Ball game machine
Patent Information
- Application Number
- JP2021043671
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-17
- Publication Date
- 2025-02-26
- Estimated Expiration
- 2041-03-17
Smart Images

Figure 0007635970000001 
Figure 0007635970000002 
Figure 0007635970000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a pinball game machine that transitions to an advantageous game state that is more advantageous to a player than a normal game state after a special game operation for opening and closing a big prize opening is completed.
[0002] In some pinball game machines, such as pachinko machines, a lottery is held when a game ball enters a starting hole provided in a game area, and if the lottery result is a win, a special game is executed in which a big prize hole is opened. Furthermore, a configuration is also known in which, after the special game ends, the game transitions to either a normal game state or a favorable game state in which a win is more likely to occur than in the normal game state. Here, a configuration is proposed in, for example, Patent Document 1, in which a probability-change game state in which a win or loss is determined according to a higher probability of winning than in the normal game state is set as the favorable game state. In addition, for example, Patent Document 2 proposes a configuration having a function of developing from a small win game to a big win game, and a configuration capable of transitioning to the favorable game state after the big win game ends. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-54559 A [Patent Document 2] JP 2018-23560 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the conventional configuration in which a player can transition to the advantageous game state after the special game ends, a win is likely to occur in the advantageous game state, and so-called consecutive wins may occur in which the advantageous game state and the special game are repeated. When such a consecutive win occurs, the player can win a large number of prize balls. However, when the consecutive wins end due to no wins occurring in the advantageous game state or when the special game ends and the game shifts to the normal game state, the player is very disappointed. If the player is very disappointed, he or she is likely to lose motivation for the current game and quit playing. For this reason, a configuration that can suppress the loss of motivation of the player when the consecutive wins end has been desired.
[0005] The present invention proposes a pinball gaming machine that can suppress the decline in motivation to play that occurs when a winning streak ends.
[0006] The present invention relates to a pinball game machine equipped with a win / loss determination means for determining whether a win or loss occurs due to a game ball entering a start port, a special game control means for executing a special game operation for opening a large prize port when a win or loss is determined by the win / loss determination means, and a game state conversion means for transitioning to an advantageous game state in which the player can obtain a higher profit than in a normal game state after the special game operation ends and terminating the advantageous game state upon establishment of a predetermined advantageous game end condition. When a predetermined count start condition is established based on the start of a special game operation for transitioning to the advantageous game state, counting of an elapsed counter value that is counted according to the passage of time is started, and when a predetermined count end condition is established after the advantageous game state ends, the elapsed game state conversion means converts the value of the elapsed counter value into a value that is counted according to the passage of time. This pinball game machine is characterized in that it comprises a favorable game counting means for ending counting of a counter value, a count performance means for executing a count performance suggesting the elapsed counter value counted by the favorable game counting means at least in the favorable game state, and a favorable result information notifying means for notifying result information including at least information relating to the elapsed count value upon the end of the favorable game state, wherein the favorable game counting means is equipped with a count takeover means for taking over the elapsed counter value before the end of counting due to the count end condition and continuing counting when the win / loss determination means determines a win between the end of the favorable game state and the establishment of the count end condition.
[0007] Here, the "advantageous game state" may be, for example, a state in which it is easy to win by the winning / losing determination means, a state in which it is easy to enter the starting hole, a state in which the number of winning / losing determinations per unit time can be increased, etc. Specifically, a probability-changing game state or a time-saving game state can be applied. The "favorable game end condition" can be suitably set to, for example, one or more of the following: a win determination by a win / loss determination means in a favorable game state, a predetermined maximum time having elapsed since the start of the favorable game state, a predetermined maximum number of win / loss determinations having been performed in the favorable game state, or a predetermined maximum number of winning balls having been generated in the favorable game state. The "count start conditions" can be, for example, starting a special game operation, a specified timing after the start of the special game operation, ending the special game operation, starting an advantageous game state, a specified timing after the start of the advantageous game state, etc. The "count end condition" can be, for example, a predetermined timing after the end of a favorable gaming state, and this timing can be set to a predetermined amount of time having passed since the end of the favorable gaming state, a predetermined number of gaming balls having been released, a predetermined number of winning balls having been generated, a predetermined number of winning / losing determinations having been made, etc. The "count effect" can be one or more of the following: an effect in which a predetermined effect pattern is displayed on an effect display device such as an LCD display, an effect in which a predetermined effect sound is generated from a speaker, and an effect in which an LED or lamp is illuminated in a predetermined light-emitting pattern. "End of advantageous gaming state" does not only refer to the end of the advantageous gaming state, but can also refer to a predetermined timing after the end of the advantageous gaming state (for example, a win / loss determination performed due to the advantageous gaming state). The "result information" may include other information as long as it includes information related to the elapsed count value counted by the advantageous game counting means. For example, information on the number of consecutive games, information on the profit (number of winning balls, etc.) during the consecutive games, etc. are preferably used as the result information. As the "advantageous result information notification means", a suitable device is one that displays a pattern suggesting the result information on a performance pattern display device, one that generates a sound suggesting the result information from a speaker, and one that notifies the result information by emitting light from an LED or lamp, etc., and one or more of these may be used.
[0008] In this configuration, the elapsed counter value, which measures the duration of the advantageous gaming state, remains valid even after the advantageous gaming state ends, and the elapsed counter value is continued and counted based on the winning judgment, so that if a winning judgment is made after the advantageous gaming state ends, the counter performance suggesting the elapsed counter value makes it look like the previous advantageous gaming state has continued. This stimulates the player's emotions of expecting a winning judgment even when the advantageous gaming state ends, so that the player's motivation to play can be suppressed from decreasing due to the end of the advantageous gaming state. Therefore, according to the configuration of the present invention, even when the consecutive winning streak ends, the player can be motivated to continue playing, so that the decrease in motivation to play due to the end of the consecutive winning streak can be suppressed.
[0009] In the pinball game machine of the present invention described above, a configuration is proposed that includes an effective presentation means for executing a specific count effective presentation during the period from the end of the advantageous game state to the establishment of a count end condition.
[0010] In this configuration, the player can clearly know from the count validity effect that the elapsed counter value will be carried over after the advantageous game state ends. This effectively increases the player's motivation to play, and further improves the effects of the present invention described above.
[0011] In the pinball gaming machine of the present invention described above, a configuration is proposed in which the count takeover means interrupts counting the elapsed counter value when a predetermined count interruption condition is met based on the end of a favorable gaming state, and when a win / loss determination means determines a win before the count end condition is met, takes over the interrupted elapsed counter value and resumes counting execution upon the establishment of a predetermined count restart condition.
[0012] Here, the "count interruption condition" can be set, for example, to the end of a favorable gaming state, a predetermined timing after the end of the favorable gaming state, etc., and this timing can be set to a predetermined number of win / loss determinations being made, a predetermined time having passed since the end of the favorable gaming state, a predetermined number of gaming balls being launched, a predetermined number of prize balls being generated, etc. The "count restart conditions" can be set, for example, to the initiation of a special game operation that transitions to a favorable game state, a specified timing after the initiation of the special game operation, the ending of the special game operation, the initiation of a favorable game state, a specified timing after the initiation of the favorable game state, etc.
