Gaming Machines
Patent Information
- Application Number
- JP2021100403
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-16
- Publication Date
- 2025-02-19
- Estimated Expiration
- 2041-06-16
AI Technical Summary
【0013】 本発明の遊技機によれば、遊技の進行スピードに合わせた態様で可動役物を動作させることで、場面に応じてスピード感を向上させたり演出性を向上させたりすることが可能な遊技機を提供することができる。
Smart Images

Figure 0007632843000001 
Figure 0007632843000002 
Figure 0007632843000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as a gaming machine of this type, a machine has been proposed that executes a jackpot notification effect in which a movable device is activated so that it moves forward in front of the effect pattern display device during a reach effect, thereby notifying the occurrence of a jackpot (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-068344 A Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in some gaming machines, a game state (probability change game state or time-saving game state) that is advantageous to the player occurs after the end of a big win game. In the advantageous state, the time for the pattern to change is shortened more than usual, and furthermore, during a specified period, the time for the pattern to change is shortened even further, and the winning pattern may suddenly stop without a reach performance. In such gaming machines, if the operation mode of the movable role is made uniform when performing a moving performance, the display of the pattern and the operation of the movable role may not match, which may impair the performance.
[0005] The main object of the gaming machine of the present invention is to provide a gaming machine capable of improving the sense of speed and the presentation according to the scene by operating movable parts in a manner that matches the speed at which the game progresses. [Means for solving the problem]
[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.
[0007] The first gaming machine of the present invention is A winning / losing lottery means for conducting a winning / losing lottery based on the establishment of a predetermined condition; A variable display means for displaying a variable pattern on a display device based on the result of the winning / losing lottery; A winning notification effect execution means for executing a winning notification effect by moving a movable role object to the front side of the display device at a predetermined timing when a winning result is obtained as a result of the winning / losing lottery; an advantageous state generating means for generating an advantageous state that is advantageous to a player as a gaming state; Equipped with The advantageous state has a first state and a second state, each of which has a different average fluctuation time of the pattern, The movable part has a first operation mode and a second operation mode, each of which has a different time until the operation of the movable part is completed, The first state has a shorter average fluctuation time than the second state, The first operation mode takes a shorter time to complete the operation than the second operation mode, The winning notification performance execution means executes the winning notification performance in the first operation mode when the winning result is obtained during the first state, and executes the winning notification performance in the second operation mode when the winning result is obtained during the second state. The gist of the present invention is as follows.
[0008] In the first gaming machine of the present invention, when a winning result is obtained as a result of the winning / losing lottery, a winning notification effect that moves the movable role to the front side of the display device at a predetermined timing can be executed, and an advantageous state that is advantageous to the player can be generated as a gaming state. In this gaming machine, the advantageous state has a first state and a second state in which the average fluctuation time of the pattern is different, and the movable role has a first operation mode and a second operation mode in which the time until the operation of the movable role is completed is different, and the first state is configured so that the average fluctuation time is shorter than that of the second state, and the first operation mode is configured so that the time until the operation is completed is shorter than that of the second operation mode. Then, when a winning result is obtained during the first state, a winning notification effect is executed by the first operation mode, and when a winning result is obtained during the second state, a winning notification effect is executed by the second operation mode. In this way, the operation mode of the movable role is changed according to each state in which the average fluctuation time of the advantageous state is different, so that the movable role can be operated in a mode that matches the progress speed of the game. As a result, it is possible to provide a gaming machine that can improve the sense of speed and the presentation depending on the scene.
[0009] The second gaming machine of the present invention is A winning / losing lottery means for conducting a winning / losing lottery based on the establishment of a predetermined condition; A variable display means for displaying a variable pattern on a display device based on the result of the winning / losing lottery; A winning notification effect execution means for executing a winning notification effect by moving a movable role object to the front side of the display device at a predetermined timing when a winning result is obtained as a result of the winning / losing lottery; an advantageous state generating means for generating an advantageous state that is advantageous to a player as a gaming state; Equipped with The advantageous state has a first state and a second state, each of which has a different average fluctuation time of the pattern, The movable part has a first operation mode and a second operation mode, each of which has a different time until the operation of the movable part is completed, The first state has a shorter average fluctuation time than the second state, The first operation mode takes a shorter time to complete the operation than the second operation mode, The winning notification performance execution means executes the winning notification performance in the first operation mode at a timing after the pattern is definitively displayed when the winning result is obtained during the first state, and executes the winning notification performance in the second operation mode at a timing before the pattern is definitively displayed when the winning result is obtained during the second state. The gist of the present invention is as follows.
[0010] In the second gaming machine of the present invention, when a winning result is obtained as a result of the winning / losing lottery, a winning notification effect that moves the movable role to the front side of the display device at a predetermined timing can be executed, and an advantageous state that is advantageous to the player can be generated as a gaming state. In this gaming machine, the advantageous state has a first state and a second state in which the average fluctuation time of the pattern is different, and the movable role has a first operation mode and a second operation mode in which the time until the operation of the movable role is completed is different, and the first state is configured so that the average fluctuation time is shorter than that of the second state, and the first operation mode is configured so that the time until the operation is completed is shorter than that of the second operation mode. Then, when a winning result is obtained during the first state, a winning notification effect is executed by the first operation mode at a timing after the pattern is displayed, and when a winning result is obtained during the second state, a winning notification effect is executed by the second operation mode at a timing before the pattern is displayed. In this way, the operation mode of the movable role and the execution timing are changed according to each state in which the average fluctuation time of the advantageous state is different, so that the movable role can be operated in a manner that matches the progress speed of the game. As a result, it is possible to provide a gaming machine that can improve the sense of speed and the presentation depending on the scene.
[0011] The third gaming machine of the present invention is A winning / losing lottery means for conducting a winning / losing lottery based on the establishment of a predetermined condition; A variable display means for displaying a variable pattern on a display device based on the result of the winning / losing lottery; A winning notification effect execution means for executing a winning notification effect by moving a movable role object to the front side of the display device at a predetermined timing when a winning result is obtained as a result of the winning / losing lottery; an advantageous state generating means for generating an advantageous state that is advantageous to a player as a gaming state; Equipped with The advantageous state has a first state and a second state, each of which has a different average fluctuation time of the pattern, The movable part has a first operation mode and a second operation mode, each of which has a different time until the operation of the movable part is completed, The first state has a shorter average fluctuation time than the second state, The first operation mode takes a shorter time to complete the operation than the second operation mode, The winning notification performance execution means executes the winning notification performance in the first operation mode when the winning result is obtained during the first state, and executes the winning notification performance in the second operation mode when the winning result is obtained during the second state, and executes the winning notification performance in the first operation mode and the second operation mode at a timing before the pattern is determined and displayed. The gist of the present invention is as follows.
[0012] In the third gaming machine of the present invention, when a winning result is obtained as a result of the winning / losing lottery, a winning notification effect that moves a movable accessory to the front side of the display device at a predetermined timing can be executed, and an advantageous state that is advantageous to the player can be generated as a gaming state. In this gaming machine, the advantageous state has a first state and a second state in which the average fluctuation time of the pattern is different, and the operation mode of the movable accessory has a first operation mode and a second operation mode in which the time until the operation of the movable accessory is completed is different, and the first state is configured so that the average fluctuation time is shorter than that of the second state, and the first operation mode is configured so that the time until the operation is completed is shorter than that of the second operation mode. Then, when a winning result is obtained during the first state, a winning notification effect is executed by the first operation mode, and when a winning result is obtained during the second state, a winning notification effect is executed by the second operation mode. In both the first operation mode and the second operation mode, the winning notification effect is executed at a timing before the pattern is displayed as determined. In this way, the operation mode of the movable accessory is changed according to each state with different average change times of the advantageous state, so it is possible to operate the movable accessory in a manner that matches the speed at which the game progresses. As a result, it is possible to create a gaming machine that can improve the sense of speed and the presentation according to the scene. Effect of the Invention
[0013] According to the gaming machine of the present invention, it is possible to provide a gaming machine that can improve the sense of speed and improve the presentation depending on the scene by operating the movable parts in a manner that matches the speed at which the game is progressing. [Brief description of the drawings]
[0014] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine 1. [Diagram 3] 1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] FIG. 2 is a schematic diagram of movable parts 41 to 43. [Diagram 5] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Figure 6] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 7] 1 is an explanatory diagram illustrating the specifications of a pachinko machine 1. FIG. [Figure 8] 4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 9] 10 is a flowchart illustrating an example of a power-on process. [Figure 10] A flowchart showing an example of a start winning process. [Figure 11] 13 is a flowchart showing an example of a normal symbol game process. [Figure 12] 13 is a flowchart showing an example of normal pattern change display related processing. [Figure 13] 13 is a flowchart showing an example of a normal symbol winning game process. [Figure 14] 13 is a flowchart showing an example of a special symbol game process. [Figure 15] 13 is a flowchart showing an example of a special symbol game process. [Figure 16] 13 is a flowchart showing an example of a first special pattern change display related process. [Figure 17] A flowchart showing an example of a second special pattern change display related process. [Figure 18] 13 is a flowchart showing an example of a variation pattern determination process. [Figure 19] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 20] 13 is a flowchart showing an example of a probability change flag ending process. [Figure 21] 13 is a flowchart showing an example of a time-saving flag end process. [Figure 22] 13 is a flowchart showing an example of a time-saving flag setting process. [Diagram 23] 13 is a flowchart showing an example of a time-saving flag setting process. [Figure 24] 13 is a flowchart showing an example of a jackpot game process. [Diagram 25] 13 is a flowchart showing an example of a jackpot game process. [Figure 26] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 27] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 28] 13 is a flowchart showing an example of a jackpot game presentation process. [Figure 29] This is an explanatory diagram showing the execution timing of the movable presentation when a jackpot fluctuation is executed in SP reach presentation A during a short-term fluctuation period. [Diagram 30] This is an explanatory diagram showing the execution timing of the movable presentation when a jackpot fluctuation is executed in SP reach presentation B during a short-term fluctuation period. [Diagram 31] This is an explanatory diagram showing an example of the execution timing of a movable presentation when a jackpot fluctuation is executed with no-reach fluctuation A during an ultra-short fluctuation period. [Diagram 32] This is an explanatory diagram showing an example of the execution timing of a movable presentation when a jackpot fluctuation is executed with no-reach fluctuation B during an ultra-short fluctuation period. [Diagram 33] An explanatory diagram showing a modified example of the execution timing of the movable performance executed in the first operating mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] Next, the embodiment of the present invention will be described with reference to examples. EXAMPLES
[0016] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, Fig. 4 is a schematic diagram of movable accessories 41-43, and Fig. 5 is a block diagram showing an electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-type (first type) game machine, which starts a variable display of a special symbol when a game ball enters a start hole, and starts a big win game when the special symbol stops and is displayed as a predetermined big win symbol, will be described.
