been won, and the low probability is used in the hit / miss judgment in the normal game state or the time-saving game state, and the high probability is used in the hit / miss judgment in the probability-changing game state. In this embodiment, the low probability of winning in the low probability mode is 1 / 300, and the high probability of winning in the high probability mode is 1 / 30.

[0047] In the open extension mode, the winning probability of the normal symbol is made higher than that in the non-open extension mode, and the opening time of the second start port 12 is extended compared to the non-open extension mode. Specifically, as shown in FIG. 4, the winning probability of the normal symbol is 1 / 10 in the non-open extension mode, and the corresponding selection probability is 9 / 10 in the open extension mode. The opening operation of the second start port 12 is performed once for about 0.2 seconds in the non-open extension mode, and three times for about 1 second in the open extension mode. Furthermore, in the open extension mode, the fluctuating time of the first special symbol and the second special symbol is shortened compared to the fluctuating time in the non-open extension mode, and the fluctuating time of the normal symbol is shortened compared to the non-open extension mode. Here, in this embodiment, the average fluctuating time of the first special symbol and the second special symbol is set to 20 seconds in the non-open extension mode (normal game state), while it is set to 5 seconds in the open extension mode (probability game state and time-saving game state).

[0048] The probability variation game state described above ends when the total number of times the first special symbol changes and the second special symbol changes (hereinafter referred to as the number of times of special symbol changes) reaches the upper limit value for probability variation in the game state, or when either the first special symbol or the second special symbol is displayed in the jackpot symbol form described later (the jackpot game starts). Here, when the number of times of special symbol changes in the probability variation game state reaches the upper limit value for probability variation, the game state transitions to the normal game state. In this embodiment, the upper limit value for probability variation is set to 100 times (see FIG. 5). Furthermore, the configuration of this embodiment is provided with a limiter function, and when the probability variable game state continues a predetermined number of times through a jackpot game, the game state transitions to a normal game state after the next jackpot game ends. Specifically, when the probability variable game state continues nine times through a jackpot game, the game state transitions to a normal game state after the tenth jackpot game. That is, in this embodiment, the jackpot game repeated through the probability variable game state can be continued up to ten times (in other words, the upper limit of the consecutive number of times is 10), and the upper limit number of times (limit number of times) that the probability variable game state can be continuously generated is set to nine times.

[0049] The first short game state ends when the number of times the special symbol changes in the game state reaches the upper limit value for the first time reduction, or when either the first special symbol or the second special symbol is displayed in the jackpot symbol form described later (the jackpot game starts). Here, when the number of times the special symbol changes in the first short game state reaches the upper limit value for the first time reduction, the game state transitions to the normal game state. In this embodiment, the upper limit value for the first time reduction is set to 100 times (see FIG. 5).

[0050] The second time-saving game state is started on the condition that the total number of times the first special symbol changes and the second special symbol changes in the low probability mode (normal game state, first time-saving game state, and second time-saving game state) (hereinafter referred to as the cumulative number of changes) reaches a predetermined threshold value (the second time-saving transition condition described above). This cumulative number of changes is cleared when the RAM is cleared by turning on the power, etc., and when the jackpot game starts (when the jackpot is confirmed) or ends. Here, since the number of times the first and second special symbols change is substantially the same as the number of times the hit / miss judgment is made by consuming the first and second reserved memories, the cumulative number of changes can be said to be the total number of times the hit / miss judgment is made by consuming the first reserved memory and the number of times the hit / miss judgment is made by consuming the second reserved memory (so-called the cumulative number of judgments). On the other hand, this second time-saving game state ends when the number of times the special symbol changes in the game state reaches the upper limit value for the second time-saving game, or when either the first special symbol or the second special symbol is displayed in the jackpot symbol mode described later (the jackpot game starts). Here, when the second time-saving game state ends because the number of times the special symbol changes reaches the upper limit value for the second time-saving game, the game state transitions to the normal game state. In this embodiment, the threshold value of the second time-saving transition condition is set to 900 times, and the upper limit value for the second time-saving is set to 1000 times. That is, when the total number of times that the winning / losing judgment is made by consuming the first reserved memory and the second reserved memory in the normal game state or the first time-saving game state (including the second time-saving game state) (the total number of fluctuations of the first special pattern and the second special pattern that do not determine a winning) reaches 900 times (threshold value), the game state transitions to the second time-saving game state. The second time-saving game state is not transitioned to via a winning game like the probability game state or the first time-saving game state described above, but is transitioned from the normal game state by the establishment of the second time-saving transition condition.

[0051] In this embodiment, the probability of winning a small win in the hit / miss judgment by the consumption of the second reserved memory is set to a uniform (for example, 1 / 60) regardless of each game state. In this embodiment, the probability of winning a small win is set to a uniform value, but it is not limited to this, and a configuration in which a different probability of winning a small win is set in the low probability mode and the high probability mode, similar to the probability of winning the big win described above, may be used.

[0052] Next, the big winning pattern state of the first and second special patterns will be described with reference to FIG. As described above, the first special symbol is variably displayed on the first special symbol display device 9 based on the consumption of the first reserved memory, and after the lapse of the variability time, it is stopped and displayed in a symbol form showing the result of the hit / miss judgment. Since the hit / miss judgment determines whether the first special symbol is a hit or a miss, it is stopped and displayed in a symbol form showing a hit (hit symbol form) or a symbol form showing a miss (miss symbol form) to confirm the hit or miss. Similarly, the second special symbol is variably displayed on the second special symbol display device 10 based on the consumption of the second reserved memory, and after the lapse of the variability time, it is stopped and displayed in a symbol form showing the result of the hit / miss judgment. This second special pattern is determined to be a big hit, a small hit, or a miss depending on whether it is a hit or miss, and is displayed stopped in a pattern mode indicating a big hit (big hit pattern mode), a pattern mode indicating a small hit (small hit pattern mode), or a pattern mode indicating a miss (miss pattern mode) to determine whether it is a big hit, small hit, or miss.

[0053] Ten types of jackpot pattern forms are predefined for each of the first special pattern and the second special pattern, and when a jackpot is determined by a win / loss judgment, one of the jackpot pattern forms is determined according to the random numbers for determining the jackpot pattern stored in the first and second reserved memories.

[0054] In this embodiment, as shown in FIG. 5(A), the first special pattern is assigned the first to tenth jackpot pattern patterns, and each jackpot pattern pattern is assigned the content of the jackpot game and the game state after the jackpot game. The first to fourth jackpot symbol patterns are assigned to a jackpot game with a set number of rounds of 10 times and the above-mentioned normal game state. That is, when the first special symbol is stopped and displayed in any of the first to fourth jackpot symbol patterns and fixed, a jackpot game in which the opening round is repeated 10 times is executed, and after the jackpot game, the game transitions to a normal game state (low probability mode / non-opening extension mode). The fifth and sixth jackpot symbol patterns are assigned a jackpot game with a set number of rounds of four and the first time-saving game state described above. That is, when the first special symbol is stopped and displayed in either the fifth or sixth jackpot symbol pattern and confirmed, a jackpot game in which the opening round is repeated four times is executed, and after the jackpot game, the game transitions to the first time-saving game state (low probability mode / opening extension mode). The seventh to tenth jackpot symbol patterns are assigned to a jackpot game with a set number of rounds of four times and the aforementioned high probability game state. That is, when the first special symbol is stopped and displayed in any of the seventh to tenth jackpot symbol patterns and fixed, a jackpot game in which the opening round is repeated four times is executed, and after the jackpot game, the game transitions to a high probability game state (high probability mode / extended opening mode).

[0055] The selection of the first to tenth jackpot symbol patterns is performed according to a predetermined selection probability. That is, when a jackpot is determined by a win / lose lottery based on the consumption of the first reserved memory, the first to tenth jackpot symbol patterns are selected according to each selection probability, and after the first special symbol is changed, one of the jackpot symbol patterns is stopped and displayed as a confirmed result. Specifically, the selection probability of the first to fourth jackpot symbol patterns is set to 2 / 20, the selection probability of the fifth and sixth jackpot symbol patterns is set to 8 / 20, and the selection probability of the seventh to tenth jackpot symbol patterns is set to 10 / 20. Furthermore, since the configuration of this embodiment has the limiter function described above, when the special probability game state is repeated nine times (the limit number of times) through jackpot play, in this special probability game state (the ninth consecutive special probability game state), if a jackpot is confirmed, the probability of selecting the first to fourth jackpot pattern patterns becomes 20 / 20, and the game will always transition to the normal game state after the jackpot play.

[0056] As shown in FIG. 5(B), the second special symbols have 11th to 20th jackpot symbol patterns, and like the first special symbols described above, each jackpot symbol pattern is assigned a jackpot game content and a game state after the jackpot game. The 11th and 12th jackpot symbol patterns are assigned a jackpot game with a set number of 10 rounds and the above-mentioned normal game state. That is, when the second special symbol is stopped and displayed in either the 11th or 12th jackpot symbol pattern and confirmed, a jackpot game in which the opening round is repeated 10 times is executed, and after the jackpot game, the game transitions to the normal game state (low probability mode / non-opening extension mode). The 13th and 14th jackpot symbol patterns are assigned with a jackpot game with a set number of rounds of 10 times and the first time-saving game state described above. That is, when the second special symbol is stopped and displayed in either the 13th or 14th jackpot symbol pattern and confirmed, a jackpot game in which the opening round is repeated 10 times is executed, and after the jackpot game, the game transitions to the first time-saving game state (low probability mode / open extension mode). The 15th to 20th jackpot symbol patterns are assigned with a jackpot game with a set number of rounds of 10 times and the above-mentioned high probability game state. That is, when the second special symbol is stopped and displayed in any of the 15th to 20th jackpot symbol patterns and fixed, a jackpot game in which the opening round is repeated 10 times is executed, and after the jackpot game, the game transitions to a high probability game state (high probability mode / non-opening extension mode).

[0057] The selection of the 11th to 20th jackpot symbol patterns is performed according to a predetermined selection probability. That is, when a jackpot is determined by a win / loss lottery based on the consumption of the second reserved memory, the 11th to 20th jackpot symbol patterns are selected according to each selection probability, and after the second special pattern is changed, one of the jackpot symbol patterns is stopped and displayed as a definite result. Specifically, the selection probability of the 11th and 12th jackpot symbol patterns is set to 2 / 20, the selection probability of the 13th and 14th jackpot symbol patterns is set to 8 / 20, and the selection probability of the 15th to 20th jackpot symbol patterns is set to 10 / 20. Furthermore, as in the case of the first special symbol described above, due to the limiter function described above, when a jackpot is confirmed in the 9th consecutive special jackpot game state, the probability of selecting the 11th and 12th jackpot symbol patterns becomes 20 / 20, and the game will always transition to the normal game state after the jackpot game.