[0013] In this configuration, since the counting of the elapsed count value is suspended in a game state other than the advantageous game state, when the count restart condition is satisfied, the progress of the elapsed count value from the end of the advantageous game state can be suppressed. This prevents the elapsed count value from progressing significantly between the end of the advantageous game state and the satisfaction of the count restart condition, and the elapsed count value can be clearly defined as correctly indicating the length of time the advantageous game state continues. Therefore, this configuration can emphasize the fun of carrying over the elapsed count value, and can further enhance the effects of the present invention described above. [Brief description of the drawings]
[0014] [Figure 1] 1 is a front view of a pachinko machine 1 according to the present invention. [Diagram 2] 1 is a front view of the game board 2 of the pachinko machine 1. FIG. [Diagram 3]1 is an explanatory diagram showing (A) a closed state and (B) an open state of a specific opening 25 provided inside the second large prize opening device 21. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 5] 1 is a diagram explaining some of the game specifications. [Figure 6] 4 is a flowchart showing an outline of a main routine. [Figure 7] A flowchart showing the start winning processing. [Figure 8] 1 is a flowchart showing the correct / incorrect determination process. [Figure 9] 2 is a flowchart showing the correct / incorrect determination process. [Figure 10] 3 is a flowchart showing the correctness determination process. [Figure 11] 4 is a flowchart showing the correct / incorrect determination process. [Figure 12] 5 is a flowchart showing the correctness determination process. [Figure 13] 1 is a flowchart showing a jackpot game process. [Figure 14] 2 is a flowchart showing a big win game process. [Figure 15] 3 is a flowchart 3 showing a jackpot game process. [Figure 16] 1 is a flowchart showing a small win game process. [Figure 17] 2 is a flowchart showing a small win game process. [Figure 18] 11 is a flowchart 3 showing a small win game process. [Figure 19] 1 is a flowchart showing a time count process. [Figure 20] 11 is a flowchart 2 showing a time count process. [Figure 21] 1 is a time chart 1 showing the transition to a time-saving game state. [Figure 22] 2 is a time chart 2 showing the transition to a time-saving game state. [Diagram 23]11 is a time chart 3 showing the transition to a time-saving game state. [Figure 24] 4 is a time chart 4 showing the transition to a time-saving game state. [Diagram 25] FIG. 1 is an explanatory diagram showing a display mode of an elapsed time pattern 111 indicating an elapsed count value. [Figure 26] FIG. 2 is an explanatory diagram showing a display mode of an elapsed time pattern 111 indicating an elapsed count value. [Figure 27] FIG. 3 is an explanatory diagram showing a display mode of an elapsed time pattern 111 indicating an elapsed count value. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] The embodiments of the present invention will be described with reference to the drawings. Note that the embodiments of the present invention are not limited to the following embodiments, and various forms may be adopted as long as they fall within the technical scope of the present invention. In addition, the following examples and other examples may be appropriately combined.
[0016] The pachinko machine 1 of this embodiment is a type 1 / type 2 mixed gaming machine. As shown in Fig. 1, the pachinko machine 1 of this embodiment has a structure in which each component is held by an outer frame 51 that forms a vertically long fixed outer shell holding frame. An inner frame (not shown) is attached to the outer frame 51 via hinges 53 provided on the upper and lower left sides of the outer frame 51 so as to be openable and closable relative to the outer frame 51, and a front frame (glass frame) 52 is attached to the front of the inner frame so as to be openable and closable relative to the inner frame. A glass plate 61 is detachably attached to the front frame 52. A game board 2 (Fig. 2) attached to the inner frame is disposed on the inner side (rear side) of the glass plate 61.
[0017] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds and alarm sounds emitted from the speakers 66 improve the entertainment value of the game and alert the player. In addition, a plurality of lamps 65 for frame side decoration that emit light according to the game status are provided on the front frame 52, and the light emission improves the entertainment value of the game. Furthermore, an upper tray 55 and a lower tray 63 are integrally provided on the lower part of the front frame 52, and a launching handle 64 is provided on the right side of the lower tray 63. When the launching handle 64 is rotated clockwise by the player, it operates a launching device (not shown) and launches the game balls supplied from the upper tray 55 toward the game area 3 of the game board 2.
[0018] Prize balls and loan balls are dispensed to the upper tray 55. The lower tray 63 is configured to receive prize balls that have spilled over from the upper tray 55, and is equipped with a ball removal lever (not shown) that ejects game balls from the lower tray 63. When the player operates this ball removal lever, the game balls stored in the lower tray 63 can be transferred to a separate box (dollar box).
[0019] The pachinko machine 1 of this embodiment is a so-called CR machine, and is adjacent to a prepaid card unit (CR unit) 56 that reads and writes prepaid cards. The pachinko machine 1 is provided with a CR settlement display device 95 (see FIG. 4) that has a loan button 57, a settlement button 58, and a balance display device 59. In addition, in the center of the upper tray 55, a performance button 67 and a jog dial 68 that can be operated by the player are provided.
[0020] 2 is a front view of the game board 2 of the pachinko machine 1. The game board 2 is provided with a substantially circular game area 3 surrounded by guide rails 2a and 2b, and a large number of game nails (not shown) are planted in the game area 3. A center case 5 is disposed in the center of the game area 3, and an LCD screen of a performance pattern display device 6 (not shown in its entirety) is disposed in the center of the center case 5 so as to be visible from the front. The center case 5 is also provided with a warp entrance, a warp passage, a stage, etc. (not shown).
[0021] A first starting hole 11 is disposed directly below the center case 5, and a normal symbol operation gate 17 and a second starting hole 12 are disposed vertically to the right of the center case 5. The first starting hole 11 is configured to allow game balls to enter at all times, while the second starting hole 12 is configured with a normal electric device 13 having openable and closable wings, and is configured to allow game balls to enter only when the wings are open. The normal symbol operation gate 17 is configured to allow game balls to pass through at all times.
[0022] A first large prize opening device 15 equipped with a first large prize opening 14 is disposed below the normal electric device 13. The first large prize opening device 15 is equipped with an opening / closing piece (not shown) that is operable to switch between an upright position for closing the first large prize opening 14 and a tilted position for opening the first large prize opening 14 by tilting forward from the upright position, and the opening / closing piece is in the upright position to set the first large prize opening 14 in a closed state in which game balls cannot enter the first large prize opening 14, and in the tilted position to set the first large prize opening 14 in an open state in which game balls can enter the first large prize opening 14. The first large prize opening device 15 is equipped with a large prize opening solenoid 14b (see FIG. 4) that operates the opening / closing piece to open and close, and the opening / closing piece can be controlled to switch between the closed state and the open state by controlling the drive of the large prize opening solenoid 14b.