[0017] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0018] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.
[0019] A speaker 14 (see FIG. 5) is provided in the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, a plurality of LEDs 15 (see FIG. 5) are arranged in the front frame 3 so as to surround the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0020] Prize balls and loan balls are dispensed into the upper tray 11, and balls that overflow from the upper tray 11 are dispensed into the lower tray 12. An adjustment display device 52 that displays the balance of a prepaid card inserted into the CR unit 50 is disposed above the upper tray 11, and a ball loan button 53 that instructs the loan of game balls is provided on one of both sides of the adjustment display device 52, and a settlement button 54 that instructs the settlement (return) of the prepaid card inserted into the CR unit 50 is provided on the other side. In addition, an effect button 16 is disposed in front of the upper tray 11 for performing various effects in response to the player's operation.
[0021] As shown in Fig. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided on the back side of the inner frame 5 of the pachinko machine 1. When game balls enter each winning hole provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0022] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 5) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0023] [Configuration of the game board 20] As shown in Fig. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, movable roles 41 to 43 arranged on the center role 38, a normal symbol operation gate 22 arranged on the right side of the center role 38, a first start opening 23 that is always open and arranged below the center role 38, a second start opening 24 that is open and closed and arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an out opening 29 for collecting game balls that have not entered any of the prize openings. In addition, a large number of nails 21c are embedded in the game board 20 to guide and bounce game balls flowing down the game area 21.
[0024] The second starting hole 24 is a variable ball entry hole configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting hole solenoid 24c (see FIG. 5) that operates the opening and closing blades 24b. This second starting hole 24 is normally in a closed state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when a normal symbol is stopped and displayed as a winning symbol and a winning game (a normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, so that the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a is attached to the second starting hole 24 to detect the entry of game balls and count the number of balls that have entered. The second starting hole 24 is closed when the second starting hole switch 24a counts the number of game balls that have entered the hole or when a predetermined maximum opening time has elapsed before the second starting hole switch 24a counts the number of game balls that have entered the hole.
[0025] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 5) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to open the opening / closing plate 25b to allow game balls to enter. A big prize opening switch 25a is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts the number of game balls that have entered the game or when a predetermined maximum opening time has elapsed before the big prize opening switch 25a counts the number of game balls that have entered the game (round game). The big win game is carried out by repeating the above-mentioned round game a predetermined number of times.
[0026] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, since the second starting hole 24 and the big prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a big hit, respectively, and the game ball can only be inserted when the hole is opened.
[0027] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0028] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to stop and display. Then, when the special symbol is displayed in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0029] In addition, if a game ball enters the first start hole 23 during the variable display of the special symbol or during a jackpot game, the variable display of the first special symbol is reserved up to a predetermined number (four times in this embodiment), and after the current variable display ends, the variable display of the reserved first special symbol is started sequentially. The reserved number of first special symbols is displayed on the first reserved number display device 33. Also, if a game ball enters the second start hole 24 during the variable display of the special symbol or during a jackpot game, the variable display of the second special symbol is reserved up to a predetermined number (for example, four times), and after the current variable display ends, the variable display of the reserved second special symbol is started sequentially. The reserved number of second special symbols is displayed on the second reserved number display device 34.
[0030] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by the gate switch 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.
[0031] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0032] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as performance patterns (pseudo patterns) 371L, 371C, and 371R corresponding to special patterns on the display screen, a reach performance, a notice performance that predicts a big win, and a button performance that is a performance that involves the operation of the performance button 16. FIG. 6 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance patterns 371L, 371C, and 371R of left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure), are displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (the first start hole 23 or the second start hole 24), the three performance patterns 371L, 371C, and 371R are displayed in a variable manner so as to scroll from top to bottom, and when a predetermined variable time has passed, they are displayed in the order of left, right, and center. When the right performance pattern 371R is stopped and displayed, if the right performance pattern 371R does not match the left performance pattern 371L, it is a miss (miss without a reach). On the other hand, when the right performance pattern 371R matches the left performance pattern 371L, it becomes a reach and transitions to a reach performance. Then, when the middle performance pattern 371C is stopped and displayed after the reach performance, if the middle performance pattern 371C does not match the left and right performance patterns 371L, 371R, it is a miss (reach miss), and when the middle performance pattern 371C matches the left and right performance patterns 371L, 371R, it is a big hit. Also, when the middle performance pattern 371C stopped and displayed from the reach state is a specific pattern, it is a time-saving hit. In addition, in conjunction with the varying display of the performance symbols 371L, 371C, and 371R, the performance display device 37 also displays, for example, a character symbol 373 indicating the possibility (reliability) of a big win.
[0033] In addition, the first and second reserved patterns 372a and 372b are also displayed in the corner (lower part) of the display screen of the performance display device 37 as shown in FIG. 6. The first reserved pattern 372a is a pattern corresponding to the reserved memory of the first special pattern. The first reserved pattern 372a is additionally displayed one by one in sequence from the right side every time a game ball enters the first starting hole 23 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the first special pattern starts. In addition, the second reserved pattern 372b is a pattern corresponding to the reserved memory of the second special pattern. The second reserved pattern 372b is additionally displayed one by one in sequence from the right side every time a game ball enters the second starting hole 24 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the second special pattern starts.
[0034] As shown in Fig. 4, the movable parts 41-43 include movable members 41a-43a, movable part motors 41b-43b (see Fig. 5) that drive the movable members 41a-43a, and decorative light-emitting elements (LEDs) built into the movable members 41a-43a. The movable members 41a-43a are usually retracted to an initial position outside the screen of the performance display device 37, and in a movable performance described below, they move so as to protrude toward the front side of the performance display device 37 by driving the movable part motors 41b-43b. In this embodiment, the movable performance is executed as a big win notification performance that notifies the occurrence of a big win, and includes a first operation mode (see Fig. 4(a)) in which one movable member 41a moves so as to protrude toward the front side of the performance display device 37, and a second operation mode (see Fig. 4(b)) in which multiple (three) movable members 41a-43a move so as to protrude toward the front side of the performance display device 37 according to a predetermined order. The first operation mode is a simple operation mode that is completed in a relatively short time, and the second operation mode is a complex operation mode that takes a relatively long time to complete.
[0035] [Control circuit configuration] As shown in FIG. 5, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub-integrated control device 90, a performance display control device 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game status and game results are transmitted to the hall computer 100 (see FIG. 5) via the external connection terminal board 65.
[0036] The main control device 60 is responsible for the basic progress of the game. As shown in FIG. 5, detection signals from the front frame opening switch 3a that detects the opening of the front frame 3, the inner frame opening switch 5a that detects the opening of the inner frame 5, etc. are input to the main control device 60 via the rear wiring relay terminal board 64. In addition, detection signals from the gate switch 22a that detects the passage of a game ball through the normal pattern operation gate 22, the first start port switch 23a that detects the entry of a game ball into the first start port 23, the second start port switch 24a that detects the entry of a game ball into the second start port 24, the big prize port switch 25a that detects the entry of a game ball into the big prize port 25, the normal prize port switch 27a that detects the entry of a game ball into the normal prize port 27, etc. are input to the main control device 60 via the game board relay terminal board 61. Furthermore, the main control device 60 is directly input with operation signals from the probability setting switch 98 and the RAM clear switch 99. On the other hand, the main control device 60 outputs drive signals to the second start port solenoid 24c and the large prize port solenoid 25c, etc., via the game board relay terminal board 61. Also, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via the symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via the back wiring relay terminal board 64 and the external connection terminal board 65.
[0037] The probability setting switch 98 is provided on the main control device 60 on the back side of the pachinko machine 1, and the RAM clear switch 99 is provided on the power supply board 95. The probability setting switch 98 is a switch for setting the jackpot probability of the special symbol, and the RAM clear switch 99 is a switch for executing RAM clear. The RAM clear switch 99 in this embodiment is also used to select the set value of the jackpot probability. That is, the probability setting switch 98 and the RAM clear switch 99 are used to select and set one of six set values (settings 1 to 6) to which different jackpot probabilities are assigned as the jackpot probability of the special symbol. The manager of the game hall inserts a predetermined key into the probability setting switch 98, rotates it, and turns on the power with the RAM clear switch 99 pressed. Then, the pachinko machine 1 is in a state in which the set value can be changed. When the pachinko machine 1 is in this state, the manager can select a desired set value from settings 1 to 6 by pressing the RAM clear switch 99. In this embodiment, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value on the first special symbol display device 31 in sequence each time the RAM clear switch 99 is pressed. Therefore, the administrator can select the desired setting value by repeatedly pressing the RAM clear switch 99 so that the number displayed on the first special symbol display device 31 corresponds to the desired setting value. The setting value selected by the operation of the RAM clear switch 99 is confirmed by the administrator by rotating the key inserted into the probability setting switch 98 and returning it to the initial position, and is set as the jackpot probability of the special symbol. By performing such operations, the administrator can set any of the settings 1 to 6 for each pachinko machine 1. Note that, in this embodiment, the setting value is selected and set using the probability setting switch 98 and the RAM clear switch 99, but this is not limited to this. For example, the setting value may be selected and set using any other operating means as long as it can be operated from the outside, such as a rotary knob, or a dedicated switch for selecting the setting value may be provided.In addition, the pachinko machine 1 displays information on the currently selected setting value on the first special symbol display device 31, but this is not limited to this, and the information may be displayed on another display device, or may be notified by voice. For example, a display device capable of displaying the setting value may be provided on the main control device 60 on the back side of the pachinko machine 1, and the display device may be a device dedicated to displaying the setting value. In addition, the setting value is not limited to six, settings 1 to 6, and any number may be selected from a plurality of setting values.
[0038] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects the ball-out of a ball tank 77 for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects the fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to commands sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.
[0039] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.
[0040] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 with a launch strength based on the rotation amount signal. When the launch control device 80 has not input a touch signal or has input a launch stop command, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.
[0041] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 via the effect relay terminal board 63 by one-way communication, and performs effect control according to the received command. A detection signal from the effect button switch 16a that detects the operation (pressing) of the effect button 16 is input to the sub-integrated control device 90. On the other hand, the sub-integrated control device 90 outputs an audio signal to the speaker 14, a lighting signal to the LED 15, and a drive signal to the movable role motors 41b to 43b. In addition, the sub-integrated control device 90 outputs a command for effect display control to the effect display control device 91 by one-way communication. The performance display control device 91 receives a command for performance display control from the sub integrated control device 90, and controls the display of the performance display device 37 so that a performance image corresponding to the command is displayed on the performance display device 37.
[0042] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power supply into DC voltage, and supplies power to each part of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power supply of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is held by the power from the AC power supply. The power supply board 95 also includes an auxiliary power supply composed of a capacitor or the like, and stores the power supplied from the AC power supply in the auxiliary power supply. As a result, during a power outage in which the supply of power from the AC power supply is cut off, power from the auxiliary power supply is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is held for a certain period of time. In this way, the main control device 60 has a backup function that holds the memory of the RAM 60c by power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or a power outage occurs, the memory of the RAM 90c is cleared.