[0058] In this embodiment, in the normal game state, it is advantageous for the player to land the ball in the first starting hole 11, and the game tends to proceed mainly by hitting with the left hand. On the other hand, in the probability variation game state, the first time-saving game state, and the second time-saving game state, it is advantageous for the player to land the ball in the second starting hole 12, and the game tends to proceed mainly by hitting with the right hand. In detail, since the normal game state is a "low probability mode / non-open extension mode", the winning probability (1 / 10) of the normal symbol is low and the fluctuation time of the normal symbol is long. Therefore, it is difficult to enter the second start gate 12, and it can be said that it is advantageous for the player to proceed with the game aiming at the first start gate 11 where the ball can always enter. On the other hand, since the probability change game state, the first time-saving game state, and the second time-saving game state are "open extension modes", the winning probability (9 / 10) of the normal symbol is extremely high and the fluctuation time of the normal symbol is short, and the fluctuation time of the second special symbol that is consumed preferentially is short. Furthermore, there is a high possibility of winning a jackpot with many rounds (10 times). Therefore, it is advantageous for the player to proceed with the game aiming at the normal symbol operation gate 17 and the second start gate 12, and the game is likely to be progressed mainly by hitting to the right.

[0059] Next, the processing of various programs executed by the main control device 80 will be described. A flow chart of the main routine is shown in Fig. 6. The main routine is composed of the main process from S10 to S80, and the residual process of S85 which is repeated as long as time permits within the time remaining after executing the main process, and is executed periodically by a hardware interrupt every 2 ms. When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not a value in a predetermined area of ​​the RAM as a memory is a predetermined value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer has shifted to the main process.

[0060] If a negative judgment is made in S10 (i.e., it is judged that the interrupt is not normal) (S10: No), the initial setting (S15) is executed, and the remaining process (S85) is started. In this initial setting, for example, a predetermined value is written to a predetermined area of ​​the RAM, and each initial value is written to the working area of ​​the RAM, such as setting the first and second special symbols as the initial symbols, and the like. On the other hand, if a positive judgment is made in S10 (i.e., it is judged to be a normal interrupt) (S10: Yes), the update process of the initial value random number (S20), the update process of the random number for determining a jackpot (S25), the update process of the random number for determining a first jackpot pattern (S30), the update process of the random number for determining a second jackpot pattern (S35), the update process of the random number for determining a small jackpot pattern (S40), the update process of the random number for determining a win (S45), the update process of the random number for reaching a reach (S50), the update process of the random number for determining a fluctuation pattern (S55), the win confirmation process (S60), the win / lose determination process (S65), the special game process (S70), the fraud monitoring process (S75), the image output process, and other output processes (S80) are performed, and the update process of the initial value random number (S85) is looped within the remaining time until the next interrupt signal is input.

[0061] Next, the start winning process executed by the main control device 80 will be described with reference to the flowchart of Fig. 7. This start winning process is one of the subroutines called in the winning confirmation process (S60) of the main routine described above. In the start winning process, in S100, it is determined whether or not the first start port switch 11a has detected a game ball. If the determination is negative (S100: No), the process proceeds to S120, and if the determination is positive (S100: Yes), the process proceeds to S105. In S105, it is determined whether or not the first reserved memory number has reached an upper limit (for example, 4). If the determination is positive (S105: Yes), the process proceeds to S120, and if the determination is negative (S105: No), the process proceeds to S110.

[0062] In S110, a first extracted random number reserved storage process is executed. In this first extracted random number reserved storage process, a first jackpot determining random number, a first jackpot pattern determining random number, a reach determining random number, a variation pattern determining random number, etc. are extracted and stored as a first reserved memory, and a first reserved number counter indicating the first reserved memory number is incremented by 1, and a process required for lighting up the first special reserved number display device 18 is performed according to the information of the first reserved number counter.

[0063] In S120, it is determined whether the second start port switch 12a has detected a game ball. If the determination is negative (S120: No), the start winning process is terminated, and if the determination is positive (S120: Yes), the process proceeds to S125. In S125, it is determined whether the second reserved memory number has reached an upper limit (e.g., 4). If the determination is positive (S125: Yes), the start winning process is terminated, and if the determination is negative (S125: No), the process proceeds to S130.

[0064] In S130, a second extraction random number reservation storage process is executed. In this second extraction random number reservation storage process, a random number for determining a second big win, a random number for determining a second big win pattern, a random number for judging a reach, a random number for determining a variation pattern, etc. are extracted and stored as a second reservation memory, and a second reservation number counter indicating the second reservation memory number is incremented by 1, and a process required for lighting up the second special pattern reservation number display device 19 is performed according to the information of the second reservation number counter.

[0065] Next, the winning / losing determination process executed by the main control device 80 will be described with reference to the flowcharts of Figures 8 to 12. This winning / losing determination process is one of the subroutines called in the winning / losing determination process (S65) of the main routine described above.

[0066] In the winning / losing determination process, as shown in FIG. 8, it is determined whether or not the special electric role is in operation (i.e., a big winning game or a small winning game is being executed) (S150). Then, if the result is a positive determination (S150: Yes), the winning / losing determination process is terminated, and if the result is a negative determination (S150: No), the process proceeds to S155. In S155, it is determined whether or not the first special symbol or the second special symbol is being displayed in a variable manner. Then, if the result is a positive determination (S155: Yes), the process proceeds to S280 in FIG. 10, and if the result is a negative determination (S155: No), the process proceeds to S160. In S160, it is determined whether or not the first special symbol or the second special symbol is being displayed in a definite manner. Then, if the result is a positive determination (S160: Yes), the process proceeds to S300 in FIG. 11, and if the result is a negative determination (S160: No), the process proceeds to S165.

[0067] In S165, it is determined whether there is an unconsumed second reserved memory, and if the determination is positive (S165: Yes), the process proceeds to S170, and if the determination is negative (S165: No), the process proceeds to S175. In S170, the number of second reserved memories is decremented, and the oldest unconsumed second reserved memory is selected, and the information (numeric data such as random numbers) stored in the second reserved memory is moved to a predetermined buffer for determining a second jackpot. In this way, the second reserved memory is consumed.

[0068] In S175, it is determined whether there is an unconsumed first reserved memory, and if the determination is positive (S175: Yes), proceed to S180, and if the determination is negative (S175: No), the hit / miss determination process is terminated. In S180, the number of first reserved memories is decremented, and the oldest unconsumed first reserved memory is selected, and the information stored in that first reserved memory (numeric data such as random numbers) is moved to a specified buffer for first jackpot determination. In this way, the first reserved memory is consumed. In the present embodiment, the second reserved memory is given priority over the first reserved memory in the judgment of whether the item is a winner or loser. Therefore, the first reserved memory is only judged to be winner if there is no unconsumed second reserved memory.

[0069] In S185, it is determined whether the high probability flag is 1 or not, and if the determination is positive (S185: Yes), the process proceeds to S190, and if the determination is negative (S185: No), the process proceeds to S195. Here, the high probability flag = 1 indicates the high probability mode, and the high probability flag = 0 indicates the low probability mode. In other words, if the high probability flag = 1, the game is in the high probability mode ("high probability mode / open extension mode"), and if the high probability flag = 0, the game is in the normal game state ("low probability mode / non-open extension mode") or the first and second time-saving game states ("low probability mode / open extension mode").

[0070] In S190, a winning / losing judgment table (variable probability table) corresponding to the high probability mode (high winning probability) is selected, and the random number for determining a winning jackpot moved to the buffer for judging a winning jackpot is judged to be a winning jackpot or not based on the selected variable probability table. Here, if the second reserved memory is consumed, the random number for determining a winning jackpot is also judged to be a small winning jackpot or not based on the selected variable probability table. After processing this S190, proceed to S200 in FIG. 9.

[0071] On the other hand, in S195, a winning / losing judgment table (normal table) corresponding to the low probability mode (low winning probability) is selected, and the random number for determining a winning jackpot moved to the buffer for jackpot judgment is judged to be a winning jackpot or not based on the selected normal table. Here, if the second reserved memory is consumed, the random number for determining a winning jackpot is also judged to be a small winning jackpot or not based on the selected normal table. After processing this S195, the process proceeds to S200 in FIG. 9.

[0072] In S200, it is determined whether or not there is a jackpot based on the determination result of S190 or S195. If the determination is affirmative (S200: Yes), the process proceeds to S205, and if the determination is negative (S200: No), the process proceeds to S220.

[0073] In S205, the jackpot pattern mode of the special pattern is determined based on the random number for determining the jackpot pattern (the random number for determining the jackpot pattern in the buffer for jackpot judgment) related to the consumed reserved memory. In detail, when the first reserved memory is consumed, one jackpot pattern mode is determined from the 1st to 10th jackpot pattern modes based on the random number for determining the first jackpot pattern (see FIG. 5(A)). On the other hand, when the second reserved memory is consumed, one jackpot pattern mode is determined from the 11th to 20th jackpot pattern modes based on the random number for determining the second jackpot pattern (see FIG. 5(B)). The determination of the 1st to 10th jackpot pattern modes and the determination of the 11th to 20th jackpot pattern modes are performed according to the selection probability determined in advance, as described above. Here, when the first reserved memory is consumed, the probability of selecting any one of the first to fourth jackpot pattern modes is 10%, the probability of selecting any one of the fifth and sixth jackpot pattern modes is 40%, and the probability of selecting any one of the seventh to tenth jackpot pattern modes is 50%. That is, when a jackpot is determined by consuming the first reserved memory, the probability of transitioning to the normal game state (low probability mode / non-open extension mode) after the jackpot game is 10%, the probability of transitioning to the first time-saving game state (low probability mode / open extension mode) is 40%, and the probability of transitioning to the probability variable game state (high probability mode / open extension mode) is 50%. Furthermore, in the probability variable game state (high probability flag=1), the number of times the probability variable game state has continued through the jackpot game (probability variable repetition number) is referred to, and it is determined whether the probability variable repetition number has reached the limit number (9 times). If the limit number of times has not been reached, the first to tenth jackpot pattern forms are selected and determined according to the selection probability, whereas if the limit number of times has been reached, one of the first to fourth jackpot pattern forms is determined according to the selection probability (100%) of selecting only the first to fourth jackpot pattern forms. On the other hand, when the second reserved memory is consumed, the probability of selecting either the 11th or 12th jackpot pattern is 10%, the probability of selecting either the 13th or 14th jackpot pattern is 40%, and the probability of selecting either the 15th to 20th jackpot pattern is 50%. In other words, even if a jackpot is determined by consuming the second reserved memory, the respective probabilities of transitioning to the normal game state, the first time-saving game state, and the probability variable game state are the same as when a jackpot is determined by consuming the first reserved memory. Furthermore, in the probability variable game state (high probability flag = 1), it is determined whether or not the probability variable repeat count has reached the limit count (9 times) in the same way as in the case of the first reserved memory described above. If the limit number of times has not been reached, the 11th to 20th jackpot pattern forms are selected and determined based on the above-mentioned selection probability, whereas if the limit number of times has been reached, one of the 11th and 12th jackpot pattern forms is determined based on the selection probability (100%) of selecting only the 11th and 12th jackpot pattern forms.