[0023] Further, a second large prize opening device 21 having a second large prize opening 20 is disposed below the first large prize opening device 15. The second large prize opening device 21 has an opening / closing piece (not shown) that is operable to be in an upright position to close the second large prize opening 20 and in a tilted position to open the second large prize opening 20 by tilting forward from the upright position, and the opening / closing piece is in the upright position to set the second large prize opening 20 in a closed state in which game balls cannot enter the second large prize opening 20, and in the tilted position to set the second large prize opening 20 in an open state in which game balls can enter the second large prize opening 20. The second large prize opening device 21 has a large prize opening solenoid 20b (see FIG. 4) that opens and closes the opening / closing piece, and the opening / closing piece can be controlled to be switched between the closed state and the open state by controlling the drive of the large prize opening solenoid 20b.
[0024] As shown in Fig. 3, the second large prize opening device 21 has an internal area 23 into which the game balls that have entered the second large prize opening 20 flow down, and the internal area 23 is provided with a ball outlet 24 through which the game balls that have entered the second large prize opening 20 flow out into the internal area 23, a specific opening 25 and general openings 26, 26 into which the game balls that have flowed out from the ball outlet 24 can enter, and shutter pieces 27, 27 for opening and closing the specific opening 25. The shutter pieces 27, 27 are actuated to change their positions between an upright position (Fig. 3(B)) that opens the specific opening 25 and a tilted position (Fig. 3(A)) that tilts inward from the upright position to close the specific opening 25, and are actuated to the upright position and the tilted position by a specific opening solenoid 25b (see Fig. 4) provided in the second large prize opening device 21. As shown in Fig. 3(A), when the shutter leaves 27, 27 are in the tilted position, game balls that flow into the second large prize opening 20 cannot enter the specific opening 25, but enter the general openings 26, 26. On the other hand, as shown in Fig. 3(B), when the shutter leaves 27, 27 are in the upright position, most of the game balls that flow into the second large prize opening 20 can enter the specific opening 25. The second large prize opening device 21 is provided with a transparent plate (not shown) that covers the front of its internal area 23, and is disposed so as to be embedded in the game board 2 so as to be flush with the game board 2. This allows the player to visually confirm the course of the game ball that entered the second large prize opening 20 until it enters the specific opening 25 or the general openings 26, 26.
[0025] 2, four general winning holes 31 are provided to the left of the first starting hole 11. These general winning holes 31 are configured to allow game balls to enter at all times. Furthermore, an outlet 16 is provided at the most downstream portion of the game area 3, and if a game ball shot into the game area 3 does not enter any of the winning holes or the starting hole, the game ball will enter the outlet 16.
[0026] The game area 3 includes a left flow area 3a where the game ball flows down the left side of the center case 5 in the center, and a right flow area 3b where the game ball flows down the right side of the center case 5. When the game ball is hit from the right, the game ball that has passed the upper side of the center case 5 flows down the right flow area 3b, and when the game ball is hit from the left, the game ball flows down the left flow area 3a. The right flow area 3b is provided with the normal symbol operation gate 17, the second start opening 12, the first large prize opening 14, and the second large prize opening 20. Therefore, by aiming at the right flow area 3b (so-called right hit), the ball can enter the normal symbol operation gate 17, the second start opening 12, the first large prize opening 14, and the second large prize opening 20. On the other hand, the first starting hole 11 arranged directly below the center case 5 is made possible for game balls flowing down the left flow area 3a to enter the hole by the game nails planted in the game board 2. Therefore, by aiming at the left flow area 3a (so-called left hit), balls can enter the first starting hole 11 and the four general winning holes 31. Since the left flow area 3a and the right flow area 3b are configured in this way, the player can play a game aiming at each starting hole 11, 12 and each large winning hole 14, 20 by using right and left hits appropriately. Incidentally, the first starting hole 11 in this embodiment is made impossible for game balls flowing down the right flow area 3b to enter the hole by the game nails.
[0027] At the lower right of the game board 2, there are arranged a normal pattern display device 7 consisting of multiple LEDs, a normal pattern reserved number display device 8, a first special pattern reserved number display device 18, and a second special pattern reserved number display device 19, as well as a first special pattern display device 9 and a second special pattern display device 10 consisting of 7-segment display devices.
[0028] Fig. 4 is a block diagram showing the electrical wiring of the pachinko machine 1. This block diagram does not show relay boards or power boards that simply relay signals. Although detailed illustrations are omitted, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 each have a CPU, ROM, RAM, input ports, output ports, etc. The CPU of each of these control devices starts the programs loaded in each ROM by an interrupt signal with a 2 ms cycle, and executes various controls.
[0029] Detection signals from the first start port switch 11a, which detects game balls that have entered the first start port 11, the second start port switch 12a, which detects game balls that have entered the second start port 12, the normal gate switch 17a, which detects game balls that have passed through the normal pattern activation gate 17, the first count switch 14a, which counts game balls that have entered the first large prize port 14, the second count switch 20a, which counts game balls that have entered the second large prize port 20, and each general prize port switch 31a, which respectively detects game balls that have entered the general prize port 31, are input to the main control device 80 via the game board relay terminal board 74. In addition, detection signals from a specific port switch 25a which detects a gaming ball that has entered the specific port 25 of the second large prize port device 21, and a general port switch 26a which detects a gaming ball that has entered the general ports 26, 26 of the second large prize port device 21 are input to the main control device 80 via the game board relay terminal board 74.
[0030] The main control device 80 operates according to the program loaded in its ROM, generates various commands related to the progress of the game based on the above detection signals, etc., and outputs the commands to the payout control device 81 and the sub-integrated control device 83. In addition, the main control device 80 controls the display of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7 through the symbol display device relay terminal board 75, and controls the lighting of the first special symbol reserved number display device 18, the second special symbol reserved number display device 19, and the normal symbol reserved number display device 8. In addition, the first large winning port solenoid 14b, the second large winning port solenoid 20b, the specific port solenoid 25b, and the normal electric solenoid 13a are also connected to the main control device 80 through the game board relay terminal board 74. The main control device 80 drives and controls the first large prize opening solenoid 14b to open and close the first large prize opening 14, and drives and controls the second large prize opening solenoid 20b to open and close the second large prize opening 20. It also drives and controls the specific opening solenoid 25b to open and close the specific opening 25. It also drives and controls the normal electric solenoid 13a to open and close the second start opening 12. The main control device 80 also outputs management signals for symbol fluctuations, jackpots, etc. to the hall computer 87 via the external connection terminal board 78.
[0031] The payout control device 81 is configured to be capable of two-way communication with the main control device 80, and drives the payout motor 90 to pay out prize balls in response to commands sent from the main control device 80. In this embodiment, a detection signal from a payout switch 91 for counting the game balls paid out as prize balls is input to the main control device 80 and the payout control device 81, and the counting of prize balls is performed by both.