[0043] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. FIG. 7 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of winning a special symbol varies depending on the game state and the setting value. That is, as shown in FIG. 7(a), when the game state is the normal game state, the probability of winning a special symbol is 1 / 320, the probability of winning a special symbol is 1 / 310, the probability of winning a special symbol is 1 / 300, the probability of winning a special symbol is 1 / 290, the probability of winning a special symbol is 1 / 280, and the probability of winning a special symbol is 1 / 270. On the other hand, when the game state is a probability variation game state, the jackpot probability of setting 1 is 1 / 64, the jackpot probability of setting 2 is 1 / 62, the jackpot probability of setting 3 is 1 / 60, the jackpot probability of setting 4 is 1 / 58, the jackpot probability of setting 5 is 1 / 56, and the jackpot probability of setting 6 is 1 / 54. When a special symbol becomes a jackpot, a 4-round jackpot game (a jackpot game in which the specified number is 10 and the round game with a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed.
[0044] Also, as shown in FIG. 7(b), the probability of winning with a normal symbol varies depending on the game state. When the game state is the normal game state, the b time-saving state, or the c time-saving state, the probability is 1 / 3, and when the game state is the a time-saving state, the probability is 1 / 1.1. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed in which the second starting hole 24 (normal electric role) opens. When a win occurs with a normal symbol when the game state is the normal game state, a normal symbol winning game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is the a time-saving state, the b time-saving state, or the c time-saving state, a normal symbol winning game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. The a time-saving state, the b time-saving state, and the c time-saving state are all game states (easy states) in which it is easy for the game ball to enter the second starting hole 24, but the conditions for each state to occur are different.
[0045] In such a pachinko machine 1, when the game state is the normal game state, the game progresses mainly by hitting the game ball into the first start hole 23 by hitting from the left (firing the game ball into the first game area), and when the game ball enters the first start hole 23, the first special symbol is displayed in a variable manner. On the other hand, when the game state is the time-saving game state (time-saving state a, time-saving state b, or time-saving state c), the game progresses mainly by hitting the game ball into the second start hole 24 by hitting from the right (firing the game ball into the second game area), and when the game ball enters the second start hole 24, the second special symbol is displayed in a variable manner. When the variable time has elapsed, the first special symbol or the second special symbol is displayed as stopped (determined), and when the stopped symbol (determined symbol) is a jackpot symbol, a jackpot occurs, and the above-mentioned jackpot game is executed. The jackpot game proceeds by hitting the game ball into the jackpot hole 25 with a right hit.
[0046] The jackpot pattern of the first special pattern includes a normal jackpot pattern and a probability variable jackpot pattern, and when the first special pattern is displayed as a normal jackpot pattern, a time-saving state a occurs as a game state after the jackpot game ends. When a jackpot game is played with a normal jackpot pattern, the time-saving state a continues until the variable display of the first special pattern is executed a predetermined number of times (100 times). On the other hand, when the first special pattern is stopped and displayed as a probability variable jackpot pattern, a probability variable game state occurs in addition to the time-saving state a as a game state after the jackpot game ends. In this embodiment, the selection rate of the probability variable jackpot pattern of the first special pattern is 50%. Note that the selection rate of the probability variable jackpot pattern of the first special pattern may be 100%. When a jackpot game is played with a probability variable jackpot pattern, the probability variable game state and the time-saving state a continue until the variable display of the special pattern is executed a predetermined number of times (100 times). The jackpot pattern of the second special pattern includes only the jackpot pattern. In other words, the selection rate of the jackpot pattern of the second special pattern is 100%. Therefore, when the jackpot is won with the second special pattern, the game state after the jackpot game ends will be the jackpot game state and the time-saving state.
[0047] In addition, when the variable display of the special symbol is executed a predetermined number of times (900 times) without a jackpot occurring (when the variable counter, which counts the number of times the special symbol changes, described later, reaches a specified value), the b time-saving state occurs as a game state. The probability of a jackpot is 1 / 320 to 1 / 270, and the b time-saving state continues until the variable display of the special symbol is executed a predetermined number of times (1000 times), so when the b time-saving state occurs, in most cases a jackpot can be generated during the b time-saving state. In this embodiment, the probability of a jackpot varies depending on the setting 1 to 6, and the scheduled number of times, which is the condition for the b time-saving state to occur, is a fixed number (900 times) regardless of the setting 1 to 6, so the lower the setting value (the lower the probability of a jackpot), the higher the probability of reaching the scheduled number of times (the probability of not winning a jackpot until the scheduled number of times).
[0048] Furthermore, when the special symbol stops and is displayed as a time-saving symbol (specific symbol) different from the jackpot symbol, the c time-saving state occurs as the game state. The c time-saving state continues until the number of times the special symbol changes is executed less than the b time-saving state (20 times).
[0049] Thus, the a time-saving state, the b time-saving state, and the c time-saving state have different occurrence conditions, the a time-saving state is a time-saving state that occurs after the end of a jackpot game, the b time-saving state is a time-saving state that occurs when the special symbol changes a scheduled number of times (900 times) without a jackpot occurring, and the c time-saving state is a time-saving state that occurs when the special symbol is stopped and displayed as a time-saving symbol. The a time-saving state, the b time-saving state, and the c time-saving state also have different ending conditions, ending when the special symbol changes 100 times, 1000 times, and 20 times, respectively.
[0050] The time-saving state a, the time-saving state b, and the time-saving state c are all game states that activate a time-saving function that shortens the time for the special and normal symbols to fluctuate more than in the normal game state, and an opening extension function that extends the opening time of the second starting hole 24 when a normal symbol is selected more than in the normal game state. However, the time-saving state a activates a normal symbol probability change function that increases the probability of a normal symbol being selected more than in the normal game state, but the time-saving state b and the time-saving state c do not activate the normal symbol probability change function because the time-saving game state occurs without a jackpot. In this case, the time-saving state a and the time-saving state b and the time-saving state c are mutually different game states, and the time-saving state a in which the normal symbol probability change function is activated is more advantageous to the player than the time-saving state b and the time-saving state c. Of course, the time-saving state a can also be considered to be the same as the time-saving game state without activating the normal symbol probability change function in accordance with the time-saving state b and the time-saving state c. In this case, even if a situation occurs in which two of the time-saving state a, the time-saving state b, and the time-saving state c overlap, there is no need to change the time-saving game state.
[0051] Here, the average change time of the special symbol varies depending on the game state, and a low-probability time-saving game state (time-saving state a, time-saving state b, or time-saving state c) without a probability game state has a short-time change period in which the average change time of the special symbol is shorter than that of the normal game state. In a low-probability time-saving game state, the average change time of the special symbol is 3.0 seconds in the short-time change period. On the other hand, a high-probability time-saving game state (time-saving state a) with a probability game state has a short-time change period and an ultra-short-time change period in which the average change time of the special symbol is even shorter than the short-time change period. In this embodiment, in a high-probability time-saving game state, the ultra-short-time change period is a change time of the special symbol of 0.2 seconds, and continues until the special symbol change display is executed 50 times after the end of the jackpot game. In the short-time fluctuation period, the average fluctuation time of the special symbol is 3.0 seconds, and after the end of the ultra-short-time fluctuation period, the special symbol fluctuation display continues until 50 times (until the probability-changing game state and the a-time-saving state end). Note that the high-probability time-saving game state may have only the ultra-short-time fluctuation period and may not have the short-time fluctuation period.
[0052] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a big win game process (S80) after executing a power-on process required for turning on the power of the pachinko machine 1 (S10). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.
[0053] [Power-on process] FIG. 9 is a flow chart showing an example of the power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets an access permission that enables reading and writing of data to the RAM 60c after completing a security check (S100). Then, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal or not. The backup flag is determined whether the stored contents of the RAM 60c are normal or not by, for example, a checksum process, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 99 operated, and is turned OFF when the power is turned on with the RAM clear switch 99 not operated.
[0054] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the game starts from the initial state. That is, the CPU 60a performs an initialization process to clear and initialize the game information storage area of the RAM 60c that stores the game information and to start the game from the initial state (S110), transmits the corresponding initial commands to the payout control device 70 and the sub integrated control device 90 (S108), and ends the power-on process. As described above, if the power is turned on while the probability setting switch 98 and the RAM clear switch 99 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the probability setting switch 98 from settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization process, and activates the setting value. The setting value storage area is not cleared by the initialization process.
[0055] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads out the game information immediately before the power was cut off that is stored in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information that indicates the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 90 (S114), and ends the power-on process. When the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0056] In the pachinko machine 1 of this embodiment, the main control device 60 has a backup function for retaining the memory of the RAM 60c as described above, and if the game information is normally stored in the RAM 60c when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 60 selectively transmits an initial command and a return command to the sub-integrated control device 90 according to the game information stored at the time of return in the power-on process, so that the sub-integrated control device 90 determines the game state of the pachinko machine 1 immediately after the power is turned on based on the received command.
[0057] [Random number update process] The random number update process of S20 is a process for updating various random numbers for judgment. The random numbers for judgment include, for example, a random number for jackpot judgment (random number for special pattern win / loss judgment) used for jackpot judgment (win / loss judgment) performed based on the entry of a game ball into the start hole (first start hole 23 or second start hole 24), a random number for time-saving judgment used for time-saving judgment performed based on the entry of a game ball into the start hole, a random number for jackpot pattern determination used to determine a jackpot pattern to be stopped and displayed on the special pattern display device (first special pattern display device 31 or second special pattern display device 32) when the result of the jackpot judgment is a jackpot, and a random number for time-saving judgment used for determining a jackpot pattern to be stopped and displayed on the special pattern display device (first special pattern display device 31 or second special pattern display device 32) when the result of the time-saving judgment is a win. These include random numbers for determining time-saving symbols used to determine the time-saving symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31), random numbers for determining loss symbols used to determine loss symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when both the results of the jackpot judgment and the time-saving judgment are losses, random numbers for determining fluctuation patterns used to determine the fluctuation pattern (fluctuation time) of special symbols, and random numbers for determining whether a win has been made based on the passage of the game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0058] [Winning confirmation process] The winning confirmation process of S30 detects the state of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the large winning port switch 25a, and the normal winning port switch 27a) and stores the state in a predetermined state storage area of the RAM 60c. In addition, it determines whether or not a game ball is detected by a switch related to a prize ball (the above-mentioned winning port switches except the gate switch 22a), and if it is determined that a game ball is detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, if the prize ball information is not a value of 0, it transmits a prize ball number designation command (prize ball information) to the payout control device 70 and ends the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by one each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S40).