[0074] In the subsequent variation pattern determination process of S210, the variation time of the special symbol is determined based on the variation pattern determination random number and reach determination random number related to the consumed reserved memory (variation pattern determination random number and reach determination random number in the buffer for jackpot determination, etc.) and the first and second time-saving flags, and the variation pattern of the special symbol is determined according to the variation time. Here, the first time-saving flag = 1 and the second time-saving flag = 1 indicate the above-mentioned open extension mode, and the first time-saving flag = 0 and the second time-saving flag = 0 indicate the above-mentioned non-open extension mode. In other words, if the first time-saving flag = 1, the game is in the aforementioned special game state ("high probability mode / open extension mode") or the first time-saving game state ("low probability mode / open extension mode"), if the second time-saving flag = 1, the game is in the aforementioned second time-saving game state ("low probability mode / open extension mode"), and if the first time-saving flag = 0 and the second time-saving flag = 0, the game is in the aforementioned normal game state ("low probability mode / non-open extension mode"). In this variation pattern determination process, the variation time of the selectable special symbols is predetermined according to the first and second time-saving flags, and the variation time of the special symbols is determined according to the above-mentioned variation pattern determination random number and reach determination random number. That is, when the first time-saving flag = 0 and the second time-saving flag = 0 (normal game state), the mode is the non-open extension mode, so the variation time of the special symbols corresponding to the non-open extension mode can be selected, and the variation time of the special symbols is determined according to the variation pattern determination random number and reach determination random number of the consumed reserved memory. On the other hand, when the first time-saving flag = 1 or the second time-saving flag = 1 (probable variable game state or first and second time-saving game state), the mode is the open extension mode that shortens the variation time of the special symbols, so the variation time of the special symbols corresponding to the open extension mode can be selected, and the variation time is determined according to the variation pattern determination random number and reach determination random number. The reach determination random number is used to determine whether or not to execute various reach effects (normal reach effects, long reach effects, super reach effects, etc.) that have been determined in advance. When it is determined that any of the reach effects is to be executed, the variation time of the special symbols is determined according to the determined reach effect.

[0075] In the next S215, the number of rounds of the jackpot game and the game state after the jackpot game are set according to the jackpot game content determined in S205 (see FIG. 5). Here, when the game state transitions to the normal game state after the jackpot game, it is determined to set the low probability mode and the non-open extension mode. Also, when the game state transitions to the first time-saving game state, it is determined to set the low probability mode and the open extension mode, and the upper limit value for the temporary time-saving is enabled. Also, when the game state transitions to the probability-changing game state, it is determined to set the high probability mode and the open extension mode, and the upper limit value for the probability-changing is enabled. Furthermore, in S215, the performance time and performance pattern related to the jackpot game (the performance time and performance pattern between the jackpot start performance and the jackpot end performance), and the interval time, etc. are also set. After S215, the process proceeds to S260.

[0076] In S220, which follows the negative judgment in S200, a special chart fluctuation count process is executed. In the special chart fluctuation count process, in the case of a high probability game state (high probability flag = 1), the remaining number of win / loss judgments that can be executed in the game state (the remaining number until the upper limit value for the high probability game is reached = the number of high probability games) is decremented. In addition, in the case of a first time-saving game state (first time-saving flag = 1), the remaining number of win / loss judgments that can be executed in the game state (the remaining number until the upper limit value for the first time-saving game is reached = the first time-saving game) is decremented. In addition, in the case of a second time-saving game state (second time-saving flag = 1), the remaining number of win / loss judgments that can be executed in the game state (the remaining number until the upper limit value for the second time-saving game is reached = the second time-saving game) is decremented. Furthermore, in the case of the first time-saving game state, the second time-saving game state, and the normal game state, the cumulative number of fluctuations is incremented. Here, the process of decrementing the number of times of special bonus, the first time-saving number of times, and the second time-saving number of times, and the process of incrementing the cumulative number of times of change are executed in both cases where the first reserved memory is consumed and where the second reserved memory is consumed.

[0077] In S230, it is judged whether or not there is a small win based on the judgment result of S190 or S195. Here, if the judgment is positive (S230: Yes), proceed to S235, and if the judgment is negative (S230: No), proceed to S250. In this embodiment, as described above, it is judged whether or not there is a small win only when the second reserved memory is consumed, so if the first reserved memory is consumed, a negative judgment is made in S230 (proceed to S250).

[0078] In S235, the small winning symbol is determined based on the random number for determining the big winning symbol related to the second reserved memory, and the process proceeds to S240. In the fluctuation pattern determination process of S240, similarly to S210, the fluctuation time of the second special symbol is determined based on the fluctuation pattern determination random number and reach determination random number etc. related to the second reserved memory (the fluctuation pattern determination random number and reach determination random number etc. in the buffer for determining a jackpot) and the open extension flag, and the fluctuation pattern of the second special symbol is determined according to the fluctuation time. In the next S245, the opening operation pattern of the large winning port 14 in the small win game and the presentation time related to the small win game are set, and the process proceeds to S260.

[0079] Furthermore, in S250 following the negative determination in S230, similarly to S210, the special symbol variation time and variation pattern are determined based on the variation pattern determination random numbers and reach determination random numbers etc. (variation pattern determination random numbers and reach determination random numbers etc. in the buffer for determining a big win) related to the consumed reserved memory and the open extension flag. Furthermore, in S250, prior to this, a process for determining a losing symbol is performed. In the following S255, a process related to a losing is performed, and the process proceeds to S260. In this embodiment, the process of determining the losing symbol is performed in S250. However, the present invention is not limited to this, and a process of determining the losing symbol may be performed before S250.

[0080] In S260, a reserved number command indicating the first reserved memory number and the second reserved memory number after decrementing in S170 and S180, a command including information on the hit / miss judgment result determined in S190 and S195 (big hit, small hit, or miss), and a fluctuation start command including the fluctuation time of the special symbol, the stop mode of the special symbol, the fluctuation pattern, etc. of the special symbol are transmitted to the sub-integrated control device 83. This fluctuation start command includes information indicating whether the consumed reserved memory is the first reserved memory or the second reserved memory, information on whether various reach performances are executed, information on the number of times of the probability change, information on the number of times of the first time reduction, information on the number of times of the second time reduction, and information on the cumulative number of fluctuations. Furthermore, the first special symbol display device 9 or the second special symbol display device 10 is driven and controlled according to the consumed reserved memory to start fluctuating the first special symbol or the second special symbol, and the hit / miss judgment process is terminated. When the sub-integrated control device 83 receives such a command, it stores the information indicated in the command (the number of first reserved memories and the number of second reserved memories, the time for the special symbol to change, the presence or absence of various reach effects, the result of the hit / miss judgment, the stop mode of the special symbol, the content of the big win game, etc.) in a specified buffer. Then, the sub-integrated control device 83 transmits a command to the effect symbol control device 82 along with the change start command, and the effect symbol control device 82 drives and controls the effect symbol display device 6 according to the received command, determines the change stop effect and reach effect of the special effect symbol corresponding to the information on the stop symbol mode and change pattern of the special symbol, and controls the display of the determined effect on the effect symbol display device 6.

[0081] 10, which follows the positive judgment of S155, judges whether the time for changing the special symbol has elapsed, and if the judgment is positive (S280: Yes), proceed to S285, and if the judgment is negative (S280: No), end the winning / losing judgment process. In S285, the display of the changing special symbol is ended, and the determined symbol of the special symbol (i.e., the big win symbol determined in S205, the small win symbol determined in S235, or the losing symbol determined in S250) is displayed, and a symbol determination command for executing the determined display of the performance symbol is sent to the sub-integrated control device 83, and the winning / losing judgment process is ended.

[0082] In S300 in FIG. 11 following the positive judgment in S160, it is judged whether the duration of the fixed display of the special symbol has ended, and if the judgment is positive (S300: Yes), the process proceeds to S305, and if the judgment is negative (S300: No), the hit / miss judgment process is terminated. In S305, the fixed display of the special symbol is terminated and the process proceeds to S310. In S310, it is judged whether the fixed and displayed special symbol is a big hit pattern, and if the judgment is positive (S310: Yes), the process proceeds to S315, and if the judgment is negative (S310: No), the process proceeds to S400 in FIG. 12. In S315, it is judged whether the high probability flag is 1 by referring to the high probability flag. Then, if the judgment is positive (S315: Yes), the process proceeds to S320, and if the judgment is negative (S315: No), the process proceeds to S330. In S320, the high probability flag is set to 0, and the process proceeds to S325. In S325, the number of times of the probability change is cleared, and the process proceeds to S327. In S327, the first time-saving flag is set to 0, and the process proceeds to S360.

[0083] In S330, which follows the negative judgment in S315, the cumulative number of changes is cleared, and the process proceeds to S335. In S335, the first time-saving flag is referenced to determine whether the first time-saving flag is 1 or not. If the judgment is positive (S335: Yes), the process proceeds to S337, and if the judgment is negative (S335: No), the process proceeds to S340. In S337, the first time-saving number is cleared, and the process proceeds to S327. On the other hand, in S340, the second time-saving flag is referenced to determine whether the second time-saving flag is 1 or not. If the judgment is positive (S340: Yes), the process proceeds to S345, and if the judgment is negative (S340: No), the process proceeds to S360. In S345, the second time-saving flag is set to 0, and the process proceeds to S350. In S350, the second time-saving number is cleared, and the process proceeds to S360.

[0084] In S360, a state designation command transmission process is executed to transmit a command indicating the mode of the jackpot game, a command instructing the start of the jackpot game, and the like to the sub-integrated control device 83. Here, in the state designation command transmission process (S360) of this embodiment, when both the high probability flag and the first time-saving flag are cleared, information indicating the end of the high probability game state is transmitted to the sub-integrated control device 83, when only the first time-saving flag is cleared, information indicating the end of the first time-saving game state is transmitted to the sub-integrated control device 83, and when the second time-saving flag is cleared, information indicating the end of the second time-saving game state is transmitted to the sub-integrated control device 83. Thereafter, the condition device operation start process (S365), the role continuous operation device operation start process (S370), and the jackpot start performance process (S375) are executed in sequence to start the jackpot game and terminate the win / loss determination process.

[0085] On the other hand, in S400 of FIG. 12 following the negative judgment of S310, the high probability flag is referenced and it is judged whether the high probability flag is 1 or not. If the judgment is positive (S400: Yes), the process proceeds to S405, and if the judgment is negative (S400: No), the process proceeds to S420. In S405, the number of times of probability change (the remaining number of times of special chart fluctuation in the probability change game state) is referenced and it is judged whether the number of times of probability change is 0 or not. If the judgment is positive (S405: Yes), the process proceeds to S410, and if the judgment is negative (S405: No), the process proceeds to S480. In S410, the high probability flag is set to 0, and in the following S415, the first time reduction flag is set to 0. Then, the process proceeds to S480.

[0086] In S420, the first time-saving flag is referenced to determine whether or not the first time-saving flag is 1. If the result is a positive determination (S420: Yes), the process proceeds to S425, and if the result is a negative determination (S420: No), the process proceeds to S440. In S425, the temporary time-saving count (the remaining number of special chart fluctuations in the first time-saving gaming state) is referenced to determine whether or not the first time-saving count is 0. If the result is a positive determination (S425: Yes), the process proceeds to S430, and if the result is a negative determination (S425: No), the process proceeds to S480. In S430, the first time-saving flag is set to 0, and the process proceeds to S480.

[0087] In S440, which follows the negative judgment in S420, the second time-saving flag is referenced and it is judged whether the second time-saving flag is 1 or not. If the judgment is positive (S440: Yes), the process proceeds to S445, and if the judgment is negative (S440: No), the process proceeds to S460. In S445, the second time-saving count (the remaining number of special chart fluctuations in the second time-saving game state) is referenced and it is judged whether the second time-saving count is 0 or not. If the judgment is positive (S445: Yes), the process proceeds to S450, and if the judgment is negative (S445: No), the process proceeds to S480. In S450, the second time-saving flag is set to 0 and the process proceeds to S480.