[0032] Furthermore, signals from a full switch 92 and a ball out switch 93 are input to the payout control device 81. The full switch 92 detects that the lower tray 63 is full, and outputs a signal to the payout control device 81 upon detection. The ball out switch 93 detects that the amount of game balls stored in the ball tank (not shown) is low or that there is no game ball stored, and outputs a signal to the payout control device 81 upon detection. When the payout control device 81 inputs signals from the full switch 92 and the ball out switch 93, it stops driving the payout motor 90 and stops the payout operation of the prize balls. The full switch 92 and the ball out switch 93 are configured to continue outputting signals until the detected state is resolved, and the payout control device 81 resumes driving the payout motor 90 by stopping the input of the signal.
[0033] The payout control device 81 can communicate with the CR unit 56 via the CR unit terminal board 79, and drives the payout motor 90 in response to a payout command to pay out loaned balls. The CR unit terminal board 79 is also connected to the settlement display device 94 for two-way communication, and receives signals from a ball lending switch and a settlement switch provided on the settlement display device 94. The ball lending switch detects the operation of the lending button 57 and outputs a signal, and the settlement switch detects the operation of the settlement button 58 and outputs a signal. The payout control device 81 is also connected to the launch control device 84, and transmits a launch stop command to the launch control device 84 at a predetermined timing.
[0034] The launch control device 84 controls the launch motor 97 to launch the game balls into the game area 3. In addition to the payout control device 81 described above, the launch control device 84 receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 98, and a launch stop signal from the launch stop switch 99. The rotation amount signal is output when the player rotates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop signal is output when the player presses the launch stop switch 99. If the touch signal is not input, the launch control device 84 controls so as not to launch the game balls, and even when the launch stop signal is input, the launch control device 84 controls so as not to launch the game balls regardless of the operation of the launch handle 64.
[0035] The sub-integrated control device 83 receives data and commands sent from the main control device 80, divides them into data for performance display control, sound control, and lamp control, sends the commands for performance display control to the performance pattern control device 82, and distributes the data for sound control and lamp control to each control part (functional parts as sound control device and lamp control device) included in itself. Then, the functional part as a sound control device operates the sound LSI based on the data for sound control, thereby controlling the output of sound from the speaker 66, and the functional part as a lamp control device operates the lamp driver based on the data for lamp control, thereby controlling the emission of various LEDs and lamps 65.
[0036] Furthermore, switches that detect the operation of the effect button 67, the jog dial 68, the decision switch 69, etc. are connected to the sub-integrated control device 83, and when each switch detects an operation by the player, the corresponding signal is input. The jog dial 68 may be configured to be connected to the effect symbol control device 82.
[0037] The performance symbol control device 82 performs control based on data and commands sent from the sub-integrated control device 83 (those sent from the main control device 80 and those generated by the sub-integrated control device 83 based on input from the main control device 80 and input from the performance button, etc.), and displays performance images such as special performance symbols on the display screen of the performance symbol display device 6. The sub-integrated control device 83 and the main control device 80 are configured as a one-way communication circuit from the main control device 80 to the sub-integrated control device 83 via a performance relay terminal board, and the sub-integrated control device 83 and the performance symbol control device 82 are configured as a one-way communication circuit from the sub-integrated control device 83 to the performance symbol control device 82.
[0038] The power supply board (not shown) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power supply, and supplies power to each component of the pachinko machine 1 by operating a power switch provided on the power supply board. This power supply board is equipped with a backup power supply consisting of a capacitor and the like, and stores power in the backup power supply while power is being supplied from the AC power supply. As a result, during a power outage, power is supplied to the main control device 80 and the like (for example, the RAM of the main control device 80, etc.), and data in the RAM of the main control device 80 is retained for a certain period of time even after the power supply from the AC power supply is stopped. The backup power supply may be provided in the main control device 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to a device equipped with a backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with a backup power supply when the power supply is stopped.
[0039] Next, the operation of the pachinko machine 1 of this embodiment will be described. In this embodiment, the game area 3 of the game board 2 has a center case 5 disposed in the approximate center thereof, so that a game ball flows down the left side of the center case 5 by a left hit, and a game ball that passes over the top of the center case 5 flows down the right side of the center case 5 by a right hit (see FIG. 2). The first start hole 11 is arranged so that only game balls that flow down the left side of the center case 5 can enter it due to its arrangement position and game nails (not shown) planted in the game area 3. Therefore, unless the player hits it to the left, the ball cannot enter the first start hole 11. On the other hand, the normal symbol operation gate 17, the second start hole 12, the first large winning hole 14, and the second large winning hole 20 can receive game balls that flow down the right side of the center case 5 due to their arrangement positions and the game nails. The general winning hole 31 can receive game balls only by a left hit.
[0040] When a gaming ball released into the gaming area 3 flows down the left flow area 3a and enters the first starting hole 11 (the first starting hole switch 11a in FIG. 4 detects the gaming ball), the first special symbol starts to change on the first special symbol display device 9, and a lottery is held to determine whether or not there is a big win based on a random number extracted due to the ball entering the game. Then, the result of this lottery is announced by stopping the display of the first special symbol a predetermined time after the start of the change. Here, the random number extracted when the ball enters the first starting hole 11 is stored as a first reserved memory, as described below. Up to four first reserved memories can be stored, and the number of first reserved memories stored (hereinafter referred to as the first reserved memory number) is represented by the number of lights on the first special symbol reserved number display device 18. The winning / losing lottery and the change in the first special symbol are executed by consuming the first reserved memories thus stored. The first reserved memory number indicates the number of unconsumed first reserved memories.
[0041] On the other hand, when the game ball launched into the game area 3 flows down the right flow area 3b and passes through the normal symbol operation gate 17 (the normal gate switch 17a in FIG. 4 detects the game ball), the normal symbol display device 7 starts to display the normal symbol in a variable manner, and a random number extracted due to the ball entering is drawn by lottery to determine whether it is a win or a lose. Then, if the normal symbol that stops after a predetermined time from the start of the variation is in a predetermined winning state, the wing piece of the normal electric device 13 is driven, and the game ball can enter the second starting hole 12. Here, the wing piece of the normal electric device 13 opens once for 0.1 seconds in the normal game state described later, and opens once for 2 seconds in the time-saving game state described later, depending on one winning of the normal symbol.
[0042] When a game ball enters the second start hole 12 (the second start hole switch 12a in FIG. 4 detects the game ball), the second special symbol starts to change on the second special symbol display device 10, and a lottery is held to determine whether the player will win a big win or a small win, based on a random number extracted due to the ball entering the hole. Then, when a predetermined time has elapsed since the start of the change, the second special symbol is stopped and displayed, and the result of the lottery is announced. Here, the random number extracted when the ball enters the second starting hole 12 is stored as a second reserved memory, as described below. A maximum of one second reserved memory can be stored, and the number of stored second reserved memories (hereinafter referred to as the second reserved memory number) is represented by the number of lights on the second special symbol reserved number display device 19. By consuming the second reserved memories thus stored, the winning / losing lottery and the variation of the second special symbol are executed. The second reserved memory number indicates the number of unconsumed second reserved memories.