[0059] [Start-up winning process] 10 is a flow chart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start hole switch 23a to determine whether or not a game ball has entered the first start hole 23 (S200). When it is determined that a game ball has entered the first start hole 23, it determines whether or not the current reserved number of the first special symbol (the reserved number of the first special symbol) is less than the upper limit number (in this embodiment, the value is 4) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the reserved number display device 33 of the first special symbol (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determining storage area of the RAM 60c (S206). Here, the random numbers for judgment acquired in S206 include information on the progress of the variable game of the first special symbol, such as the random numbers for judging a big win, the random numbers for judging a time-saving pattern, the random numbers for determining a big win pattern, the random numbers for determining a time-saving pattern, the random numbers for determining a losing pattern, and the random numbers for determining a variable pattern. Then, a command to indicate the number of reserved first special symbols is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to indicate the number of reserved first special symbols includes information on the number of reserved first special symbols for displaying the first reserved symbol 372a on the performance display device 37. Note that, if it is determined in S200 that no game ball has entered the first starting hole 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the process skips S204 to S208 and proceeds to the process of the next step S210.
[0060] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S210). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (in this embodiment, the value is 4) (S212). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1 and the display of the second special symbol reserved number display device 34 is updated (S214), and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S216). Here, the random number for determination obtained in S216 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the performance display device 37. If it is determined in S210 that no game ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0061] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S222). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S224). Next, a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S226). Note that, as the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a command to indicate the number of reserved normal symbols is sent to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0062] [Normal symbol game processing] FIG. 11 is a flow chart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first judges whether the normal symbol hit flag (normal symbol hit flag) is a value of 1 or not (step S300). The normal symbol hit flag is a flag indicating whether or not a normal symbol hit game is being played. If it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the normal symbol game processing is terminated. When the normal symbol game processing is terminated, it proceeds to the next normal symbol hit game processing of S60. On the other hand, if it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and it is judged whether or not the normal symbol is being displayed in a variable manner (S302), and whether or not the fixed symbol of the normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time of the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game process is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read (S308), and a normal symbol variable display related process for displaying the normal symbol variably is executed (S310), and the normal symbol game process is terminated. Details of the normal symbol variable display related process of S310 will be described below with reference to the flowchart of FIG. 12.
[0063] In the normal symbol variation display related process, it is determined whether the a time-saving flag is 0 (S350). The a time-saving flag is a flag indicating whether the a time-saving state is in progress, and the a time-saving state occurs when a jackpot occurs. The b time-saving flag, which will be described later, is a flag indicating whether the b time-saving state is in progress, and the c time-saving flag is a flag indicating whether the b time-saving state is in progress. If it is determined that the a time-saving flag is 0, that is, that the current game state is not in the a time-saving state, a win / loss determination is made using a low probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if it is determined that the a time-saving flag is 1, that is, that the current game state is in the a time-saving state, a win / loss determination is made using a high probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The normal symbol hit / miss judgment is performed by comparing the normal symbol hit / miss judgment random number with the hit value included in the normal symbol hit judgment table. If the normal symbol hit / miss judgment random number matches the hit value, it is judged as a hit, and if they do not match, it is judged as a miss. The high probability normal symbol hit judgment table has more hit values set compared to the low probability normal symbol hit judgment table. As a result, the hit probability of the normal symbol is high in the a time-saving state and low when not in the a time-saving state. Therefore, the hit probability of the normal symbol is low not only when the current game state is the normal game state, but also when it is in the b time-saving state or the c time-saving state. If the result of the win / loss judgment is that the player has won ("YES" in S356), the winning symbol is determined as the fixed symbol of the normal symbol (S358), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display until the winning symbol is confirmed is determined (S362). Also, if the result of the win / loss judgment is that the player has lost ("NO" in S356), the losing symbol is determined as the fixed symbol of the normal symbol (S360), and the normal symbol fluctuation time (loss fluctuation pattern) from the start of the normal symbol fluctuation display until the losing symbol is confirmed is determined (S362). The normal symbol fluctuation time is set to a time shorter than that in the normal game state, regardless of the type of time-saving game state (time-saving state a, time-saving state b, time-saving state c).Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this manner, the display of the normal symbol changes begins (S364), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S366), a command to start changing the normal symbols is sent to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.
[0064] Returning to the normal symbol game process of FIG. 11, when the normal symbol variable display is started, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 or S364 has elapsed (variation according to the determined variable pattern has ended) (S312). If it is determined that the normal symbol variable time has not elapsed, the normal symbol game process is temporarily terminated, and if it is determined that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it is determined whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. When the normal pattern game process is executed after the confirmed normal pattern is displayed, it is determined in S304 that the display time for the confirmed pattern is in progress, so it is determined again in S316 whether or not the confirmed pattern display time has elapsed, and if it is determined that the confirmed pattern display time has elapsed, the display of the confirmed pattern is terminated (S318), and it is determined whether or not the confirmed normal pattern is a winning pattern (S320).
[0065] If it is determined that the confirmed normal pattern is not a winning pattern but a losing pattern, the normal pattern game process is terminated. On the other hand, if it is determined that the confirmed normal pattern is a winning pattern, the normal pattern winning flag (normal pattern winning flag) is set to a value of 1 (S322) and the normal pattern game process is terminated. When the normal pattern game process is terminated, the process proceeds to the next normal pattern winning game process in S60.
[0066] [Normal symbol winning game processing] FIG. 13 is a flow chart showing an example of a normal symbol winning game process. In the normal symbol winning game process of S60, the CPU 60a of the main control device 60 first judges whether the normal symbol winning flag is a value of 1 or not (S400). If it is judged that the normal symbol winning flag is a value of 0, not a value of 1, it is judged that the normal symbol winning game is not being played, and the normal symbol winning game process is terminated. On the other hand, if it is judged that the normal symbol winning flag is a value of 1, it is judged that the normal symbol winning game is being played, and it is judged whether the second start hole 24 is being opened or not (S402). If it is judged that the second start hole 24 is not being opened, it is judged whether the opening waiting time has elapsed or not (S404). If it is judged that the opening waiting time has not elapsed, it is terminated. On the other hand, when it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start hole 24 is determined (S406), and the second start hole solenoid 24c is controlled so that the second start hole 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start hole 24 differs depending on the game state. In this embodiment, when the game state is the normal game state, an opening pattern is set in which the hole is opened once for a maximum of 0.1 seconds, and when the game state is the time-saving game state (time-saving state a, time-saving state b, or time-saving state c), an opening pattern is set in which the hole is opened once for a maximum of 5.8 seconds.
[0067] When the second start hole 24 is opened, the next time the normal symbol winning game process is executed, it is determined in S402 that the second start hole 24 is open, and it is determined whether or not a specified number of game balls (for example, 10 balls) have entered the second start hole 24 based on the detection signal from the second start hole switch 24a (S410), and whether or not the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start hole 24, and that the elapsed time since the opening of the second start hole 24 has not reached the maximum opening time determined, the normal symbol winning game process is temporarily terminated while the second start hole 24 is kept open. On the other hand, if it is determined that the specified number of game balls have entered the second start hole 24, or that the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time determined, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game process is ended. When the normal symbol winning game process is ended, the process proceeds to the special symbol game process of S70.
[0068] [Special symbol game processing] FIG. 14 and FIG. 15 are flow charts showing an example of special symbol game processing. In the special symbol game processing of S70, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 or not (S500). If it judges that the jackpot flag is value 1, it judges that a jackpot game is in progress, and ends the special symbol game processing. When the special game processing is ended, it returns to the main control processing and proceeds to the next jackpot game processing (S80). On the other hand, if it judges that the jackpot flag is value 0 instead of value 1, it judges that a jackpot game is not in progress, and judges whether either the first special symbol or the second special symbol is being displayed in a variable manner (S502), and whether or not the fixed symbol is being displayed (S504). If it judges that either the first special symbol or the second special symbol is not being displayed in a variable manner and the fixed symbol is not being displayed, it judges whether or not the reserved number of the second special symbol is greater than the value 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining is read (S508), and a process related to the second special symbol change display for displaying the changes in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0069] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S514), a process related to the first special symbol variable display for displaying the variable display of the first special symbol is executed (S516), and the special symbol game process is terminated. If it is determined in S512 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol change display (use of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). The second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be described in detail below. FIG. 16 is a flowchart showing an example of the first special symbol change display related process, and FIG. 17 is a flowchart showing an example of the second special symbol change display related process.
[0070] In the first special symbol variation display related process of FIG. 16, first, it is determined whether the probability variable flag is a value of 0 or not (S600). The probability variable flag is a flag that indicates whether the current game state is a probability variable game state or not, and the probability variable game state occurs as a result of a probability variable jackpot. If it is determined that the probability variable flag is a value of 0, it is determined that the current game state is not a probability variable game state, and a jackpot determination is made using a low probability jackpot determination table (S602). On the other hand, if it is determined that the probability variable flag is a value of 1 rather than 0, it is determined that the current game state is a probability variable game state, and a jackpot determination is made using a high probability jackpot determination table (S604). The jackpot determination is performed by comparing the random number for jackpot determination with the hit value included in the jackpot determination table (low probability jackpot determination table, high probability jackpot determination table). If the random number for jackpot determination matches any of the hit values, it is determined to be a jackpot, and if it does not match any of the hit values, it is determined to be a miss. The low probability jackpot determination table and the high probability jackpot determination table contain more hit values the higher the setting value is among settings 1 to 6, and the high probability jackpot determination table contains more hit values than the low probability jackpot determination table. Therefore, the higher the setting value, the higher the jackpot probability, and the probability of a jackpot is higher in the variable probability game state than in the normal game state.
[0071] Next, it is determined whether the result of the jackpot determination process is a jackpot (S606). If it is determined that the result of the jackpot determination process is a jackpot, a jackpot pattern is determined as the confirmed pattern of the first special pattern based on the random number for determining the jackpot pattern obtained in S514 (S608). This process is performed by using the random number for determining the jackpot pattern to select one pattern from among multiple jackpot patterns (for example, 4R normal jackpot pattern, 10R normal jackpot pattern, 10R special jackpot pattern, etc.) that have different contents of the jackpot game (number of rounds) and game states after the jackpot game ends (normal game state, special game state), using the random number for determining the jackpot pattern. The determined jackpot pattern is stored in the RAM 60c and is saved until the jackpot game ends. When the jackpot pattern is determined, the time period during which the first special pattern changes from when the first special pattern starts to change until the determined jackpot pattern is stopped and displayed (jackpot change pattern) is determined (S610).
[0072] On the other hand, if it is determined in S606 that the result of the jackpot determination process is not a jackpot, the time-saving determination process is performed based on the random number for time-saving determination acquired in S514 (S612). The time-saving determination process is performed by comparing the acquired random number for time-saving determination with the hit value included in the time-saving determination table, and if the random number for time-saving determination matches any of the hit values, it is determined that there is a time-saving (hit), and if it does not match any of the hit values, it is determined that there is no time-saving (miss). Note that the time-saving determination may be performed using the random number for jackpot determination instead of the random number for time-saving determination. When the random number for jackpot determination is used to perform the time-saving determination, the hit value for the time-saving determination is set to a value other than the hit value for the jackpot determination. After the time-saving determination process is performed, it is determined whether or not the result of the time-saving determination process is a time-saving (S614).