[0088] In S460, which follows the negative judgment of S440, it is judged whether the cumulative number of fluctuations (the number of times of special pattern fluctuations in the low probability mode) has reached the threshold value (900 times). If the judgment is positive (S460: Yes), the process proceeds to S465, and if the judgment is negative (S460: No), the process proceeds to S480. Here, the threshold value determines the second time-saving transition condition, and the positive judgment of S460 corresponds to the establishment of the second time-saving transition condition.

[0089] In S465, the second time-saving count setting process is executed. In the second time-saving count setting process, the upper limit value of the number of special chart changes that can be executed in the second time-saving game state (the upper limit value for the second time-saving) is set to the second time-saving count. In this embodiment, since the upper limit value for the second time-saving is set to 1000 times as described above, in the second time-saving count setting process, the second time-saving count is set to 1000 times. In the following S470, the second time-saving flag is set to 1, and the process proceeds to S480.

[0090] In S480, a state designation command transmission process is executed. In the state designation command transmission process (S480) of this embodiment, when both the high probability flag and the first time-saving flag are cleared, information indicating the end of the high probability game state is transmitted to the sub-integrated control device 83, when only the first time-saving flag is cleared, information indicating the end of the first time-saving game state is transmitted to the sub-integrated control device 83, and when the second time-saving flag is cleared, information indicating the end of the second time-saving game state is transmitted to the sub-integrated control device 83. Furthermore, when the second time-saving flag=1, information indicating the start of the second time-saving game state is transmitted to the sub-integrated control device 83. In the next S485, it is determined whether the confirmed second special symbol is a symbol that will result in a small win, and if the result is positive (S485: Yes), the process proceeds to S490, where the special electric device operation start process (S490) and the small win start performance process (S495) are executed in sequence, and a command indicating the mode of the small win game and a command instructing the start of the small win game are sent to the sub-integrated control device 83 to start the small win game, and the win / loss determination process is terminated. Also, if the result is negative in S485 (S485: No), the win / loss determination process is terminated.

[0091] Next, the big win game process executed by the main control device 80 will be described with reference to the flowcharts of Figures 13 to 15. This big win game process is a process executed from the special game process (S70) of the main routine described above when a big win is determined by the win / loss determination process described above.

[0092] In the big win game process, as shown in Fig. 13, it is determined whether or not the consecutive operation device of the role is in operation (i.e., whether or not the big win game is being executed) (S600). If the determination is affirmative (S600: Yes), the process proceeds to S605, and if the determination is negative (S600: No), the big win game process is terminated.

[0093] In S605, it is determined whether or not the big prize opening 14 is open. If the determination is affirmative (S605: Yes), the process proceeds to S650 in FIG. 14, and if the determination is negative (S605: No), the process proceeds to S610.

[0094] In S610, it is determined whether or not it is during an interval between open rounds in the jackpot game. If the determination is positive (S610: Yes), the process proceeds to S670 in FIG. 14, and if the determination is negative (S610: No), the process proceeds to S615. In S615, it is determined whether or not the end presentation of the jackpot game is in progress. If the determination is positive (S615: Yes), the process proceeds to S700 in FIG. 15, and if the determination is negative (S615: No), the process proceeds to S620.

[0095] In S620, it is determined whether the start presentation time for the big win game has elapsed. If the determination is affirmative (S620: Yes), the process proceeds to S625, and if the determination is negative (S620: No), the big win game process ends.

[0096] In S625, a large prize opening process is executed to open the large prize opening 14. In this large prize opening process, the opening time (for example, 30 seconds) set in advance as the maximum opening time of the large prize opening 14 in the opening round is consumed in synchronization with the start of opening the large prize opening 14. After this large prize opening process, the large prize game process is terminated. Here, the consumption of the opening time is performed by subtraction processing of the opening timer. Specifically, the opening timer is preset with a counter value equivalent to the opening time (30 seconds), and a process of subtracting the counter value is executed each time the large prize game process is executed (each time the timer interrupt process is executed), and the opening time is considered to have elapsed when the counter value becomes 0. Of course, the measurement means for the opening time is not limited to the subtraction processing of the opening timer, and other means can be used. Furthermore, in this embodiment, in the large prize opening processing of S625, when the opening of the large prize opening 14 begins, information indicating the start of an opening round and information indicating that this is the first opening round are transmitted to the sub-integrated control device 83.

[0097] In S650 of FIG. 14 following the positive determination of S605, it is determined whether the number of game balls entering the big prize opening 14 has reached 10. If the determination is positive (S650: Yes), the process proceeds to S660, and if the determination is negative (S650: No), the process proceeds to S655. In S655, it is determined whether the opening time (30 seconds) has elapsed due to the expiration of the time of the opening timer described above. Here, if the determination is positive (S655: Yes), the process proceeds to S660, and if the determination is negative (S655: No), the big prize game processing is terminated. In S660, the big prize opening closing process is executed to close the big prize opening 14 (the opening round is terminated). In the following S665, a big prize interval process is executed to set an interval between each opening round of the big prize game, and the big prize game processing is terminated.

[0098] 14, which follows the positive determination of S610, determines whether the interval time for the big win game has elapsed. If the determination is positive (S670: Yes), the process proceeds to S675, and if the determination is negative (S670: No), the big win game process ends. In S675, it is determined whether the final round has ended, and if the determination is positive (S675: Yes), the process proceeds to S680, and if the determination is negative (S675: No), the process proceeds to S685. In S680, a jackpot end performance process is executed. In the jackpot end performance process, information required for the jackpot end performance, such as the performance time required for the jackpot end performance, the number of prize balls acquired during the jackpot game, the number of consecutive wins through the probability change game state, and other result information, is determined. In the following S682, a jackpot end performance command transmission process is executed, and a jackpot end performance command including information indicating that the final opening round has ended, the performance time determined in the jackpot end performance process, the result information, and information on the game state to be transitioned to after the jackpot game, is transmitted to the sub-integrated control device 83. After this S682, the jackpot game process is terminated. In S685, the large prize opening process is executed. In this process, the same process as S625 described above is executed, the large prize opening 14 is opened, and the opening time (30 seconds) starts. Furthermore, in the same manner as S625 described above, information indicating the start of the opening round and information indicating the number of opening rounds that have started are transmitted to the sub-integrated control device 83.

[0099] In S700 of Fig. 15, which follows the positive judgment of S615, it is judged whether the time for the big win end performance has ended. If the judgment is positive (S700: Yes), the process proceeds to S705, and S705 and S710 are executed in sequence, while if the judgment is negative (S700: No), the big win game process is terminated. In S705 and S710, the accessory continuous operation device and the condition device are stopped, and the process proceeds to S715.

[0100] In S715, the limit number count process is executed, and the number of times of repeating the probability variable is incremented. As described above, this number of times of repeating the probability variable indicates the number of times of the probability variable game state repeated through the jackpot game, and is counted every time the game state is shifted to the probability variable game state. Then, when the game state is shifted to the normal game state after the jackpot game, the number of times of repeating the probability variable is reset. In this way, the number of times of repeating the probability variable is counted, and when the number of times of repeating the probability variable reaches the limit number (9 times), the jackpot pattern mode (the 1st to 4th jackpot pattern modes, the 11th and 12th jackpot pattern modes) that will shift to the normal game state is selected in the hit / miss judgment process as described above. After this S715, the process proceeds to S720.

[0101] In S720, it is determined whether or not to transition to the variable probability game state after the big win game. If the result is positive (S720: Yes), the process proceeds to S725, and if the result is negative (S720: No), the process proceeds to S740. In the variable probability count setting process in S725, the upper limit value of the number of special chart changes that can be executed during the variable probability game state (the upper limit value for variable probability) is set to the variable probability count. Here, in this embodiment, as described above, since the upper limit value for variable probability is set to 100 times, the variable probability count setting process is set to 100 times. In the following S730 and S735, the high probability flag is set to 1 and the first time reduction flag is set to 1, and the process proceeds to S760.

[0102] In S740, it is determined whether or not to transition to the temporary short game state after the big win game, and if the determination is affirmative (S740: Yes), the process proceeds to S745, and if the determination is negative (S740: No), the process proceeds to S760. In the temporary short game count setting process in S745, the upper limit value of the number of special chart changes that can be executed during the first time-saving game state (the upper limit value for the first time-saving) is set as the first time-saving count. Here, in this embodiment, as described above, since the upper limit value for the first time-saving is set to 100 times, in the first time-saving count setting process, the temporary short game count is set to 100 times. In the following S750, the first time-saving flag is set to 1, and the process proceeds to S760.

[0103] In S760 and S765, a process of transmitting a jackpot end command to the sub-integrated control device 83 to end the performance related to the jackpot game and a state designation command transmission process are executed, and the jackpot game process is terminated. Here, in this embodiment, in S765, information indicating that the normal game state, the first time-saving game state, or the probability variable game state will be started is transmitted to the sub-integrated control device 83 according to the high probability flag and the first time-saving flag set by the above S730, S735, and S750. That is, when the high probability flag = 1 and the first time-saving flag = 1, information indicating the start of the probability variable game state is transmitted, when the high probability flag = 0 and the first time-saving flag = 1, information indicating the start of the first time-saving game state is transmitted, and when the high probability flag = 0 and the first time-saving flag = 0, information indicating the start of the normal game state is transmitted. Furthermore, when transmitting information indicating the start of the first time-saving game state and the special probability game state, information on the number of special probability game states set in S725 or information on the first time-saving game state set in S745 is also transmitted.

[0104] Next, the main part of the present invention will be described. In the pachinko machine 1 of this embodiment, in the probability variation game state to which the game is transferred after a jackpot game, the number of probability variations (the remaining number for which the winning / losing judgment process can be executed) in the probability variation game state is notified by displaying it on the performance pattern display device 6, and in the first time-saving game state to which the game is transferred after a jackpot game, the number of temporary short-time games (the remaining number for which the winning / losing judgment process can be executed) in the first time-saving game state is notified by displaying it on the performance pattern display device 6. Here, in this embodiment, during the variation of the special pattern in which the probability variation number and the first time-saving number have become the predetermined remaining number display number value, the remaining number display patterns 125, 128 (see Figs. 19 and 20) that respectively indicate the probability variation number and the first time-saving number are displayed on the performance pattern display device 6. The remaining number display number value is set to 50 times and 10 times to 1 time in both cases of the probability variation number and the first time-saving number. That is, in the probability variation state, during the variation of the special symbol when the probability variation number is 50, the probability variation number remaining number display symbol 125 (see FIG. 19) suggesting the 50 times is displayed, and when the probability variation number becomes 10 times or less, the probability variation number remaining number display symbol 125 is displayed in countdown every time the winning / losing judgment process is executed. In the first short game state, the first time short game symbol remaining number symbol 128 is displayed (see FIG. 20) in the same way as the probability variation number.