[0043] In this embodiment, when the ball enters the first starting hole 11, the first special symbol is changed and a judgment is made as to whether or not it is a big win, while when the ball enters the second starting hole 12, the second special symbol is changed and a judgment is made as to whether or not it is a big win or a small win. Furthermore, in this embodiment, the first reserved memory and the second reserved memory are consumed with priority, regardless of the order in which they were generated. In other words, when there is a first reserved memory and a second reserved memory, the second reserved memory is consumed and the variation of the second special symbol is executed, and only when there is only a first reserved memory, the first reserved memory is consumed and the variation of the first special symbol is executed.
[0044] Furthermore, in parallel with the variation of the first special pattern and the second special pattern described above, the variation performance of the special performance patterns 101a to 101c (see Figures 25 to 27) is displayed in conjunction with the variation of each special pattern on the performance pattern display device 6, and then the variation performance is stopped and the lottery result (big win, small win, or miss) is announced based on the stopped pattern state of the special performance patterns 101a to 101c.
[0045] If the result of the win / loss judgment executed by consuming the first reserved memory is a jackpot, the first special symbol display device 9 stops the first special symbol in a predetermined jackpot symbol pattern, and the special effect symbols 101a to 101c (see Figs. 25 to 27) are stopped and displayed in a jackpot symbol pattern on the effect symbol display device 6. This determines the jackpot (hereinafter, referred to as the first special jackpot) and executes a first jackpot game operation that opens the first large prize winning hole 14. This first jackpot game operation executes an opening round that opens the first large prize winning hole 14 a predetermined number of times at intervals. On the other hand, if the result of the win / loss judgment executed by consuming the second reserved memory is a jackpot, the second special symbol display device 10 stops the second special symbol in a predetermined jackpot symbol form, and the special effect symbols 101a to 101c are stopped and displayed in a jackpot symbol form on the effect symbol display device 6. This determines the jackpot (hereinafter, referred to as the second special jackpot) and executes a second jackpot game operation that opens the second large prize winning hole 20. This second jackpot game operation executes an opening round that opens the second large prize winning hole 20 a predetermined number of times with an interval therebetween. Furthermore, if the result of the judgment of whether or not the second reserved memory is a small win, the second special symbol is stopped in a predetermined small win symbol form, and the special performance symbols 101a to 101c are stopped and displayed in a small win symbol form on the performance symbol display device 6. This determines the small win and executes a small win game operation to open the second large winning port 20. Then, in the small win game operation, the specific port 25 of the second large winning port device 21 is opened. In this embodiment, the judgment of whether or not the small win is a small win is only performed when the second reserved memory is consumed. Therefore, when the first reserved memory is consumed, only the judgment of whether or not the big win is a big win is performed. Here, in this embodiment, the same pattern form as the big win symbol form described above is set for the small win symbol form indicating the small win confirmation. This is because, as will be described later, if a small win is confirmed, it will almost certainly develop into a big win (a big win with a special feature), so the confirmation of a small win can be said to be substantially equivalent to the confirmation of a big win with a special feature. Of course, it is also possible to set the small win pattern to a pattern different from the big win pattern.
[0046] In addition, when the game ball that entered the second large prize winning hole 20 opened by the small prize game operation enters the specific hole 25, a big prize (hereinafter, referred to as a jackpot) is confirmed, and a second big prize game operation is executed to open the second large prize winning hole 20. In this second big prize game operation, as described above, the opening round that opens the second large prize winning hole 20 is executed repeatedly a predetermined number of times with an interval therebetween. Here, in this embodiment, the specific port 25 of the second large winning port device 21 is opened only during the execution of the small winning game operation (see FIG. 3(B)). During the second large winning game operation, the specific port 25 is held in a closed state (see FIG. 3(A)). Therefore, during the second large winning game operation, when a game ball enters the second large winning port 20, the game ball is detected by the second count switch 20a and flows into the internal area 23 through the ball outlet 24. Then, when this game ball enters the general ports 26, 26, it is detected by the general port switch 26a. On the other hand, during the small winning game operation, since the specific port 25 is held in an open state, when a game ball enters the second large winning port 20, the game ball is detected by the second count switch 20a, flows into the specific port 25 through the internal area 23, and is detected by the specific port switch 25a. In this embodiment, when a game ball enters the second large winning hole 20 during the operation of the small win game, the game ball flows into the specific hole 25 and develops into a special big win. Of course, if the ball does not enter the second large winning hole 20 during the operation of the small win game, the special big win will not occur.
[0047] Next, the specifications of the pachinko machine 1 of this embodiment will be explained.
[0048] As shown in Fig. 5, when a ball lands in each of the starting holes 11, 12, the major winning holes 14, 20, and the general winning hole 31, a set number of prize balls are paid out. Specifically, two prize balls are paid out for each ball that lands in the first starting hole 11, one prize ball is paid out for each ball that lands in the second starting hole 12, ten prize balls are paid out for each ball that lands in the first major winning hole 14, ten prize balls are paid out for each ball that lands in the second major winning hole 20, and five prize balls are paid out for each ball that lands in the general winning hole 31.
[0049] In addition, in the configuration of this embodiment, the game state is roughly divided into a game state in which the first and second big win game operations and the small win game operation are being executed (so-called special game state), and a game state in which these big win game operations and small win game operations are not being executed, and as the latter game state, a normal game state and a time-saving game state are set. In the time-saving game state, the opening time of the normal electric role 13 (second starting hole 12) is extended, and the average fluctuation time of the first special symbol and the average fluctuation time of the second special symbol are shortened, compared to the normal game state.
[0050] Here, the opening time of the normal electric accessory 13 is 0.1 seconds in the normal game state, whereas it is 2 seconds in the time-saving game state, as shown in Fig. 5. Also, the average fluctuation time of the first special symbol and the second special symbol is 30 seconds when a miss is confirmed in the normal game state, whereas it is 1 second when a miss is confirmed in the time-saving game state, and is 120 seconds when a big win or small win is confirmed in the normal game state, whereas it is 3 seconds when a big win or small win is confirmed in the time-saving game state. On the other hand, the probability of winning a big win, the probability of winning a small win, and the variation time and probability of winning of the normal pattern are set to the same in the normal game state and the time-saving game state. Specifically, as shown in FIG. 5, the probability of winning a big win is set to 1 / 200, the probability of winning a small win is set to 1 / 2, and the probability of winning of the normal pattern is set to 1 / 1.01. And the variation time of the normal pattern is set to 1 second.
[0051] In this way, in the time-saving game state, the ball is more likely to enter the second start hole 12 and the average change time of the second special symbol is shorter than in the normal game state, so the number of times the second special symbol changes per unit time increases (in other words, the rotation of the second special symbol changes faster), and there is a high possibility of a small win being confirmed. And, as mentioned above, if the ball enters the second large winning hole 20 in the small win game operation, the ball can enter the specific hole 25 and develop into a special jackpot. In other words, the time-saving game state is a game state in which a special jackpot is more likely to occur by hitting the right as described above, and the player's profit is higher than in the normal game state. In the normal game state, the winning probability and change time of the normal symbol are the same as in the time-saving game state, but the opening time of the normal electric role is short and the possibility of the ball entering the second start hole 12 is low, so it can be said that it is an advantageous state to aim for the ball to enter the first start hole 11 by hitting the left.