[0073] When it is determined that the time-saving determination process results in the presence of time-saving, a time-saving pattern is determined as the confirmed pattern of the first special pattern (S616). The time-saving pattern may be determined by determining a predetermined time-saving pattern, or may be determined by selecting a time-saving pattern from among a plurality of time-saving patterns each having a different number of time-saving times based on a random number for determining a time-saving pattern. When the time-saving pattern is determined, it is determined whether or not all of the time-saving flags (time-saving flag a, time-saving flag b, time-saving flag c) and the probability variable flag are 0 (S618). This determination is to determine whether or not the current game state is neither a time-saving game state nor a probability variable game state, that is, whether or not it is a normal game state. If it is determined that both the time-saving flag and the probability of winning flag are 0, it is determined that the current game state is a normal game state, and the time period during which the first special symbol changes from the start of the display of the first special symbol to the time when the determined time-saving symbol is displayed and stopped (time-saving pattern) is determined (S620).
[0074] On the other hand, if the result of the time-saving judgment process is judged to be neither with time-saving nor without time-saving in S614, that is, if it is judged to be neither a jackpot nor a time-saving hit, a losing pattern is determined as the confirmed pattern of the first special pattern (S622), and the time of the first special pattern from the start of the variable display of the first special pattern to the stop display of the determined losing pattern (missing pattern) is determined (S624). Also, if it is judged in S618 that at least one of the time-saving flags (time-saving flag a, time-saving flag b, time-saving flag c) and the probability variable flag is value 1 (the current game state is a time-saving game state or a probability variable game state), a missing pattern is determined (S624). That is, if the current game state is a time-saving game state or a probability variable game state, even if the time-saving judgment process judges that there is a time-saving pattern and determines a time-saving pattern, the time-saving flag is invalidated and a missing pattern is determined.
[0075] Here, the determination of the fluctuation pattern of S610, S610b, S620, S624, and S624b is performed by executing the fluctuation pattern determination process exemplified in Fig. 18. In the fluctuation pattern determination process, first, it is determined whether the probability variable flag is a value of 0 (S650), and whether the a time-saving flag, the b time-saving flag, and the c time-saving flag are all a value of 0 (S652). If it is determined that the probability variable flag is a value of 0 and the a time-saving flag, the b time-saving flag, and the c time-saving flag are all a value of 0, it is determined that the current game state is a normal game state, and the normal table is selected as the fluctuation pattern table (S654), and the fluctuation pattern is determined using the selected normal table (S656), and the fluctuation pattern determination process is terminated. If the probability variable flag is 0 in S650 but any of the a time-saving flag, b time-saving flag, and c time-saving flag is 1 in S652, the current game state is determined to be a low-probability time-saving game state, a short-time fluctuation table is selected as the fluctuation pattern table (S658), and the fluctuation pattern is determined using the selected short-time fluctuation table (S656), and the fluctuation pattern determination process is terminated. If the probability variable flag is determined to be 1 in S650, the current game state is determined to be a probability variable game state and a time-saving state, and it is determined whether or not it is in an ultra-short-time fluctuation period (S660). In this embodiment, when the probability variable game state and the a time-saving state occur after the end of a jackpot game, the first 50 times out of 100 times, which is the number of times that the probability variable game state and the a time-saving state continue, are in the ultra-short-time fluctuation period, and the remaining 50 times are in the short-time fluctuation period. If it is determined that the current period is within an ultra-short-term fluctuation period, the ultra-short-term fluctuation table is selected as the fluctuation pattern table (S662), a fluctuation pattern is determined using the selected ultra-short-term fluctuation table (S656), and the fluctuation pattern determination process is terminated. On the other hand, if it is determined that the current period is within a short-term fluctuation period, the short-term fluctuation table is selected as the fluctuation pattern table (S658), a fluctuation pattern is determined using the selected short-term fluctuation table (S656), and the fluctuation pattern determination process is terminated.
[0076] FIG. 19 is an explanatory diagram showing an example of a fluctuation pattern table. FIG. 19(a) shows a normal table, FIG. 19(b) shows a short-time fluctuation table, and FIG. 19(c) shows an ultra-short-time fluctuation table. The normal table includes, in order from the shortest fluctuation time, a no-reach fluctuation, a normal reach, a long reach, an SP reach A, and an SP reach B as fluctuation patterns. If the result of the hit / miss judgment is a jackpot or a time-saving hit, the no-reach fluctuation is not selected, and a jackpot or time-saving hit will not occur with a no-reach fluctuation during normal gameplay. In addition, when the result of the hit / miss judgment is a miss, the selection rates are normal reach, long reach, SP reach A, and SP reach B in descending order of the selection rate, and when the result of the hit / miss judgment is a big hit or a time-saving hit, the selection rates are SP reach B, SP reach A, long reach, and normal reach in descending order of the selection rate, with the long reach having a higher hit reliability than the normal reach, the SP reach A having a higher hit reliability than the long reach, and the SP reach B having a higher hit reliability than the SP reach A. In addition, the short-time fluctuation table includes a no-reach fluctuation, an SP reach A, and an SP reach B as fluctuation patterns. The no-reach fluctuation selected in the short-time fluctuation table has a shorter fluctuation time than the no-reach fluctuation selected in the normal table, and the average fluctuation time of the fluctuation pattern selected in the short-time fluctuation table is shorter than that of the normal table. Furthermore, the ultra-short-time fluctuation table includes a no-reach fluctuation A and a no-reach fluctuation B as fluctuation patterns, and does not include a reach fluctuation pattern. The fluctuation time of the non-reach fluctuations A and B is both extremely short (0.2 seconds), and during the ultra-short fluctuation period, the speed of the reserved consumption is faster than during the short fluctuation period. Also, in this embodiment, when the result of the hit / miss judgment is a big hit, a moving performance (a big hit notification performance) is executed that notifies the occurrence of a big hit by operating the movable parts 41 to 43 (movable members 41a to 43a) at a predetermined timing.
[0077] Returning to the first special symbol variation display related process in FIG. 16, when the variation pattern is determined in this way, the variation display of the first special symbol is started (S626), the reserved number of the first special symbol is decremented by a value of 1, and the display of the first special symbol reserved number display device 33 is updated (S628). In addition, with the update of the reserved number of the first special symbol, the judgment random number related to the reserved number to be consumed this time is cleared, and a shift process is performed to shift the judgment random number related to the remaining reserved number. Then, the first special symbol variation start command (first special symbol variation instruction command) is sent to the sub-integrated control device 90 (S630), and the first special symbol variation display related process is terminated. The sub-integrated control device 90 that has received the first special symbol variation instruction command sends a control command to the performance display control device 91 so that the pattern variation performance is started on the performance display device 37. The first special pattern change instruction command includes the result of the hit / miss determination, the change pattern (change time) of the first special pattern, and the confirmed pattern (jackpot pattern, time-saving pattern, or miss pattern).
[0078] In the second special pattern change display related processing of Figure 17, first, it is determined whether the special probability flag has a value of 0 or not (S600b), and if it is determined that the special probability flag has a value of 0, a jackpot determination is made using a low probability jackpot determination table (S602b), and if it is determined that the special probability flag has a value of 1 rather than 0, a jackpot determination is made using a high probability jackpot determination table (S604b).
[0079] Next, it is determined whether the result of the jackpot determination process is a jackpot or not (S606b). If it is determined that the result of the jackpot determination process is a jackpot, a jackpot pattern is determined as the confirmed pattern of the second special pattern based on the random number for determining the jackpot pattern obtained in S510 (S608b), and a jackpot variation pattern is determined as the variation pattern of the second special pattern (S610b). On the other hand, if it is determined that the result of the jackpot determination process is a miss, a miss pattern is determined as the confirmed pattern of the second special pattern based on the random number for determining the miss pattern obtained in S510 (S622b), and a miss variation pattern is determined as the variation pattern of the second special pattern (S624b). The second special pattern does not include a time-saving pattern.
[0080] When the fixed symbol and the change pattern of the second special symbol are thus determined, the display of the change of the second special symbol is started (S626b), the reserved number of the second special symbol is decremented by a value of 1, and the display of the second special symbol reserved number display device 34 is updated (S628b). In addition, the random numbers for judgment related to the reserved numbers to be consumed this time are cleared with the update of the reserved number of the second special symbol, and a shift process is performed to shift the random numbers for judgment related to the remaining reserved numbers. Then, a second special symbol change start command (second special symbol change instruction command) is sent to the sub-integrated control device 90 (S630b), and the second special symbol change display related process is terminated. The sub-integrated control device 90 that has received the second special symbol change instruction command sends a control command to the performance display control device 91 so that the pattern change performance is started on the performance display device 37. In addition, the second special symbol change instruction command includes the result of the hit / miss judgment, the change pattern (change time) of the second special symbol, the fixed symbol (hit symbol or miss symbol), and the like.
[0081] Returning to the special symbol game process of FIG. 14 and FIG. 15, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) is started, since it is determined in S502 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S620 or S620b, it is possible to determine whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the determined variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether the display time of the fixed symbol has elapsed (S524). Here, the display time of the fixed symbol is set to 0.5 seconds in this embodiment. If it is determined that the display time of the fixed symbol has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is determined again in S524 whether the display time of the fixed symbol has elapsed, and if it is determined that the display time of the fixed symbol has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether the fixed symbol is a jackpot symbol (S528).
[0082] When it is determined in S528 that the symbol is a jackpot symbol, the operation of the condition device is started in order to generate a jackpot (S530), the operation of the accessory continuous operation device is started (S532), and the value 1 is set to the jackpot flag (S534). In order to stop the probability variable function and the time-saving function during the jackpot game, the probability variable flag, the time-saving flag a, the time-saving flag b, and the time-saving flag c are cleared to values 0 (S536-S542). Then, the fluctuation counter is cleared (S544), and a game state designation command is sent to the sub-integrated control device 90 (S546), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the probability variable flag, the probability variable counter, the value of the time-saving flag a, the time-saving counter a, the time-saving flag b, the time-saving counter b, the time-saving flag c, the time-saving counter c, and the value of the fluctuation counter. When the special symbol game processing is completed, the process returns to the main control processing and proceeds to the next big win game processing in S80.
[0083] On the other hand, if it is determined in S528 that the symbol is not a winning symbol but a losing symbol, the process executes the high probability flag end process (S548), the a time-saving flag end process (S550), the b time-saving flag setting process (S552), and the c time-saving flag setting process (S554). Then, a game state designation command is sent to the sub-integrated control device 90 (S546), and the special symbol game process ends. The high probability flag end process, the a time-saving flag end process, the b time-saving flag setting process, and the c time-saving flag setting process will be described below in order.