[0105] In addition, in the second time-saving game state, the second time-saving number of times (the remaining number for which the winning / losing judgment process can be executed) in the second time-saving game state is notified by displaying it on the effect pattern display device 6. In the second time-saving game state, while the special pattern fluctuates when the second time-saving number of times has become a predetermined remaining number display number value, a remaining number pattern (not shown) suggesting the second time-saving number of times is displayed on the effect pattern display device 6. Here, since the upper limit value of the second time-saving number of times is set to 1000 times, 500 times, 200 times, 100 times, 50 times, and 10 times to 1 time are set as the remaining number display number value of the second time-saving number of times. That is, in the second time-saving game state, while the special pattern fluctuates when the second time-saving number of times = 500 times, the remaining number pattern of the second time-saving number of times suggesting the 500 times is displayed, and the remaining number pattern is similarly displayed even when the second time-saving number of times = 200 times, 100 times, and 50 times. Then, when the number of second time-saving times becomes 10 or less, a countdown is displayed in the same manner as in the case of the number of chance bonus times described above.

[0106] Furthermore, in the normal game state, the first time-saving game state, and the second time-saving game state, the cumulative number of changes is counted (S220 of the winning / losing judgment process), and when the cumulative number of changes reaches a predetermined cumulative display number value, the cumulative remaining number pattern 131 (see FIG. 18) indicating the number of changes of the special pattern required to reach the threshold value (900 times) of the cumulative number of changes (hereinafter referred to as the remaining number of cumulative changes) is displayed on the performance pattern display device 6. Here, since the threshold value of the cumulative number of changes is set to 900 times, 800 times, 850 times, and 890 times to 899 times are set as the cumulative display number of the cumulative number of changes. That is, during the change of the special pattern that has reached the cumulative number of changes = 800 times, the cumulative remaining number pattern 131 indicating the remaining number = 100 times until the threshold value is reached is displayed, and when the cumulative number of changes = 850 is reached, the cumulative remaining number pattern 131 indicating the remaining number = 50 times is displayed. When the cumulative number of changes is 890 to 899, the cumulative remaining number symbols 131 of 10 to 1 are displayed in sequence each time the winning / losing determination process is executed, thereby displaying a countdown.

[0107] On the other hand, in this embodiment, when the normal game state is entered, the cumulative remaining number symbols 132, 133 (see Figs. 19-21) suggesting the remaining number until the cumulative number of times of change reaches the threshold value are displayed on the performance symbol display device 6. The occasions when the display of the cumulative remaining number symbols 132, 133 is executed are the end of the probability change game state when the probability change number is 0, the end of the first time-limited game state when the temporary time-limited number is 0, and the end of the jackpot game executed by the confirmation of the jackpot in the first to fourth, eleventh, and twelfth jackpot symbol modes. At the end of the probability change game state and the end of the jackpot game, the remaining number of the cumulative number of times of change until the threshold value (900 times) is reached is the threshold value, so the cumulative remaining number symbol 132 suggesting the remaining number (=900 times) is displayed. In addition, when the display is made at the end of the first time-saving game state, the remaining number of cumulative fluctuations is the value (=800 times) obtained by subtracting the upper limit value (100 times) of the first time-saving game state from the threshold value of the cumulative fluctuations, so that the cumulative remaining number pattern 133 indicating the remaining number (=800 times) is displayed. As described above, the cumulative number of fluctuations is cleared by the jackpot probability change and is not counted in the probability change game state (high probability flag = 1), so the remaining number of cumulative fluctuations at the end of the probability change game state and the end of the jackpot game is the threshold value (900 times). On the other hand, since the cumulative number of fluctuations is counted in the first time-saving game state, the value obtained by subtracting the upper limit value of the first time-saving game state from the threshold value of the cumulative number of fluctuations is the remaining number of cumulative fluctuations at the end of the first time-saving game state (= 800 times).

[0108] The cumulative remaining number symbols 132, 133 displayed when transitioning to the normal game state are displayed in the probability variable end effect executed when the probability variable game state ends, the first time-saving game state ends when the first time-saving game state ends, and the jackpot end effect executed when the jackpot game ends. That is, the probability variable end effect when transitioning from the probability variable game state to the normal game state and the jackpot end effect when the normal game state starts after the jackpot game ends are effects that include the display of the cumulative remaining number symbols 132, and the first time-saving game state ends when transitioning from the first time-saving game state to the normal game state are effects that include the display of the cumulative remaining number symbols 133.

[0109] Next, the special variable performance process (FIG. 16) and the state transition performance process (FIG. 17) that notify the remaining number of the probability variable number, the first time reduction number, the second time reduction number, and the cumulative variable number will be described below. These special variable performance process and the state transition performance process are processes executed by the sub-integrated control device 83.

[0110] A flowchart of the special variable performance process is shown in Figure 16. This special variable performance process is a process that is periodically (for example, a timer interrupt process with a 2 ms period) executed by the sub-integrated control device 83, and is executed according to commands and information sent from the main control device 80 by the hit / miss judgment process described above.

[0111] In the special variation performance process, in S1000, it is determined whether or not the variation start command has been received from the main control device 80. If the determination is affirmative (S1000: Yes), the process proceeds to S1005, and if the determination is negative (S1000: No), the special variation performance process is terminated. Here, the variation start command is transmitted from the main control device 80 by S260 of the win / loss determination process as described above, and includes information on the variation time of the special symbol, the stop mode of the special symbol, the variation pattern, the number of times of the probability variation, the information on the number of times of the first time reduction, the information on the number of times of the second time reduction, and the information on the cumulative number of times of variation, etc.

[0112] In S1005, it is determined whether or not the high probability flag is 1 (high probability game state). If the determination is affirmative (S1005: Yes), the process proceeds to S1010, and if the determination is negative (S1005: No), the process proceeds to S1015.

[0113] In S1010, a process for setting the number of chance bonuses is executed. In the process for setting the number of chance bonuses, the remaining number display number for chance bonuses (50 times, 10 times to 1 time) is made valid, and it is determined whether the number of chance bonuses in the chance bonus game state is the remaining number display number. Then, when the number of chance bonuses = the remaining number display number, a display mode of the remaining number display pattern 125 suggesting the number of chance bonuses (= the remaining number display number) is determined. On the other hand, when the number of chance bonuses is different from the remaining number display number, it is determined not to display the remaining number display pattern 125. After this S1010, the process proceeds to S1040.

[0114] In S1015, it is determined whether or not the first time-shortening flag = 1 (first time-shortening gaming state). If the determination is affirmative (S1015: Yes), the process proceeds to S1020, and if the determination is negative (S1015: No), the process proceeds to S1025. In S1025, it is determined whether or not the second time-shortening flag = 1 (second time-shortening gaming state). If the determination is affirmative (S1025: Yes), the process proceeds to S1020, and if the determination is negative (S1025: No), the process proceeds to S1030.

[0115] In S1020, a time-saving number of times effect determination process is executed. In the time-saving number of times effect determination process, when the first time-saving flag = 1 (first time-saving game state), the remaining number display number value (50 times, 10 times to 1 time) for the first time-saving is validated, and it is determined whether or not the first time-saving number is the remaining number of times display value. Then, when the first time-saving number = the remaining number of times display value, the display mode of the remaining number display pattern 128 suggesting the first time-saving number (= the remaining number of times display value) is determined. On the other hand, when the second time-saving flag = 1 (second time-saving game state), the remaining number display number value (500 times, 200 times, 100 times, 50 times, and 10 times to 1 time) for the second time-saving is validated, and it is determined whether or not the second time-saving number is the remaining number of times display value. Then, when the second time-saving number = the remaining number of times display value, the display mode of the remaining number display pattern 128 suggesting the second time-saving number (= the remaining number of times display value) is determined. After S1020, the process proceeds to S1030. In addition, when the first time-saving play count is different from the remaining number display count in the first time-saving play state, and when the second time-saving play count is different from the remaining number display count in the second time-saving play state, it is decided not to display the remaining number display pattern 128, and the process proceeds to S1030.

[0116] In S1030, a cumulative remaining number effect determination process is executed. In the cumulative remaining number effect determination process, in the normal game state, the first time-saving game state, and the second time-saving game state, it is determined whether the cumulative change count is the cumulative display count value (800 times, 850 times, and 890 times to 899 times), and when the cumulative change count = the cumulative display count value, a display mode of the cumulative remaining number pattern 131 that suggests the remaining number of the cumulative change count (100 times, 50 times, 10 times to 1 time) is determined. On the other hand, when the cumulative change count is different from the cumulative display count value, it is determined not to display the cumulative remaining number pattern 131. After this S1030, the process proceeds to S1040.

[0117] In S1040, a special variable performance determination process is executed. In the special variable performance determination process, the stop pattern mode of the special performance patterns 101a to 101c to be displayed on the performance pattern display device 6 is determined based on the result of the hit / miss judgment included in the variable start command and the stop pattern of the special pattern, and a series of special variable performances from the start of the variable display of the special performance patterns 101a to 101c to the display of the stop pattern mode of the special performance patterns 101a to 101c is determined based on the information on the variable time of the special patterns and the presence or absence of reach execution included in the variable start command. Furthermore, if the display mode of the remaining number display patterns 125, 128 and the display mode of the cumulative remaining number pattern 131 have been determined in the above-mentioned S1010, S1020, and S1030, a performance in which the remaining number display patterns 125, 128 and the cumulative remaining number pattern 131 are displayed during the special variable performance is determined.

[0118] In the following S1045, a special variable performance display process is executed. In the special variable performance display process, a command to display the special variable performance (including the performance of the remaining number display symbols 125, 128 and the cumulative remaining number symbol 131) determined in the above S1040 is transmitted to the performance symbol control device 82. By transmitting this command, the sub-integrated control device 83 controls the display of a series of special variable performances from the stop of the special performance symbols 101a to 101c to the display in the stopped symbol mode on the performance symbol display device 6 via the performance symbol control device 82. After S1045, the special variable performance process is terminated. When the effect symbol control device 82 receives a command to display the special variable effect from the sub-integrated control device 83, it generates video data from the start of the variation of the special effect symbols 101a to 101c to the display in the stopped symbol mode according to the information on the special variable effect included in the command. This video data also includes data for displaying the remaining number display symbols 125, 128 and the cumulative remaining number symbol 131. By playing the video data thus generated on the effect symbol display device 6, the effect from the stop of the variation of the special effect symbols 101a to 101c to the stop display in the stopped symbol mode and the effect of displaying the remaining number display symbols 125, 128 and the cumulative remaining number symbol 131 during the effect are executed.

[0119] The above-mentioned state transition performance process is shown in a flowchart in Fig. 17. This state transition performance process is a process that is periodically (for example, a timer interrupt process with a 2 ms period) executed by the sub-integrated control device 83, and is executed according to commands and information transmitted from the main control device 80 by the above-mentioned hit / miss judgment process.

[0120] In S1100, it is determined whether or not a state designation command has been received from the main control device 80. If the determination is affirmative (S1100: Yes), the process proceeds to S1130, and if the determination is negative (S1100: No), the process proceeds to S1105. As described above, the state designation command is transmitted from the main control device 80 by S360 and S480 of the win / loss determination process, and includes information for changing the game state (information for transitioning to a normal game state, information for transitioning to a second time-saving game state, etc.).