[0052] The time-saving game state is entered after the first and second jackpot game operations are completed, and is entered from the normal game state when the number of consecutive fluctuations in which the first and second special symbols are determined to be misses reaches a predetermined threshold value. The time-saving game state ends when the first and second symbol jackpots are determined, the number of confirmed small wins reaches a predetermined upper limit (for example, one time), and the number of fluctuations between the first and second special symbols reaches a predetermined upper limit (hereinafter, the time-saving upper limit).
[0053] In this embodiment, as conditions for transitioning to the time-saving game state, a first time-saving transition condition that is established based on the end of the first and second jackpot game operations, and a second time-saving transition condition that is established based on the number of times the first special symbol and the second special symbol change are set. Here, when the first time-saving transition condition is established by the end of the first jackpot game operation, it is necessary to determine the jackpot judgment and the transition to the time-saving game state by lottery by consuming the first reserved memory. In the lottery for whether or not to transition to the time-saving game state, the probability of determining the transition to the time-saving game state is set to 50%. On the other hand, when the first time-saving transition condition is established by the end of the second jackpot game operation, it is necessary to determine the jackpot in the second reserved memory or to enter the specific port 25 during the small jackpot game operation (determination of the jackpot of the special device). The second time-saving transition condition is that the number of consecutive fluctuations in which the first special symbol and the second special symbol are determined to be misses reaches a predetermined threshold value (for example, 500 times) in the normal game state.
[0054] On the other hand, as the conditions for terminating the time-saving game state, as described above, the confirmation of the first pattern jackpot and the second pattern jackpot are set, the number of times that the small jackpot is confirmed reaches a predetermined upper limit (for example, once), and the number of times that the first and second special patterns change reaches the time-saving upper limit is set. Here, since the upper limit of the number of times that the small jackpot is confirmed is set to once, the time-saving game state is terminated by the confirmation of the small jackpot. On the other hand, the time-saving upper limit of the number of times that the change is made is set according to the time-saving transition condition. That is, in the time-saving game state to which the transition is made with the end of the first jackpot game operation and the time-saving game state to which the transition is made with the establishment of the second time-saving transition condition, the termination condition of the time-saving game state is established when the sum of the number of times that the first special pattern changes and the number of times that the second special pattern changes reaches a predetermined first time-saving upper limit (for example, 128 times). In addition, in the time-saving game state entered upon completion of the second jackpot game operation, the condition for terminating the time-saving game state is met when the number of times the second special pattern changes reaches a predetermined second time-saving upper limit value (e.g., 3 times), or when the sum of the number of times the first special pattern changes and the number of times the second special pattern changes reaches a predetermined third time-saving upper limit value (e.g., 7 times).
[0055] Due to the transition conditions and termination conditions of the time-saving game state, in this embodiment, when the first jackpot game operation executed in response to the confirmation of the jackpot of the first special symbol ends, there is a 50% probability of transitioning to a time-saving game state in which the number of times can be changed is up to 128. When the second jackpot game operation executed in response to the confirmation of the jackpot of the second special symbol ends, there is a transition to a time-saving game state in which the second special symbol can be changed up to three times or the first and second special symbols can be changed up to seven times. When the second jackpot game operation executed in response to the confirmation of the jackpot of the gimmick ends, there is a transition to a time-saving game state in which the second special symbol can be changed up to three times or the first and second special symbols can be changed up to seven times. When the number of times the first and second special symbols change in the normal game state reaches 500 times (threshold value), there is a transition to a time-saving game state in which the number of times the symbols change up to 128 times is allowed. In this embodiment, the time-saving game state entered after the first jackpot game is activated and the time-saving game state entered when the number of times the first and second special patterns change reaches a threshold value (500 times) can change by a maximum of 128 times, so a jackpot with a special feature via a small jackpot will almost always occur.
[0056] Next, the first big win game operation and the second big win game operation will be described. As described above, the first jackpot game operation is an operation to open the first large prize winning hole 14 when the jackpot of the first special symbol is confirmed, and is an operation to repeat the opening of the first large prize winning hole 14 four times (4R) with an interval therebetween. One opening round ends when the number of balls entering the first large prize winning hole 14 reaches 10 or when 30 seconds have passed.
[0057] As described above, the second jackpot game operation is an operation of opening the second large prize opening 20 by determining the jackpot of the second special symbol and by a ball entering the specific opening 25 of the second large prize opening device 21 during the small prize game operation. Here, if a jackpot is determined with the second special symbol, a second jackpot game operation is executed in which the opening of the second large prize opening 20 is repeated 10 times (10R) with an interval. On the other hand, if a jackpot is determined by a ball entering the specific opening 25 during the small prize game operation, a second jackpot game operation is executed in which the opening of the second large prize opening 20 is repeated 3 times (3R) or 10 times (10R) with an interval. In this case, whether the number of rounds of opening the second large prize opening 20 is 3 times or 10 times is determined by lottery. Specifically, when a small win is determined by consuming the second reserved memory, the number of opening rounds of the second big win game operation executed with the confirmation of the special big win is determined by lottery to be 3 or 10. Then, when a game ball enters the specific port 25 during the small win game operation executed with the confirmation of this small win and the special big win is confirmed, the number of opening rounds determined at the time of the small win determination is made valid. In this embodiment, the probability of determining the number of opening rounds to be 3 is set to 80%, and the probability of determining it to be 10 is set to 20%.
[0058] In the second jackpot game operation, as in the first jackpot game operation described above, one opening round ends when either 10 balls enter the first big prize winning hole 14 or 30 seconds have elapsed. In this way, the first jackpot game operation and the second jackpot game operation are executed in the same way except for the number of opening rounds, so the game operation with a larger number of opening rounds is one with a higher profit for the player.
[0059] In this way, in the pachinko machine 1 of the present embodiment, in the normal game state, the player hits left to aim for the ball to enter the first start hole 11, and when the first special pattern, which changes based on the ball entering the first start hole 11, is confirmed as a jackpot, the first big prize hole 14 is opened by the first big prize game operation, so the player hits right to aim for the first big prize hole 14. When the normal game state is reached after the first big prize game operation ends, the player hits left as described above, while when the time-saving game state is reached, the player continues hitting right. In this time-saving game state, as described above, the opening time of the normal electric device 13 is longer than in the normal game state, so that the ball is more likely to enter the second start hole 12. Therefore, the player hits right to aim for the second start hole 12. The second reserved memory generated by the ball entering the second start port 12 has the same probability of winning a jackpot as in the normal game state, but the probability of winning a small jackpot is high at 1 / 2, so the second special symbol is likely to be a small jackpot. If the ball enters the second large winning port 20 during the small jackpot game operation, the ball will almost always enter the specific port 25, so a special jackpot is confirmed and the second jackpot game operation is executed. Therefore, if a small jackpot is confirmed, it will almost certainly develop into a special jackpot. In addition, after the second jackpot game operation ends, the game moves to a time-saving game state in which the second special symbol can be changed up to three times or the first and second special symbols can be changed up to seven times, so there are three chances to win a small jackpot with a probability of 1 / 2. Furthermore, in this embodiment, since the maximum number of reserved memories in the second reserved memory is one, if the second reserved memory occurs during the third change of the second special symbol in this time-saving game state, the chance of winning a small jackpot increases by one more time. As a result, in the time-saving game state, there is a chance of a small win (the number of times the second special symbol changes) being confirmed up to four times with a probability of 1 / 2, and each time a small win is confirmed, it develops into a jackpot. For this reason, in the configuration of this embodiment, there are cases where a so-called consecutive win occurs in which the small win game operation and the jackpot game operation are repeated through the time-saving game state, and this consecutive win allows the player to earn a lot of profit.