[0084] FIG. 20 is a flow chart showing an example of the variable probability flag end process. In the variable probability flag end process, it is determined whether the variable probability flag is a value of 1 (variable probability game state) (S700). If it is determined that the variable probability flag is a value of 0, not 1, the variable probability flag end process is ended. On the other hand, if it is determined that the variable probability flag is a value of 1, the variable probability counter is decremented by a value of 1 (S702), and it is determined whether the variable probability counter is a value of 0 (S704). The variable probability counter indicates the remaining number of times that the special pattern will change until the variable probability game state ends, and a value that is predetermined at the end of the jackpot game is set to the variable probability counter. In this embodiment, if the jackpot pattern is a variable probability jackpot pattern (variable probability jackpot), the value 100 is set. If it is determined that the variable probability counter is not a value of 0, the variable probability flag end process is ended while maintaining the variable probability game state. On the other hand, if it is determined that the probability variation counter is at a value of 0, the probability variation flag is set to a value of 0 (S706) in order to end the probability variation game state, and the probability variation flag end process is terminated.
[0085] FIG. 21 is a flowchart showing an example of the a time-saving flag end process. In the a time-saving flag end process, it is determined whether the a time-saving flag is value 1 (in the a time-saving state) (S710). If it is determined that the a time-saving flag is value 0, not value 1, the a time-saving flag end process is ended. On the other hand, if it is determined that the a time-saving flag is value 1, the a time-saving counter is decremented by value 1 (S712), and it is determined whether the a time-saving counter is value 0 (S714). The a time-saving counter indicates the remaining number of times the special pattern will change until the a time-saving state ends, and a predetermined initial value is set to the a time-saving counter when the jackpot game ends. In this embodiment, the value 100 is set in both cases where the jackpot pattern is a normal jackpot pattern and a certain jackpot pattern. If it is determined that the a time-saving counter is not value 0, the a time-saving flag end process is ended while maintaining the a time-saving state. On the other hand, if it is determined that the a-time-saving counter is equal to the value 0, the a-time-saving flag is set to the value 0 (S716) in order to end the a-time-saving state, and the a-time-saving flag end process is ended.
[0086] FIG. 22 is a flowchart showing an example of the b time-saving flag setting process. In the b time-saving flag setting process, it is determined whether the probability variable flag is 0 (S720). If it is determined that the probability variable flag is not 0 but 1 (during the probability variable game state), the b time-saving flag setting process is terminated. Therefore, the b time-saving state does not occur during the probability variable game state. On the other hand, if it is determined that the probability variable flag is 0, it is determined whether the b time-saving flag is 0 (S722). If it is determined that the b time-saving flag is 0, the fluctuation counter is decremented by 1 (S724), and it is determined whether the fluctuation counter is 0 (S726). The fluctuation counter indicates the remaining number of fluctuations of the special pattern until the scheduled number of times is reached, and a predetermined initial value (value 900) is set in the fluctuation counter when the big win game ends. If it is determined that the fluctuation counter is not 0, the b time-saving flag setting process is terminated. On the other hand, when it is determined that the fluctuation counter is 0, in order to generate the b time-saving state, the b time-saving flag is set to 1 (S728), the b time-saving counter is set (S730), and a b time-saving start command is sent to the sub-integrated control device 90 (S732), and the b time-saving flag setting process is terminated. The b time-saving counter indicates the remaining number of fluctuations of the special pattern until the b time-saving state ends, and a predetermined initial value (value 1000) is set to the b time-saving counter. Since the probability of a big win is 1 / 320 to 1 / 270, when the b time-saving state occurs, a big win can be drawn in most cases. When the b time-saving flag setting process is executed after the b time-saving state occurs, it is determined in S722 that the b time-saving flag is 1 (in the b time-saving state), so the b time-saving counter is decremented by 1 (S734), and it is determined whether the b time-saving counter is 0 (S736). If it is determined that the b time-saving counter is not 0, the b time-saving state is maintained and the b time-saving flag setting process is terminated. On the other hand, if it is determined that the b time-saving counter is 0, the b time-saving flag is set to 0 (S738) in order to terminate the b time-saving state, a b time-saving termination command is sent to the sub-integrated control device 90 (S739), and the b time-saving flag setting process is terminated. In other words, if the b time-saving counter becomes 0 without a jackpot being hit, the b time-saving state is terminated and a transition is made to the normal game state.In this embodiment, the fluctuation counter is not initialized when the game transitions to the normal game state, so if the game transitions to the normal game state without winning in the b time-saving state, the b time-saving state will not be generated even if the number of times the special symbols fluctuate reaches the scheduled number of times. Of course, after the game transitions from the b time-saving state to the normal game state, the fluctuation counter may be initialized, and the b time-saving state may be generated when the number of times the special symbols fluctuate reaches the scheduled number of times.
[0087] In this embodiment, the variable counter is counted even if the player is in the a time-saving state (the a time-saving flag is a value of 1) but is not in the high probability game state (the high probability game flag is a value of 1). However, the variable counter may not be counted during the a time-saving state, and may be counted during the a time-saving state whether or not the player is in the high probability game state. In addition, in a type of pachinko machine in which the variable counter is initialized when the b time-saving counter becomes a value of 0 without a jackpot being drawn during the b time-saving state and the game returns to the normal game state, if the number of time-saving times in the b time-saving state (e.g., 450 times) is less than the scheduled number of times (e.g., 900 times), the variable counter may be counted during the b time-saving state.
[0088] FIG. 23 is a flowchart showing an example of the c time-saving flag setting process. In the c time-saving flag setting process, it is determined whether the fixed pattern of the special pattern is a time-saving pattern (S740). If it is determined that the fixed pattern is a time-saving pattern, it is determined whether the probability variable flag is a value of 0 (S742), whether the a time-saving flag is a value of 0 (S744), whether the b time-saving flag is a value of 0 (S746), and whether the c time-saving flag is a value of 0 (S748). In other words, it is determined whether the current game state is not a probability variable game state or a time-saving game state, but a normal game state. If it is determined that any of the probability variable flag, the a time-saving flag, the b time-saving flag, and the c time-saving flag is a value of 1, it is determined that the current game state is a probability variable game state or a time-saving game state, and the c time-saving flag setting process is terminated. For this reason, even if the fixed pattern of the special pattern is a time-saving pattern, if the current game state is a probability variation game state or a time-saving game state, the time-saving hit is invalidated. On the other hand, if it is determined that the probability variation flag, the a time-saving flag, the b time-saving flag, and the c time-saving flag are all 0, the c time-saving flag is set to a value of 1 (S750) in order to generate the c time-saving state, and the c time-saving counter is set (S752), and the c time-saving flag setting process is terminated. The c time-saving counter indicates the remaining number of times the special pattern will change until the c time-saving state ends, and a predetermined initial value (value 20) is set to the c time-saving counter. In S740, if it is determined that the fixed pattern of the special pattern is not a time-saving pattern but a losing pattern, it is determined whether the c time-saving flag is a value of 1 (during the c time-saving state) or not (S754). If it is determined that the c time-saving flag is not a value of 1 but a value of 0, the c time-saving flag setting process is terminated. On the other hand, if it is determined that the c time-saving flag is a value of 1, the c time-saving counter is decremented by a value of 1 (S756), and it is determined whether or not the c time-saving counter is a value of 0 (S758). If it is determined that the c time-saving counter is not a value of 0, the c time-saving state is maintained and the c time-saving flag setting process is terminated. On the other hand, if it is determined that the c time-saving counter is a value of 0, in order to end the c time-saving state, the c time-saving flag is set to a value of 0 (S760), and the c time-saving flag setting process is terminated.
[0089] [Jackpot game processing] FIG. 24 and FIG. 25 are flow charts showing an example of the jackpot game process. In the jackpot game process of S80, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S800). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is being opened (S802), whether the jackpot game start presentation is being performed (S804), whether the jackpot game end presentation is being performed (S806), and whether the opening interval is being performed (S808). If the judgments of S802 to S808 are all negative, a jackpot game start presentation command is sent to the sub integrated control device 90 (S810), and the jackpot game process is terminated. The sub-integrated control device 90 that has received the jackpot game start presentation command starts the jackpot game start presentation. When the jackpot game start presentation starts, the next time the jackpot game processing is executed, it is determined in S804 that the jackpot game start presentation is in progress, and it is determined whether the jackpot game start presentation time has elapsed (S812). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening solenoid 25c is driven to open the jackpot game opening 25 (S814), and the jackpot game processing is terminated. The main control device 60 transmits a round game presentation command to the sub-integrated control device 90 in conjunction with the opening of the jackpot game opening 25.
[0090] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S802 that the large prize opening 25 is open, and so it is determined whether or not the number of game balls entering the large prize opening 25 has reached a specified number (10 in this embodiment) based on a detection signal from the large prize opening switch 25a (S816), and whether or not the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (28 seconds in this embodiment) (S818). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is left open while the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S820), and it is determined whether or not the current round game is the final round (S822). Since the number of rounds of the big prize game is set by the big prize pattern ("4R normal big prize pattern", "10R normal big prize pattern", "10R sure-variable big prize pattern"), the determination of whether or not the current round game is the final round is performed by determining whether or not the number of repetitions of the round game has reached a number determined according to the big prize pattern. When it is determined that the current round game is not the final round, an interval between openings is generated (S824), and the big prize game processing is terminated. When an interval between openings is generated, the main control device 60 transmits an interval between openings generation command to the sub integrated control device 90. When an interval between openings occurs, the next time the jackpot game process is executed, it is determined in S808 that the interval between openings is in progress, and it is then determined whether the interval between openings (e.g., 2 seconds) has elapsed (S826). If it is determined that the interval between openings has not elapsed, the jackpot game process is terminated once with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S814), and the jackpot game process is terminated.
[0091] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S822 that the current round play is the final round, a big prize play end presentation command is sent to the sub-integrated control device 90 (S828) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end presentation command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S806 that the big prize play end presentation is in progress when the next big prize play processing is started, so it is determined whether or not the big prize play end presentation time has elapsed (S830). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S832) and the operation of the condition device is stopped (S834). Next, it is determined whether or not the current big prize pattern is a sure-variable big prize pattern (S836). When it is determined that the jackpot pattern is a probability variable jackpot pattern, in order to generate a probability variable game state and an a time-saving state, the probability variable flag is set to a value of 1 (S838), the probability variable counter is set to a value of 100 (S840), the a time-saving flag is set to a value of 1 (S842), and the a time-saving counter is set to a value of 100 (S844). On the other hand, when it is determined that the jackpot pattern is not a probability variable jackpot pattern but a normal jackpot pattern, in order to generate an a time-saving state, the a time-saving flag is set to a value of 1 (S846), the a time-saving counter is set to a value of 100 (S848), and the variable counter is set to a value of 900 (S850). Then, in order to end the jackpot game, the jackpot flag is set to a value of 0 (S852), and a game state designation command is sent to the sub-integrated control device 90 (S854), and the jackpot game processing is ended. In addition, the game state designation command includes the value of the special bonus flag, the value of the a time-saving flag, the value of the a time-saving counter, the value of the fluctuation counter, the value of the jackpot flag, etc.