[0121] In S1105, it is determined whether or not a jackpot end effect command has been received from the main control device 80. If the determination is affirmative (S1105: Yes), the process proceeds to S1110, and if the determination is negative (S1105: No), the state transition effect process ends. Here, the jackpot end effect command is transmitted from the main control device 80 by S682 of the jackpot game process as described above, and includes information on the end of the final round of the jackpot game, the presentation time of the jackpot end effect, and information on the game state to transition to after the jackpot game.

[0122] In S1110, it is determined whether or not to transition to a normal game state after the jackpot game based on the jackpot end performance command. If the determination is affirmative (S1100: Yes), the process proceeds to S1115, and if the determination is negative (S1100: No), the process proceeds to S1120. Here, since the jackpot end performance command has information on the game state to transition to after the jackpot game as described above, in S1110, it is determined whether or not to transition to a normal game state as described above based on the information.

[0123] In S1115, a cumulative remaining number display determination process is executed. In the cumulative remaining number display determination process, the display mode of the cumulative remaining number pattern 132 indicating the remaining number of the cumulative fluctuation number is determined. Here, since S1115 is executed in response to the reception of the jackpot end display command, the remaining number of the cumulative fluctuation number at this point is 900 times (= threshold value). Therefore, the display mode of the cumulative remaining number pattern 132 determined in S1115 indicates the remaining number of the cumulative fluctuation number = 900 times.

[0124] In S1120, a process for determining the end of the jackpot performance is executed. In the process for determining the end of the jackpot performance, the performance mode of the end of the jackpot performance is determined based on the performance time of the end of the jackpot performance included in the end of the jackpot performance command and the result information (information such as the number of prize balls acquired during the jackpot game and the number of consecutive wins through the probability game state). Here, if the display mode of the cumulative remaining number pattern 132 is determined in S1115, the performance mode of the end of the jackpot performance is determined so that the end of the jackpot performance includes the display of the cumulative remaining number pattern 132. After this S1120, the process proceeds to S1150.

[0125] On the other hand, in S1130 following S1100, it is determined whether or not to transition from the high probability game state or the first time-saving game state to the normal game state based on the received state designation command. If the determination is affirmative (S1130: Yes), the process proceeds to S1135, and if the determination is negative (S1130: No), the process proceeds to S1140. Here, since the state designation command has information for changing the game state as described above, in S1130, it is determined whether or not to transition from the high probability game state or the first time-saving game state to the normal game state based on this information.

[0126] In S1135, a cumulative remaining number effect determination process is executed. In the cumulative remaining number effect determination process, the display mode of the cumulative remaining number symbols 132, 133 suggesting the remaining number of the cumulative fluctuation number described above is determined. Here, when the probability variation game state is shifted to the normal game state, the remaining number of the cumulative fluctuation number = the threshold value, so the display mode of the cumulative remaining number symbol 132 suggesting the remaining number (900 times) is determined, while when the first time-saving game state is shifted to the normal game state, the threshold value (900 times) of the cumulative fluctuation number minus the upper limit value (100 times) of the first time-saving game state (800 times) is the remaining number of the cumulative fluctuation number, so the display mode of the cumulative remaining number symbol 133 suggesting the remaining number is determined.

[0127] At S1140, a state transition effect determination process is executed. In the state transition effect determination process, the effect mode of the effect indicating the transition of the gaming state is determined based on the state designation command. Specifically, when the state designation command has end information of the probability variable game state, the display mode of the probability variable end effect is determined, when the state designation command has end information of the first time-saving game state, the presentation mode of the first time-saving end effect is determined, and when the state designation command has end information of the second time-saving game state, the presentation mode of the second time-saving end effect is determined. Here, when the state designation command has end information of the probability variable game state and the display mode of the cumulative remaining number pattern 132 is determined in the above S1130, the presentation mode of the probability variable end effect including the display of the cumulative remaining number pattern 132 is determined. Also, when the state designation command has end information of the first time-saving game state and the display mode of the cumulative remaining number pattern 133 is determined in the above S1130, the presentation mode of the first time-saving end effect including the display of the cumulative remaining number pattern 133 is determined. In this embodiment, the process of S1130 is executed only when the game state is changed from the probability variable game state and the first time-saving game state to the normal game state, so the presentation mode including the display of the cumulative remaining number patterns 132, 133 is determined only by the probability variable end presentation and the first time-saving end presentation. After this S1140, the process proceeds to S1150.

[0128] In S1150, the effect display process is executed. In the effect display process, a command for displaying the big win end effect or the effect indicating the transition of the game state is transmitted to the effect pattern control device 82 according to the effect mode determined in S1120 or S1140. By transmitting this command, the sub-integrated control device 83 controls the display of the big win end effect or the effect indicating the transition of the game state on the effect pattern display device 6 via the effect pattern control device 82. Here, if the effect modes of the big win end effect, the probability variable end effect, and the first time-saving end effect, including the display of the cumulative remaining number patterns 132, 133, are determined, a command for displaying these effects is transmitted to the effect pattern control device 82. Furthermore, if the effect modes of the big win end effect, the probability variable end effect, and the first time-saving end effect include the display of the cumulative remaining number patterns 132, 133, the command for displaying each of these effects includes information for displaying the cumulative remaining number patterns 132, 133. When the effect symbol control device 82 receives a command from the sub-integrated control device 83 to display the jackpot end effect, the probability variable end effect, and the first time-saving end effect, it generates video data to display each of these effects according to the information included in the command. By playing the video data thus generated on the effect symbol display device 6, the jackpot end effect, the probability variable end effect, and the first time-saving end effect are displayed. Here, if the received command contains information for displaying the cumulative remaining number patterns 132, 133, the video data generated based on the command contains data for displaying the cumulative remaining number patterns 132, 133. By playing this video data, the jackpot end effect, the probability variable end effect, and the first time-saving end effect, including the display of the cumulative remaining number patterns 132, 133, are displayed.

[0129] Next, the display modes of the remaining number display symbols 125, 128 and the cumulative remaining number symbols 131 to 133 displayed on the performance symbol display device 6 will be described according to the progress of the game. For example, in the normal game state, as shown in Fig. 18(A), a message pattern 105 of "Tatsukichi mode" indicating the normal game state and a character pattern 102 of "Tatsukichi the bear" are displayed on the screen of the effect pattern display device 6, and the special effect patterns 101a-101c are displayed in a variable manner in accordance with the variation of the special patterns. After the variable display of the special effect patterns 101a-101c starts, each of the special effect patterns 101a-101c is displayed in a stopped state in sequence, and when the combination indicating a loss (loss stop pattern mode) is displayed in a stopped state as shown in Fig. 18(B), a loss is confirmed. Then, a message pattern 104 indicating a loss is displayed on the effect pattern display device 6.

[0130] In such a normal game state, as described above, the cumulative number of changes is counted each time the reserved memory is consumed (each time the special performance symbols 101a to 101c change).

[0131] In the normal game state, when the cumulative number of fluctuations reaches 800, the cumulative remaining number symbol 131 indicating the remaining number of the cumulative fluctuations (100) is displayed in the fluctuation table of the special performance symbols 101a to 101c as shown in Fig. 18(C). Note that the cumulative remaining number symbol 131 indicating the remaining number of the cumulative fluctuations is displayed during the fluctuation of the special performance symbols 101a to 101c when the cumulative number of fluctuations is 700, 750, and 790 to 799, as described above.

[0132] Also, as shown in Fig. 18(D), when the special effect symbols 101a and 101c are displayed in a stopped state during normal game play, a message symbol 106 indicating a reach is displayed. After that, as shown in Fig. 18(E), when the special effect symbol 101b is displayed in a stopped state and a combination indicating a jackpot (a jackpot stop symbol pattern) is displayed, the jackpot is confirmed, and a message symbol 107 indicating the jackpot confirmation is displayed.

[0133] When a jackpot is confirmed, as described above, a jackpot game is executed in which opening rounds for opening the jackpot opening 14 are repeated. During this jackpot game, as shown in Fig. 19(A), a message symbol 111 of "Tatsukichi Bonus" and a character symbol 112 are displayed to indicate that the jackpot game is being executed, and a symbol 113 indicating the number of opening rounds in the jackpot game is displayed.

[0134] After that, when the final open round is over, a jackpot end effect is displayed as shown in FIG. 19(B). The jackpot end effect is an effect that displays a message pattern 115 indicating the end of the jackpot game and a pattern 116 indicating result information during the jackpot game. Here, if a transition to a probability variable game state after the jackpot game is determined at the time of the jackpot determination, a message pattern 117 indicating a transition to the probability variable game state is displayed in the jackpot end effect. In this embodiment, the probability variable game state is called "Tatsukichi RUSH".

[0135] In the probability variation game state, as shown in Fig. 19(C), a message symbol 122 of "Tatsukichi RUSH" indicating the probability variation game state and a performance symbol 121 are displayed. In the probability variation game state, the special performance symbols 101a to 101c are displayed in a reduced size in the upper right part of the display screen of the performance symbol display device 6. In such a probability change game state, as described above, the probability change count is subtracted each time the special performance symbols 101a to 101c change. Then, when the probability change count reaches 50 times (remaining number display number value) in the probability change game state, as shown in FIG. 19(D), a remaining number display symbol 125 suggesting the probability change count = 50 times is displayed during the display of the special performance symbols 101a to 101c. Similarly, each time the probability change count reaches the remaining number display number (50 times, 10 times to 1 time), a remaining number display symbol 125 suggesting the respective probability change count is displayed.

[0136] After this, the game repeatedly transitions to the probability game state via the big win game, and when the number of times the big win game is executed reaches the limit number (10 times), it is decided to transition to the normal game state after the 10th big win game. Then, in the big win end performance displayed with the end of this 10th big win game, the cumulative remaining number pattern 132 is displayed, which indicates the remaining number until the cumulative fluctuation number reaches the threshold value, as shown in FIG. 19(E). In this case, as described above, since the remaining number of the cumulative fluctuation number = the threshold value (900 times), the cumulative remaining number pattern 132 indicating the remaining number is displayed. When such a big win end performance ends, the game transitions to the normal game state, and the message pattern 105 and the character pattern 102 of the "Tatsukichi mode" are displayed, as shown in FIG. 19(F).

[0137] On the other hand, when the game is shifted to the first time-saving game state after the jackpot game, as shown in Fig. 20(B), a message symbol 115 indicating the end of the jackpot game and a result information symbol 116 are displayed with the end of the jackpot game (Fig. 20(A)), and a message symbol 118 indicating the shift to the first time-saving game state is displayed. In this embodiment, the first time-saving game state is called "Tatsukichi Chance".

[0138] In the first short time game state, as shown in Fig. 20(C), a message symbol 127 of "Tatsukichi Chance" indicating the first short time game state and a performance symbol 126 are displayed. In this first short time game state, the special performance symbols 101a to 101c are displayed in a reduced size, similar to the above-mentioned probability variation game state.

[0139] In such a first time-saving gaming state, as described above, each time the special performance symbols 101a to 101c change (each time the reserved memory is consumed), the first time-saving number of times is subtracted and the cumulative number of times of change is counted. In the first short game state, each time the first short game count reaches the remaining number display value (50 times, 10 times to 1 time), the remaining number display pattern 128 suggesting each first short game count is displayed during the variable display of the special performance patterns 101a to 101c. For example, when the first short game count reaches 10 times, the remaining number display pattern 128 suggesting the first short game count = 10 times is displayed as shown in FIG. 20 (D). After that, when the first short game count reaches 1 time, the remaining number display pattern 128 suggesting the first short game count = 1 time is displayed as shown in FIG. 20 (E).