[0060] Next, the processing of various programs executed by the main control device 80 will be described. A flow chart of the main routine is shown in Fig. 6. The main routine is composed of the main process from S10 to S80, and the residual process of S85 which is repeated as long as time permits within the time remaining after executing the main process, and is executed periodically by a hardware interrupt every 2 ms. When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not a value in a predetermined area of the RAM as a memory is equal to a predetermined value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer has shifted to the main process.
[0061] If a negative judgment is made in S10 (i.e., it is judged that the interrupt is not normal) (S10: No), the initial setting (S15) is executed, and the remaining process (S85) is started. In this initial setting, for example, a predetermined value is written to a predetermined area of the RAM, and each initial value is written to the working area of the RAM, such as setting the first and second special symbols as the initial symbols, and the like. On the other hand, if a positive judgment is made in S10 (i.e., it is judged to be a normal interrupt) (S10: Yes), the update process of the initial value random number (S20), the update process of the random number for determining a jackpot (S25), the update process of the random number for determining a first jackpot pattern (S30), the update process of the random number for determining a second jackpot pattern (S35), the update process of the random number for determining a small jackpot pattern (S40), the update process of the random number for determining a win (S45), the update process of the random number for reaching a reach (S50), the update process of the random number for determining a fluctuation pattern (S55), the win confirmation process (S60), the win / lose determination process (S65), the special game process (S70), the fraud monitoring process (S75), the image output process, and other output processes (S80) are performed, and the update process of the initial value random number (S85) is looped within the remaining time until the next interrupt signal is input.
[0062] Next, the start winning process executed by the main control device 80 will be described with reference to the flowchart of Fig. 8. This start winning process is one of the subroutines called in the winning confirmation process (S60) of the main routine described above. In the start winning process, in S100, it is determined whether or not the first start port switch 11a has detected a game ball. If the determination is negative (S100: No), the process proceeds to S120, and if the determination is positive (S100: Yes), the process proceeds to S105. In S105, it is determined whether or not the first reserved memory number has reached the upper limit (4). If the determination is positive (S105: Yes), the process proceeds to S120, and if the determination is negative (S105: No), the process proceeds to S110.
[0063] In S110, a first extracted random number reserved storage process is executed. In this first extracted random number reserved storage process, a first jackpot determining random number, a first jackpot pattern determining random number, a reach determining random number, a variation pattern determining random number, etc. are extracted and stored as a first reserved memory, and a first reserved number counter indicating the first reserved memory number is incremented by 1, and a process required for lighting up the first special reserved number display device 18 is performed according to the information of the first reserved number counter.
[0064] In S120, it is determined whether the second start port switch 12a has detected a game ball. If the determination is negative (S120: No), the start winning process is terminated, and if the determination is positive (S120: Yes), the process proceeds to S125. In S125, it is determined whether the second reserved memory number has reached the upper limit (1). If the determination is positive (S125: Yes), the start winning process is terminated, and if the determination is negative (S125: No), the process proceeds to S130.
[0065] In S130, a second extraction random number reservation storage process is executed. In this second extraction random number reservation storage process, a random number for determining a second big win, a random number for determining a second big win pattern, a random number for determining a small win pattern, a random number for judging a reach, a random number for determining a variation pattern, etc. are extracted and stored as a second reservation memory, and a second reservation number counter indicating the second reservation memory number is incremented by 1, and a process required for lighting up the second special pattern reservation number display device 19 is performed according to the information of the second reservation number counter.
[0066] Next, the win / lose determination process executed by the main control device 80 will be described with reference to the flowcharts of Figures 8 to 12. The win / lose determination process is executed from the main routine.
[0067] In the winning / losing determination process, as shown in FIG. 8, it is determined whether the first and second big winning port devices 15 and 21 are in operation (i.e., the first and second big winning game operation or the small winning game operation is being performed) (S150). Then, if the result is a positive determination (S150: Yes), the winning / losing determination process is terminated, and if the result is a negative determination (S150: No), the process proceeds to S155. In S155, it is determined whether the first and second special symbols are being displayed in a variable manner. Then, if the result is a positive determination (S155: Yes), the process proceeds to S280 in FIG. 10, and if the result is a negative determination (S155: No), the process proceeds to S160. In S160, it is determined whether the first and second special symbols are being displayed in a definite manner. Then, if the result is a positive determination (S160: Yes), the process proceeds to S300 in FIG. 11, and if the result is a negative determination (S160: No), the process proceeds to S165.
[0068] In S165, it is determined whether there is an unconsumed second reserved memory, and if the determination is positive (S165: Yes), the process proceeds to S170, and if the determination is negative (S165: No), the process proceeds to S180. In S170, the number of second reserved memories is decremented, an unconsumed second reserved memory is selected, and the information stored in the second reserved memory (numeric data such as random numbers) is moved to a predetermined buffer for jackpot determination. Then, the process proceeds to S175.
[0069] In S175, the winning / losing judgment table for the second special symbol is made valid, and based on this winning / losing judgment table, the random number for jackpot judgment in the second reserved memory stored in the jackpot judgment buffer is judged as a jackpot, a small win, or a miss, and the second reserved memory related to the random number for jackpot judgment is consumed. In the winning / losing judgment table for the second reserved memory, the winning probability of a jackpot is set to 1 / 200, and the winning probability of a small win is set to 1 / 2 (see FIG. 5). After processing this S175, proceed to S200 in FIG. 9.
[0070] In S180, it is determined whether there is an unconsumed first reserved memory, and if the determination is positive (S180: Yes), proceed to S185, and if the determination is negative (S180: No), the winning / losing determination process is terminated. In S185, the number of first reserved memories is decremented, and the oldest unconsumed first reserved memory is selected, and the information stored in the first reserved memory is moved to a specified buffer for jackpot determination, as in S170 above, and then proceeds to S190. Note that in the winning / losing determination process of this embodiment, the second reserved memory is given priority over the first reserved memory and is used as the target for winning / losing determination. Therefore, the first reserved memory is used as the target for winning / losing determination only when there is no second reserved memory.
[0071] In S190, the first reserved memory hit / miss determination table is made valid, and the first reserved memory hit determination random number stored in the hit determination buffer is determined to be a hit or miss based on this hit / miss determination table, and the reserved memory related to the hit determination random number is consumed. The first reserved memory hit / miss determination table has a hit probability of 1 / 200 (see FIG. 5). Here, in this embodiment, the first reserved memory hit / miss determination table does not draw a small hit. After processing S190, proceed to S200 in FIG. 9.