[0092] Next, various processes executed by the sub-integrated control device 90 that received various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a special symbol change instruction command (first special symbol change instruction command, second special symbol change instruction command), a pattern stop command, a game state designation command, a jackpot game start presentation command, and a jackpot game end presentation command. The processes of the sub-integrated control device 90 that received various commands include a pattern change presentation process for executing a pattern change presentation that changes and displays presentation symbols in accordance with the display of special symbols, and a jackpot game presentation process for executing a jackpot game presentation in accordance with the occurrence of a jackpot. Details of the pattern change presentation process and the jackpot game presentation process will be described below.
[0093] [Pattern change effect processing] 26 and 27 are flowcharts showing an example of a pattern change performance process executed by the CPU 90a of the sub-integrated control device 90. In the pattern change performance process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a special pattern change instruction command (first special pattern change instruction command or second special pattern change instruction command) transmitted from the main control device 60 has been received (S900). If it is judged that a special pattern change instruction command has not been received, the process proceeds to S908. On the other hand, if it is judged that a special pattern change instruction command has been received, the stop pattern of the performance pattern is determined based on the fixed pattern of the special pattern (normal jackpot pattern, guaranteed jackpot pattern, time-saving pattern or miss pattern) included in the received special pattern change instruction command (S902), and the performance pattern is determined based on the variable pattern of the special pattern (S904). Here, the determination of the performance pattern can be performed by determining the stop pattern of the performance pattern corresponding to the fixed pattern of the special pattern from the performance pattern setting table stored in advance in the ROM 90b. For example, when a normal jackpot pattern is determined as a fixed pattern of a special pattern, a double number of even numbers such as "444" or "666" is determined as a stop pattern of a performance pattern, when a sure-win pattern is determined, a double number of odd numbers such as "333" or "777" is determined as a stop pattern of a performance pattern, and when a time-saving pattern is determined, a specific number after a reach such as "7★7" is determined. In addition, the performance pattern can be determined by determining a performance pattern corresponding to the variation pattern of a special pattern from a performance pattern table stored in advance in ROM90b. In this embodiment, when the variation pattern of a special pattern is a no-reach variation, a normal variation performance pattern is determined in which a normal variation performance in which the performance pattern is displayed and stopped as it is without generating a reach is executed. In addition, when the variation pattern of a special pattern is a normal reach, a normal reach performance pattern in which a normal variation performance is transitioned to a normal reach performance after the normal variation performance is determined. Furthermore, when the special symbol variation pattern is a long reach, a long reach performance pattern with a longer reach duration than the normal reach performance is determined. Also, when the special symbol variation pattern is an SP reach A, an SP reach performance pattern A that develops from a normal variation performance through a normal reach performance to an SP reach performance A is determined.Also, when the variation pattern of the special symbol is SP reach B, the SP reach presentation pattern B is determined, which develops from the normal variation presentation to the normal reach presentation and then to the SP reach presentation B. In this way, when the stop symbols and presentation pattern of the presentation symbols are determined, a symbol variation presentation that displays the presentation symbols in a variable manner is started (S906). The symbol variation presentation is performed by transmitting a control command to the presentation display control device 91 so that the presentation symbols are displayed in a variable manner in the presentation pattern determined on the presentation display device 37.
[0094] Next, it is determined whether or not a pattern change performance is being performed (S908). If it is determined that the pattern change performance is not being performed, the process proceeds to S924. On the other hand, if it is determined that the pattern change performance is being performed, it is determined whether or not an SP reach performance (SP reach performance A or SP reach performance B) is being performed in the pattern change performance (S910). If it is determined that the SP reach performance is being performed, it is determined whether or not the SP reach performance being performed is the SP reach performance A (S912), and if it is determined that the SP reach performance being performed is the SP reach performance A, it is determined whether or not the button performance timing has arrived (S914). If it is determined that the button performance timing has not arrived, the process proceeds to S924, and if it is determined that the button performance timing has arrived, the button performance is started (S916), and the process proceeds to S924. The button effect is performed by displaying an image imitating the effect button 16 and text such as "PUSH" or "Press" on the effect display device 37 to encourage the player to operate the effect button 16. The timing of the button effect is determined to be the timing before the special symbol (effect symbol) is confirmed and displayed in the SP reach effect A. For example, in the SP reach effect A, a teasing effect is executed at the end of the SP reach effect A to tease the player whether or not a jackpot will be won, and the timing of the button effect is determined to be the timing during the teasing effect.
[0095] Next, it is determined whether or not the button performance is in progress (S924). When the button performance is started in S916, next, when the pattern variation performance process is executed, it is determined in S924 that the button performance is in progress, so it is determined whether or not the performance button 16 has been operated (S926) and whether or not the operation valid period has elapsed (S928). If it is determined that the performance button 16 has not been operated and the operation valid period has not elapsed, it proceeds to S936, and if it is determined that the performance button 16 has been operated before the operation valid period has elapsed, it is determined whether or not the variation pattern of the special pattern included in the special pattern variation instruction command received in S900 is a jackpot variation pattern (S930). If it is determined that the variation pattern of the special pattern is a jackpot variation pattern, a movable performance is executed in the second operation mode in order to notify the occurrence of a jackpot (S932), and the button performance is ended (S934), and it proceeds to S936. As described above, the second operation mode is an operation mode in which the multiple movable members 41a to 43a operate in sequence, and since it takes a relatively long time to complete the operation, by combining it with the SP reach performance A, which has ample performance time, a more powerful moving performance (jackpot notification performance) can be executed, and the performance can be improved. If it is determined that the operation effective period has elapsed without the performance button 16 being operated, the button performance is terminated (S934) without executing the moving performance, and the process proceeds to S936. In this case, if the fluctuation pattern is a jackpot fluctuation pattern, the occurrence of a jackpot may be notified by a revival performance after a miss is notified once. Note that even if the operation effective period has elapsed without the performance button 16 being operated, the moving performance may be executed to notify a jackpot.
[0096] When it is determined in S912 that the SP reach performance being executed is not the SP reach performance A but the SP reach performance B, it is determined whether or not the variation pattern of the special symbol included in the special symbol variation instruction command is a jackpot variation pattern (S918). When it is determined that it is not a jackpot variation pattern, it proceeds to S924. On the other hand, when it is determined that it is a jackpot variation pattern, it is determined whether or not the movable performance timing has arrived (S920). When it is determined that the movable performance timing has not arrived, it proceeds to S924. On the other hand, when it is determined that the movable performance timing has arrived, it executes the movable performance in the second operation mode (S922), and proceeds to S924. In this way, when the SP reach performance A is executed in the variation, and the variation pattern of the variation is a jackpot variation pattern, the movable performance is executed in the second operation mode via the button performance as a jackpot notification performance. On the other hand, when the SP reach performance B is executed in the change, and the change pattern of the change is a big win change pattern, the movable performance is executed in the second operation mode as a big win notification performance without going through the button performance. That is, in this embodiment, the second operation mode may operate when the performance button 16 is operated, or may operate independently of the operation of the performance button 16, and in either case, the operation is started during the special pattern change time.
[0097] Next, it is determined whether or not a symbol stop command transmitted from the main control device 60 has been received (S936). If it is determined that the symbol stop command has not been received, the symbol change performance process is temporarily terminated. On the other hand, if it is determined that the symbol stop command has been received, the symbol change performance is terminated by stopping the performance symbol (confirmed display) (S938), and then it is determined whether or not it is in the ultra-short time change period (S940). In this embodiment, the ultra-short time change period continues from the occurrence of a probability change game state after the end of a jackpot game until the special symbol change display is executed 50 times, so the determination in S940 can be made based on the value of the probability change flag and the value of the probability change counter included in the game state designation command received from the main control device 60. If it is determined that it is in the ultra-short time change period, it is determined whether or not the current change pattern was a no-reach change A (S942) and whether or not the stopped symbol (confirmed symbol) is a jackpot symbol (S944). When it is determined that the fluctuation pattern is not the no-reach fluctuation A or that the stopped symbol is not a jackpot symbol, the symbol fluctuation performance process is terminated. On the other hand, when it is determined that the fluctuation pattern is the no-reach fluctuation A and the stopped symbol is a jackpot symbol, the moving performance is executed in the first operation mode (S946) in order to inform the player of the occurrence of a jackpot, and the symbol fluctuation performance is terminated. In this embodiment, since the speed of the game progress is emphasized during the ultra-short fluctuation period and the fluctuation time of the special symbol is an extremely short time (0.2 seconds), it is not possible to secure time to execute the moving performance in the second operation mode during the symbol fluctuation performance. Therefore, in this embodiment, when the special symbol (performance symbol) is displayed as a fixed symbol, the moving performance is executed in the first operation mode, which is simpler than the second operation mode and takes less time to complete the operation, and in addition to the performance symbol being suddenly displayed as a jackpot symbol, the moving performance is executed, which can give the player a surprise and impact.
[0098] [Big hit game performance processing] 28 is a flow chart showing an example of the big win game presentation process executed by the CPU 90a of the sub-integrated control device 90. In the big win game presentation process, the CPU 90a of the sub-integrated control device 90 first judges whether or not the big win game start presentation command has been received (S1000). If it judges that the big win game start presentation command has not been received, the process proceeds to S1010. If it judges that the big win game start presentation command has been received, the process starts the big win game start presentation (opening presentation) (S1002), and judges whether or not the current big win is a big win that occurred during the ultra-short time fluctuation period (S1004) and whether or not the fluctuation pattern of the pattern related to the current big win occurrence is the no-reach fluctuation B (S1006). If it is determined that the jackpot is not a jackpot that occurred during the ultra-short time fluctuation period, or that the fluctuation pattern is not the no-reach fluctuation B, the process proceeds to S1010. If it is determined that the jackpot is a jackpot that occurred during the ultra-short time fluctuation period and that the fluctuation pattern is the no-reach fluctuation B, the process executes the movable presentation in the first operation mode (S1008) and proceeds to S1010. In this way, when the special pattern (presentation pattern) is displayed in the no-reach fluctuation A during the ultra-short time fluctuation period and is displayed as a jackpot pattern, the movable presentation is started by the first operation mode at the end of the fluctuation time as a jackpot notification presentation. On the other hand, when the special pattern (presentation pattern) is displayed in the no-reach fluctuation B and is displayed as a jackpot pattern, the movable presentation is started by the first operation mode at the end of the fixed pattern display period as a jackpot notification presentation. That is, in this embodiment, the first operation mode may start operation at approximately the same time as the end of the fluctuation time (the fixed display of the special pattern), or may start operation after the end of the fluctuation time.