[0140] When the first time-saving number of times becomes 0 in the temporary time-saving game state, the first time-saving game state is ended and the game state transitions to the normal game state, as described above. At the end of the first time-saving game state, the temporary time-saving end effect including the display of a message pattern 129 suggesting the end of the first time-saving game state is executed, as shown in FIG. 20(F). Furthermore, when transitioning from the first time-saving game state to the normal game state, the cumulative remaining number pattern 133 is displayed in the temporary time-saving end effect. Here, the cumulative remaining number pattern 133 suggests the remaining number = 800 times obtained by subtracting the cumulative number of fluctuations (100 times) counted in the first time-saving game state from the threshold value (900 times) of the cumulative number of fluctuations. When the first time-saving end effect is ended, the game transitions to the normal game state (see FIG. 19(F)).

[0141] Also, when it is determined at the time of the jackpot determination that the game will transition to a normal game state after the jackpot game, as shown in FIG. 21(B), a jackpot end effect is executed with the end of the jackpot game (FIG. 21(A)), which displays a message symbol 115 indicating the end of the jackpot game, a symbol 116 showing the result information, and the cumulative remaining number symbol 132. In this case, since the remaining number of cumulative fluctuations is equal to the threshold value (900 times), the cumulative remaining number symbol 132 suggesting the threshold value is displayed. When the game transitions to the normal game state after the end of this jackpot end effect, the message symbol 105 and character symbol 102 of the "Tatsukichi mode" are displayed, as shown in FIG. 21(C).

[0142] In addition, when the probability change game state transitions to the normal game state due to the probability change count becoming 0 in the probability change game state, the probability change end effect (not shown) is executed, which indicates the end of the probability change game state, and the cumulative remaining number pattern 132 is displayed in the probability change end effect. Here, in the probability change end effect, a message pattern indicating the end of the probability change game state and a pattern indicating result information in the probability change game state (for example, the number of winning balls and the number of reaches, etc.) are displayed.

[0143] Next, the features of this embodiment will be described. As described above, the pachinko machine 1 of this embodiment is configured to display the cumulative remaining number symbols 132, 133, which indicate the remaining number of cumulative fluctuations required until the transition to the second time-saving game state (the establishment of the second time-saving transition condition) when transitioning from the jackpot game, the probability variation game state, and the first time-saving game state to the normal game state, on the performance symbol display device 6. Here, the first time-saving game state is a game state to which transition can be made via a jackpot game, while the second time-saving game state is a game state to which transition can be made without via a jackpot game. According to this configuration, the cumulative remaining number symbols 132, 133 are displayed when the game is switched to the normal game state, so that the player can be made aware of the number of times the special symbols are changed and the number of times reserved memory is consumed (the remaining number of cumulative changes) required to switch to the second time-saving game state each time the game is switched to the normal game state, and therefore the player's emotions of expecting the switch to the second time-saving game state can be effectively stimulated. Furthermore, there is an excellent effect in that the display of the cumulative remaining number symbols 132, 133 can appeal to players who are not aware of the function of switching to the second time-saving game state.

[0144] In a typical pachinko machine, since the jackpot game, the probability game state, and the first time-saving game state are advantageous to the player compared to the normal game state, when such advantageous game states end and the game transitions to the normal game state, the player's motivation to play tends to decrease. Therefore, at the timing of transition from an advantageous game state to the normal game state, the player often changes the machine or ends the game. Furthermore, in a configuration having a function of transitioning to the second time-saving game state when the second time-saving transition condition is established, there is a difference in the remaining number of the cumulative number of times between a machine that has finished playing at the time of transition to the normal game state and a machine that has finished playing after changing the special pattern in the normal game state, so the next player who starts playing on the latter machine is more advantageous than the former machine. Therefore, in such a configuration, there is a strong tendency to stop playing at the timing of transition from the advantageous game state to the normal game state. In the configuration of the present embodiment described above, each time the game state transitions from the advantageous game state to the normal game state, the display of the cumulative remaining number symbols 132, 133 can stimulate the player's emotions of expecting a transition to the second time-saving game state. This can evoke the player's emotions of wanting to continue playing, and can encourage the player to continue playing. Therefore, according to this configuration, it is possible to prevent the game from being ended when the game state transitions to the normal game state, which can generally contribute to improving the operating rate of the machine.

[0145] Also, in conventional pachinko machines, a configuration is known in which the remaining number of cumulative fluctuations is notified only when the number of times the special symbols are changed or the number of times reserved memory is consumed (the remaining number of cumulative fluctuations in this embodiment) required to transition to the second time-saving game state reaches a predetermined number (for example, 500 times, 200 times, 100 times, etc.). In such a conventional configuration, when transitioning from a jackpot game, a probability game state, or a first time-saving game state to a normal game state, if the remaining number of cumulative fluctuations does not reach the predetermined number, the remaining number of cumulative fluctuations is not notified. Therefore, when transitioning to the normal game state, the player does not know how long it will take to transition to the second time-saving game state. In contrast to such a conventional configuration, in the configuration of the present embodiment described above, when the game state is changed to the normal game state, the player can know the remaining number of cumulative changes, and the above-mentioned action and effect is achieved. Furthermore, when the game state is changed, since the presentation content is generally changed significantly, the player who pays attention to the change in the presentation content can easily and clearly see the cumulative remaining number pattern. This makes it easier for the player to know the remaining number of cumulative changes, which can further contribute to the improvement of the above-mentioned action and effect.

[0146] In addition, the configuration of this embodiment displays the cumulative remaining number symbols 132, 133 in the jackpot end effect when transitioning to a normal game state after a jackpot game, the probability variable end effect when transitioning from a probability variable game state to a normal game state, and the first time-saving end effect when transitioning from a first time-saving game state to a normal game state. As a result, the jackpot end effect has both a function of notifying the end of the jackpot game and a function of notifying the remaining number of cumulative fluctuations, so that the effect of making the player aware of the remaining number of cumulative fluctuations is improved. In particular, in this embodiment, the jackpot end effect notifies the result information during the jackpot game, so it is easy to attract the player's interest and is excellent in the effect of making the player aware of the remaining number of cumulative fluctuations. The probability variable end effect and the first time-saving end effect that display the cumulative remaining number symbols 132, 133 can also have the same effect. Therefore, according to the configuration of this embodiment, the aforementioned effect of stimulating the player's anticipation for the second time-shortened gaming state can be further improved.

[0147] In addition, the configuration of this embodiment displays the cumulative remaining number pattern 131, which indicates the remaining number of the cumulative fluctuations, each time the cumulative fluctuation number reaches a predetermined cumulative display number value (800 times, 850 times, and 890 times to 899 times). Since the remaining number of the cumulative fluctuations is displayed both when the game state is changed and when the cumulative display number is reached, it is easier for the player to grasp the remaining number of the cumulative fluctuations compared to displaying only one of them. This allows the player to play the game while looking ahead to the transition to the second time-saving game state, so that the player can enjoy the game even more.

[0148] The following describes the correspondence between the terms used in the above-described embodiments and the terms described in the claims. The pachinko machine 1 corresponds to an example of a pinball game machine according to the present invention. The second starting port 12 corresponds to an example of a variable starting port according to the present invention. The steps S165 to S200 of the pass / fail determination process correspond to an example of the pass / fail determination means according to the present invention. The big win game in which the big win opening 14 is opened corresponds to an example of a special game operation according to the present invention. The big win game process corresponds to an example of the special game control means according to the present invention. The state in which a big win game is being executed, the probability variation game state, the first time-saving game state, and the second time-saving game state correspond to examples of advantageous game states according to the present invention. And the second time-saving game state corresponds to an example of an easy-entry ball game state according to the present invention. The win / loss determination process S315 to S350 and S400 to S470, and the big win game process S720 to S750 correspond to an example of the state change control means according to the present invention. The display of various symbols 101a to 101c, 102, 105 to 107, 111 to 116, 121, 122, 125 to 129, and 131 to 133 on the effect symbol display device 6 corresponds to an example of a game effect according to the present invention. The sub-integrated control device 83 and the performance symbol control device 82 correspond to an example of a game performance control means according to the present invention. S220 of the pass / fail determination process corresponds to an example of a determination counting means according to the present invention. The cumulative number of changes corresponds to an example of the cumulative number of determinations according to the present invention. The steps S460 to S470 of the win / lose determination process correspond to an example of the easy ball state transition means according to the present invention. The transition to the normal gaming state corresponds to an example of a conversion of the gaming state according to the present invention. The remaining number until the cumulative number of changes reaches the threshold value (the remaining number of cumulative changes) corresponds to an example of state transition information according to the present invention. The display of the cumulative remaining number symbols 132 and 133 corresponds to an example of the information suggestion presentation according to the present invention. The state transition presentation process executed by the sub-integrated control device 83 and the presentation pattern control device 82 correspond to an example of a suggestion presentation means according to the present invention. The jackpot end effect, the special probability end effect, and the first time-saving end effect correspond to examples of game state transformation effects according to the present invention.

[0149] A variation of the above-mentioned embodiment will now be described.

[0150] In the embodiment, the cumulative remaining number symbols 132, 133 are displayed when the game is switched to the normal game state, but the cumulative remaining number symbols may be displayed when the game is switched to the jackpot game, the probability game state, and the first time-saving game state in addition to when the game is switched to the normal game state. The cumulative remaining number symbols may also be displayed when the game is switched to the normal game state and the first time-saving game state. In this configuration, the cumulative number of changes is counted in the first time-saving game state, so that the change in the cumulative remaining number symbols is notified by the display of the cumulative remaining number symbols at the start of the first time-saving game state and at the time of switching from the first time-saving game state to the normal game state, thereby further improving the effect of stimulating the player's expectation for the second time-saving game state. In particular, when transitioning to the first time-saving game state after a jackpot game, the player tends to feel disappointed because the game does not transition to a guaranteed bonus game state, which is more advantageous than the first time-saving game state. However, by displaying the accumulated remaining number symbol at the start of this first time-saving game state, it is possible to show that the accumulated number of fluctuations is being consumed in the first time-saving game state, thereby suppressing the aforementioned disappointing feelings and giving the player a feeling of gain. In addition, in the configuration in which the cumulative remaining number symbol is displayed at the start of the first time-saving game state, a cumulative remaining number symbol that indicates the remaining number of cumulative fluctuations at the end of the first time-saving game state may be displayed in advance without indicating the remaining number of cumulative fluctuations at the start of the first time-saving game state. With this configuration, even if a jackpot does not occur in the first time-saving game state, it is possible to appeal to the player that the normal game state can be started with a smaller remaining number of cumulative fluctuations compared to the probability variable game state.