[0099] Next, it is determined whether or not the jackpot game start presentation is in progress (S1010). If it is determined that the jackpot game start presentation is not in progress, the process proceeds to S1016. If it is determined that the jackpot game start presentation is in progress, it is determined whether or not the jackpot game start presentation time has ended (S1012). If it is determined that the jackpot game start presentation time has not ended, the process proceeds to S1016. If it is determined that the jackpot game start presentation time has ended, it starts the jackpot game in progress presentation (S1014). Then, it is determined whether or not the jackpot game end presentation command has been received (S1016). If it is determined that the jackpot game end presentation command has not been received, the jackpot game presentation process is ended, and if it is determined that the jackpot game end presentation command has been received, the jackpot game end presentation is started (S1018), and the jackpot game presentation process is ended.
[0100] FIG. 29 is an explanatory diagram showing the execution timing of the movable performance when a jackpot fluctuation is executed in the SP reach performance A during a short-time fluctuation period, and FIG. 30 is an explanatory diagram showing the execution timing of the movable performance when a jackpot fluctuation is executed in the SP reach performance B during a short-time fluctuation period. The probability variable game state includes an ultra-short-time fluctuation period and a short-time fluctuation period, and during the short-time fluctuation period, the SP reach performances A and B can be executed. When a jackpot is won and the SP reach performance A is executed, as shown in FIG. 29, the button performance starts at a predetermined timing at the end of the SP reach performance A, and when the performance button 16 is operated (pressed) within the operation effective period of the button performance, the movable performance is executed by the second operation mode as a jackpot notification performance (time t1). The second operation mode is an operation mode in which one design is completed by sequentially operating a plurality of movable members 41a to 43a, and the time until the operation is completed (time t1 to t2) is relatively long. Therefore, by combining it with the SP reach performance A, a powerful performance can be performed, and the interest in playing can be increased. On the other hand, when a big win is won and the SP reach performance B is executed, as shown in Fig. 30, at a predetermined timing at the end of the SP reach performance B, the button performance is not executed and the moving performance is executed by the second operation mode. Note that in this embodiment, even if the result of the hit / miss judgment is a miss and the SP reach performances A and B are executed, the moving performance is not executed, so the moving performance becomes a big win notification performance that notifies the player of a big win.
[0101] FIG. 31 is an explanatory diagram showing an example of the execution timing of the movable performance when a jackpot fluctuation is executed with no-reach fluctuation A during the ultra-short time fluctuation period, and FIG. 32 is an explanatory diagram showing an example of the execution timing of the movable performance when a jackpot fluctuation is executed with no-reach fluctuation B during the ultra-short time fluctuation period. During the ultra-short time fluctuation period, the fluctuation time of the special symbol is set to an extremely short time (0.2 seconds), and regardless of the result of the win / loss judgment, no-reach fluctuations A and B are executed, and the reach performance is not executed. When a jackpot is won and no-reach fluctuation A is executed, as shown in FIG. 31, at time t3 when the special symbol is displayed as a jackpot symbol, the movable performance is executed by the first operation mode. The first operation mode is performed by operating one movable member 41a, and the time until the operation is completed (time t3 to t4) is relatively short. Therefore, in addition to being suddenly displayed as a jackpot symbol, the movable performance can give a surprise and impact to the player. On the other hand, when a jackpot is won and no-reach variation B is executed, the special pattern is displayed as a confirmed jackpot pattern as shown in FIG. 32, and at time t4 when the confirmed pattern display period ends, a moving presentation is executed in the first operating mode.
[0102] In the pachinko machine 1 of the embodiment described above, when a jackpot is won, a movable performance (jackpot notification performance) that moves the movable accessory to the front side of the performance display device 37 at a predetermined timing can be executed, and an advantageous state (probable change game state) that is advantageous to the player can be generated after the jackpot game ends. In this case, the advantageous state period has an ultra-short time fluctuation period in which the average fluctuation time is extremely short, and a short time fluctuation period in which the average fluctuation time is longer than the ultra-short time fluctuation period. When a jackpot is won during the ultra-short time fluctuation period, the movable performance is executed by a first operation mode in which the time until the operation is completed is relatively short, and when a jackpot is won during the short time fluctuation period, the movable performance is executed by a second operation mode in which the time until the operation is completed is relatively long. In this way, the operation mode of the movable accessory is changed according to the period of the advantageous state (average fluctuation time), so that the movable accessory can be operated in a mode that matches the progress speed of the game. As a result, a gaming machine that can improve the sense of speed and the performance according to the scene can be obtained.
[0103] In the embodiment, the moving performance of the first operation mode is performed by operating one movable member 41a, and the moving performance of the second operation mode is performed by operating the multiple movable members 41a to 43a in sequence. However, both the moving performance of the first operation mode and the moving performance of the second operation mode may be performed by operating one movable member, or may be performed by operating multiple movable members. In these cases, the moving distance of the movable member in the first operation mode may be shorter than that in the second operation mode so that the time required to complete the operation is shorter than that in the second operation mode. In addition, the moving performance may be performed by operating a movable member common to the first operation mode and the second operation mode, or may be performed by operating different movable members.
[0104] In the embodiment, the moving performance of the first operation mode may be executed after the end of the variable time (after the big win symbol is determined), and the moving performance of the second operation mode may be executed before the end of the variable time (before the big win symbol is determined). However, the moving performance of the first operation mode may be executed before the end of the variable time as shown in FIG. 33. That is, both the moving performance of the first operation mode and the moving performance of the second operation mode may be executed before the end of the variable time. By executing the moving performance of the first operation mode before the end of the variable time, the moving performance can be made more speedy and impactful.
[0105] In the embodiment, the moving performance of the second operation mode is executed in response to the SP reach performances A and B, but it may be executed in response to a normal reach or a long reach. In this case, if a jackpot is won in a normal reach with a short fluctuation time, the moving performance may be executed at the timing after the fluctuation time ends.
[0106] In the embodiment, the present invention has been described as being applied to a so-called ST machine, but it may also be applied to a type of gaming machine in which, when a high probability game state occurs after a jackpot game ends, the high probability game state continues until the next jackpot is won.
[0107] In the embodiment, the present invention has been described as being applied to a so-called seven-machine type gaming machine, but is not limited to this and may also be applied to a so-called type 1 / type 2 mixed machine which has a specific area inside a large prize opening which opens during a small win game, and in which a gaming ball enters the large prize opening during a small win game, and when the entering gaming ball passes through the specific area, it progresses to a large win game. In this type 1 / type 2 hybrid machine, it is possible to generate an advantageous state (time-saving state) in which it becomes easier for the game ball to enter the second starting hole after the end of a big win game, the second special pattern is more likely to result in a small win than the first special pattern, and in the advantageous state there are a first period and a second period with different average fluctuation times, and when a small win is won during the first period in which the average fluctuation time is relatively short, a moving presentation is executed in a first operation mode in which the time until the operation is completed is relatively short as a small win notification presentation to notify that a small win has been won, and when a small win is won during the second period in which the average fluctuation time is relatively long, a moving presentation is executed in a second operation mode in which the time until the operation is completed is relatively long as a small win notification presentation.
[0108] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but it may be a so-called sealed type pachinko machine. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machines of the embodiment and the modified example may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.
[0109] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be described. In the embodiment, the CPU 60a of the main control device 60, which executes the processes of S602, S604 of the first special symbol variable display related process and S602b, S604b of the second special symbol variable display related process, corresponds to the "win / lose lottery means", the CPU 90a of the sub-integrated control device 90, which executes the process of S906 of the symbol variable performance process and the performance display control device 91, corresponds to the "variable display means", the CPU 90a of the sub-integrated control device 90, which executes the processes of S922, S932, S946 of the symbol variable performance process and S1008 of the big win game performance process, corresponds to the "win notification performance execution means", and the CPU 60a of the main control device 60, which executes the processes of S838 to S850 of the big win game process, corresponds to the "advantageous state generation means". The correspondence between the main elements of the Examples and the main elements of the invention described in the Summary of the Problem column does not limit the elements of the invention described in the Summary of the Problem column, since the Examples are examples for specifically explaining the mode for implementing the invention described in the Summary of the Problem column. In other words, the interpretation of the invention described in the Summary of the Problem column should be based on the description in that column, and the Examples are merely a specific example of the invention described in the Summary of the Problem column.
[0110] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]
[0111] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 LED, 16 performance button, 16a performance button switch, 18 movable role, 18a LED, 18b movable role motor, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern operation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c large prize port solenoid, 27 Regular winning port, 27a Regular winning port switch, 29 Out port, 31 First special symbol display device (First special symbol display device), 32 Second special symbol display device (Second special symbol display device), 33 First special symbol reserved number display device (First special symbol reserved number display device), 34 Second special symbol reserved number display device (Second special symbol reserved number display device), 35 Regular symbol display device (Regular symbol display device), 36 Regular symbol reserved number display device (Regular symbol reserved number display device), 37 Performance display device, 371L, 371C, 371R Performance symbol (pseudo symbol), 372a First reserved symbol, 372b Second reserved symbol, 38 Center role, 41, 42, 43 Movable role, 41a, 42a, 43a Movable member, 41b, 42b,43b movable role motor, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 main control device, 60a CPU, 60b ROM, 60c RAM, 61 game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 back wiring relay terminal board, 65 external connection terminal board, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 Performance display control device, 95 power supply board, 95a power switch, 98 probability setting switch, 99 RAM clear switch, 100 hall computer.
Claims
[Claim 1] A winning / losing lottery means for conducting a winning / losing lottery based on the establishment of a predetermined condition; A variable display means for displaying a variable pattern on a display device based on the result of the winning / losing lottery; A winning notification effect execution means for executing a winning notification effect by moving a movable role object to the front side of the display device at a predetermined timing when a winning result is obtained as a result of the winning / losing lottery; an advantageous state generating means for generating an advantageous state that is advantageous to a player as a gaming state; Equipped with The advantageous state has a first state and a second state, each of which has a different average fluctuation time of the pattern, The movable part has a first operation mode and a second operation mode, each of which has a different time until the operation of the movable part is completed, The first state has a shorter average fluctuation time than the second state, The first operation mode requires a shorter time to complete the operation than the second operation mode, the winning notification performance execution means executes the winning notification performance in the first operation mode when the winning result is obtained during the first state, and executes the winning notification performance in the second operation mode when the winning result is obtained during the second state, and executes the winning notification performance in the first operation mode and the second operation mode at a timing before the pattern is definitively displayed. Amusement machine.
Citation Information
Patent Citations
Game machine
JP2012061259A
Game machine
JP2015226650A
Pinball game machine
JP2018068344A
Game machine
JP2019115486A
Game machine
JP2021029951A