[0151] In the embodiment, the cumulative remaining number symbols 132, 133 are displayed in the jackpot end effect suggesting the end of the jackpot game, the probability variable end effect suggesting the end of the probability variable game state, and the first time-saving end effect suggesting the end of the first time-saving game state, but this is not limited to the above, and for example, the cumulative remaining number symbols 132, 133 may be displayed in the effect indicating the start of the normal game state. Also, the cumulative remaining number symbols 132, 133 may be displayed in both the jackpot end effect, the probability variable end effect, and the first time-saving end effect, and the effect indicating the start of the normal game state, respectively. Furthermore, the cumulative remaining number symbols 132, 133 may be selectively displayed in either the jackpot end effect, the probability variable end effect, and the first time-saving end effect, or the effect indicating the start of the normal game state. Alternatively, it is also possible to execute a performance in which the cumulative remaining number symbols 132, 133 are displayed, in addition to the performances indicating the end of the big win, the end of the probability change, the end of the first time reduction, and the start of the normal game state. For example, it is possible to execute a performance in which the cumulative remaining number symbols 132, 133 are displayed at a predetermined timing when the performances indicating the end of the big win, the end of the probability change, the end of the first time reduction, and the start of the normal game state are executed. Furthermore, in a configuration in which the start performance of the normal game state is not executed, the cumulative remaining number symbols 132, 133 may be displayed after the end of the end of the big win, the end of the probability change, and the end of the first time reduction. Furthermore, the configuration may be such that the cumulative remaining number symbols 132, 133 are displayed at a predetermined timing immediately after the start or immediately before the end of the big win game, the probability variation game state, and the first time-saving game state. That is, in this configuration, the display effect of the cumulative remaining number symbols 132, 133 is executed during the big win game, the probability variation game state, and the first time-saving game state. Here, since the remaining number display symbols 125, 128 indicating the number of probability variations or the number of temporary short games are displayed in the probability variation game state and the first time-saving game state, there is a risk that the player will be misled by the remaining number display symbols 125, 128 and the cumulative remaining number symbols 132, 133 being displayed at the same time. Therefore, it is preferable to hide the remaining number display symbols 125, 128 while the cumulative remaining number symbols 132, 133 are displayed. However, by taking measures to prevent the player from misunderstanding, it is also possible to simultaneously display the remaining number display symbols 125, 128 and the cumulative remaining number symbols 132, 133.

[0152] In the embodiment, the cumulative remaining number symbols 132, 133 are displayed in the jackpot end performance, the probability change end performance, and the first time reduction end performance, so that the cumulative remaining number symbol 132 is a symbol suggesting a threshold value (900 times), and the cumulative remaining number symbol 133 is a symbol suggesting a value obtained by subtracting the upper limit value for the first time reduction from the threshold value (800 times). However, as described above, when the cumulative remaining number symbol is displayed after the start of the normal game state, the cumulative remaining number symbol may be a symbol suggesting a remaining number obtained by subtracting the consumption in the normal game state. Specifically, a cumulative remaining number symbol suggesting 899 times obtained by subtracting 1 from the threshold value, or a cumulative remaining number symbol suggesting 799 times obtained by subtracting the upper limit value for the first time reduction and 1 from the threshold value is displayed. In this way, the remaining number of cumulative fluctuations suggested by the cumulative remaining number symbol can be changed depending on the timing of displaying the cumulative remaining number symbol. In any case, by displaying the cumulative remaining number symbol when transitioning to the normal game state, it is possible to achieve the same effect as in the embodiment.

[0153] In the embodiment, the cumulative remaining number symbol 132 displayed when the jackpot game and the probability variation game state end, and the cumulative remaining number symbol 133 displayed when the first time-saving game state end only display the remaining number (numerical value) of the cumulative variation number, but the cumulative remaining number symbol 132 and the cumulative remaining number symbol 133 can be displayed in different display modes (color, font, shape, etc.) from each other. By displaying the cumulative remaining number symbol 132 and the cumulative remaining number symbol 133 in different display modes like this, the player can easily know the game state before the transition to the normal game state. According to this configuration, for example, when the player changes to the probability variation game state or the first time-saving game state, the player can relatively easily know whether the player has consumed a part of the cumulative variation number by the cumulative remaining number symbols 132, 133 displayed when the game state transitions to the normal game state.

[0154] In the embodiment, the cumulative remaining number symbols 132, 133 indicate the remaining number of cumulative fluctuations required to reach the threshold value, but the present invention is not limited to this, and a cumulative number symbol indicating the cumulative number of fluctuations at the time of transition to the normal game state may be displayed instead of the cumulative remaining number symbol. In this configuration, the player cannot know the remaining number until the start of the second time-saving game state immediately from the display of the cumulative number symbol, but since the player can know the threshold value (second time-saving transition condition) on the game information display device installed in the game store, it is possible to know the remaining number by comparing this with the cumulative number symbol. Therefore, even in a configuration in which the cumulative number symbol is displayed, the same action and effect as in the embodiment can be achieved.

[0155] In the embodiment, the threshold value constituting the second time-saving transition condition is set to 900 times, but the threshold value can be changed and set as appropriate. For example, the threshold value can be set to 500 times, 1000 times, etc. Similarly, the upper limit value for the probability change (100 times), the upper limit value for the first time-saving (100 times), and the upper limit value for the second time-saving (1000 times) can be changed and set as appropriate. In addition, the cumulative display number value used to display the cumulative remaining number pattern 131 can also be changed and set as appropriate. For example, in the embodiment, the cumulative display number value for the cumulative variation number is set to 800, 850, and 890 to 899, but in addition to this, 400 times, 600 times, and 700 times may be set.

[0156] In the embodiment, the game is configured to transition to any one of the normal game state, the probability variable game state, and the first time-saving game state through a jackpot game, but the present invention is not limited to this, and the game may be configured to transition to the normal game state or the probability variable game state through a jackpot game. In addition, the game may be configured to transition to a third time-saving game state (low probability mode / open extension mode) when a special pattern (special performance pattern) is fixed and stopped in a predetermined time-saving winning manner. In other words, the game may be configured to transition to three types of time-saving game states: the first time-saving game state transitioned to through a jackpot game, the second time-saving game state transitioned to when the cumulative number of fluctuations reaches a threshold value, and the third time-saving game state transitioned to when the special pattern is fixed and stopped in a time-saving winning manner. Here, the third time-saving game state is terminated by reaching the upper limit value for the third time-saving (for example, 100 times) and transitioned to the normal game state, and when transitioning to the normal game state, it is preferable to display the cumulative remaining number pattern. In such a configuration that allows transition to the third time-saving game state, the accumulated remaining number symbol may be displayed at the start of the third time-saving game state. Furthermore, the accumulated remaining number symbol may be displayed immediately after the start of the third time-saving game state or immediately before the end of the third time-saving game state. In addition, in a configuration in which the accumulated remaining number symbol is displayed at the start of the third time-saving game state, the accumulated remaining number symbol that suggests the remaining number of accumulated fluctuations at the end of the third time-saving game state may be displayed in advance.

[0157] In the embodiment, the first time-saving game state and the second time-saving game state are configured to enable the same opening extension mode (the variation time of the normal symbol, the opening mode of the second start hole 12, and the average variation time of the special symbol), but this is not limited to this, and it is also possible to enable a different opening extension mode. For example, the opening extension mode enabled in the second time-saving game state can be set to have a longer variation time of the normal symbol compared to the opening extension mode of the first time-saving game state.

[0158] In the embodiment, the cumulative remaining number symbol 131 is displayed every time the cumulative variation number reaches the cumulative display number value, but it is not limited to this, and it is also possible to display the cumulative remaining number symbol 131 every time the special symbol varies (every time a win / loss determination is made). In this configuration, the game can be progressed by comparing the cumulative remaining number symbol 131 displayed every time the special symbol varies with the cumulative remaining number symbols 132, 133 displayed at the time of transition to the normal game state described above, so that the effect of stimulating the player's sense of expectation every time the special symbol varies is enhanced, and the interest in the game can be improved.

[0159] In the embodiment, when the second time-shortening transition condition is satisfied in the normal gaming state, a transition to the second time-shortening gaming state is made, whereas when the second time-shortening transition condition is satisfied in the first time-shortening gaming state, the transition to the second time-shortening gaming state is invalidated. However, the present invention is not limited to this, and it is also possible to adopt a configuration in which when the second time-shortening transition condition is satisfied in the first time-shortening gaming state, the first time-shortening gaming state is converted to the second time-shortening gaming state. Alternatively, it is also possible to adopt a configuration in which the first time-shortening gaming state is transitioned to the second time-shortening gaming state after the first time-shortening gaming state ends.

[0160] In the embodiment, the cumulative number of variations is accumulated (counted) only in the low probability mode (normal game state and time-saving game state), but the game state in which the cumulative number of variations is accumulated can be changed and set as appropriate. For example, in the embodiment, the cumulative number of variations may be accumulated only in the normal game state (non-open extension mode).

[0161] In the embodiment, the main control device has a function of counting the cumulative number of fluctuations, but the present invention is not limited to this, and the function of counting the cumulative number of fluctuations may be configured to be provided in the sub-integrated control device. For example, the sub-integrated control device is configured to have a process of counting the cumulative number of fluctuations every time it receives a fluctuation start command from the main control device.

[0162] In the embodiment, the performance pattern display device 6 is configured to display the cumulative remaining number patterns 132, 133 that indicate the remaining number of cumulative fluctuations, but the present invention is not limited to this, and the performance (information suggestion performance) that indicates the remaining number of cumulative fluctuations (state transition information) may be performed by lighting or blinking a lamp, or by sound from a speaker. Furthermore, the display on the performance pattern display device 6, the light emission by a lamp, and the sound production by a speaker may be appropriately combined. [Explanation of symbols]

[0163] 1. Pachinko machines (pinball machines) 6. Display device for performance patterns 12 Second starting port (variable starting port) 132,133 Cumulative remaining number of patterns

Claims

[Claim 1] A variable starting port that can be converted between an open state in which a game ball can be inserted and a closed state in which the game ball cannot be inserted or is difficult to insert; A winning / losing determination means for determining whether or not a winning / losing has occurred due to the entry of a game ball into the variable start port; a special game control means for executing a predetermined special game operation when a win is determined by the win / loss determination result of the win / loss determination means; A state conversion control means for converting a normal game state into one or more advantageous game states which are more advantageous to a player than the normal game state; In the pinball game machine, a game performance control means is provided for controlling the execution of the game performance. The advantageous game state includes an easy ball entry game state in which the probability of being determined as a hit is the same as that of the normal game state but in which the ball is easily entered into the variable start hole, and a high probability game state in which the probability of being determined as a hit is higher than that of the normal game state, The easy-in ball game state includes at least a first easy-in ball game state and a second easy-in ball game state, The state change control means A judgment counting means for accumulating the number of judgments of winning or losing executed by the winning or losing judgment means in the normal game state and the easy ball game state; and a second easy-going ball state transition means for transitioning to the second easy-going ball game state when the cumulative number of judgments accumulated by the judgment counting means reaches a predetermined threshold value, The game presentation control means includes a suggestion presentation means for performing an information suggestion presentation that suggests state transition information related to the cumulative number of judgments accumulated by the judgment counting means, The suggestion presentation means is configured to perform the information suggestion presentation when the cumulative number of judgments is a predetermined value and when the game state is converted from the advantageous game state to the normal game state by the state conversion control means, The pinball game machine is characterized in that the information suggestion presentation performs a first information suggestion presentation when the high probability game state is converted to the normal game state, and performs a second information suggestion presentation having a display mode different from that of the first information suggestion presentation when the first easy-to-enter ball game state is converted to the normal game state.

Citation Information

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