[0072] In S200 of FIG. 9, it is determined whether the result of the determination in S175 or S190 is a big win or not. If the result is positive (S200: Yes), the process proceeds to S205, and if the result is negative (S200: No), the process proceeds to S220.
[0073] In S205, the jackpot pattern aspect of the special pattern is determined based on the jackpot pattern determination random number (the jackpot pattern determination random number in the jackpot determination buffer) related to the consumed reserved memory. Here, a plurality of jackpot pattern modes are preset for the first special pattern, and a plurality of jackpot pattern modes are preset for the second special pattern. The jackpot pattern modes for the first special pattern include a jackpot pattern mode to which a transition to a time-saving game state is assigned, and a jackpot pattern mode to which a transition to the time-saving game state is not assigned, and when the first reserved memory is consumed, whether or not to transition to the time-saving game state is determined according to the jackpot pattern mode determined based on the random number for determining the jackpot pattern. In this embodiment, when the first reserved memory is consumed, the probability of determining the jackpot pattern mode to which a transition to the time-saving game state is assigned is 50% as described above. When the second reserved memory is consumed, one of the jackpot pattern modes set for the second special pattern is determined based on the random number for determining the jackpot pattern, and a transition to the time-saving game state is determined.
[0074] In the subsequent variation pattern determination process of S210, the variation time of the special symbol is determined based on the variation pattern determination random number and reach judgment random number related to the consumed reserved memory (the variation pattern determination random number and reach judgment random number in the buffer for jackpot judgment, etc.), and the variation pattern of the special symbol is determined according to the variation time. Here, in this embodiment, as described later, the variation time of the special symbol selectable in the normal game state (time-saving flag = 0) and the variation time of the special symbol selectable in the time-saving game state (time-saving flag = 1) are respectively set, and one variation time is determined from the variation times selectable in each game state.
[0075] In the next S215, the number of rounds of the jackpot game, the opening pattern of the jackpot opening, the presentation time for the jackpot game, the interval time, and the presentation mode of the jackpot game are set, and the process proceeds to S260. Here, in this embodiment, when the first reserved memory is consumed, it is determined to execute the first jackpot game operation that opens the first jackpot opening 14, and 4R is set as the number of rounds. On the other hand, when the second reserved memory is consumed, it is determined to execute the second jackpot game operation that opens the second jackpot opening 20, and 10R is set as the number of rounds.
[0076] On the other hand, in S220 following the negative judgment in S200, a variation count process is executed. In the variation count process, the cumulative variation count, which is the sum of the variation count of the first special symbol and the variation count of the second special symbol, which are not determined to be a jackpot, is incremented. That is, if a jackpot is not judged in S175 and S190, the variation count process is executed in either the first reserved memory or the second reserved memory, and the cumulative variation count is counted. Furthermore, in the variation count process, in the time-saving game state (time-saving flag = 1), the remaining number of special symbols that can be changed in the time-saving game state (hereinafter referred to as the special symbol variation remaining number) is decremented.
[0077] In S230, it is judged whether or not there is a small hit based on the judgment result of S175 or S190, and if the judgment is positive (S230: Yes), it proceeds to S235, and if the judgment is negative (S230: No), it proceeds to S250. In this embodiment, as described above, it is judged whether or not there is a small hit only when the second reserved memory is consumed, so if the first reserved memory is consumed, it is judged negative in S230 and proceeds to S250.
[0078] In S235, the small win pattern form of the second special pattern is determined based on the random number for determining the small win pattern related to the consumed second reserved memory (the random number for determining the small win pattern in the buffer for determining the big win). Here, in this embodiment, a plurality of small winning pattern patterns are preset, and each small winning pattern pattern is assigned with either of executing a second big winning game operation of 3R (number of opening rounds = 3 times) or executing a second big winning game operation of 10R (number of opening rounds = 10 times) when it develops into a special big winning. As a result, when a small winning pattern pattern is determined based on the random number for determining a small winning pattern in S235, it is determined that either a second big winning game operation of 3R or a second big winning game operation of 10R will be executed by the development into a special big winning according to the determined small winning pattern pattern. In this embodiment, as described above, the probability of determining a small winning pattern pattern to which a second big winning game operation of 3R is assigned is 80%, and the probability of determining a small winning pattern pattern to which a second big winning game operation of 10R is assigned is 20%.
[0079] In the process of determining the variation pattern in S240, the variation time of the second special symbol is determined based on the variation pattern determination random number and reach judgment random number etc. (variation pattern determination random number and reach judgment random number etc. in the buffer for jackpot judgment) related to the second reserved memory and the time-saving flag, and the variation pattern of the second special symbol is determined according to the variation time. Here, even in the case of a small win, as in the case of a jackpot (S210) described above, the variation time of the special symbol selectable in the normal game state (time-saving flag = 0) and the variation time of the special symbol selectable in the time-saving game state (time-saving flag = 1) are set, respectively, and one variation time is determined from the variation times selectable in each game state.
[0080] In the next S245, the opening operation pattern of the second large winning port 20 in the small win game and the presentation time related to the small win game are set, and the process proceeds to S250.
[0081] In S250 following the negative judgment in S230, similar to S210, the special symbol fluctuation time and fluctuation pattern are determined based on the fluctuation pattern determination random number and reach judgment random number related to the consumed reserved memory (the fluctuation pattern determination random number and reach judgment random number in the buffer for jackpot judgment, etc.). Here, even in the case of a miss, similar to the case of the jackpot and the small win, the fluctuation time of the special symbol selectable in the normal game state (time-saving flag = 0) and the fluctuation time of the special symbol selectable in the time-saving game state (time-saving flag = 1) are set, respectively, and one fluctuation time is determined from the fluctuation times selectable in each game state. Furthermore, in S250, prior to this, a process for determining a miss symbol is performed. In the following S255, a process for a miss is performed, and the process proceeds to S260. In this embodiment, the process of determining the losing symbol is performed in S250. However, the present invention is not limited to this, and a process of determining the losing symbol may be performed before S250.
[0082] In S260, a reserved number command indicating the number of reserved memories decremented in S170 and S185, a command including information on the lottery result (big win, small win, or miss) in S175 or S190, and a fluctuation start command including the stop mode of the special symbol determined in S205, etc., and the fluctuation time of the special symbol are transmitted to the sub-integrated control device 83. This fluctuation start command includes information indicating whether the consumed reserved memory is the first reserved memory or the second reserved memory, information on whether to execute a reach performance, etc. Furthermore, in this embodiment, this fluctuation start command includes information on the number of opening rounds in the big win game operation, the number of opening rounds in the role big win developed from the small win game operation, and the game state to be transitioned to after the end of the big win game operation and the small win game operation. Furthermore, in S260, the first special pattern display device 9 or the second special pattern display device 10 is driven and controlled according to the consumed reserved memory, causing the first special pattern or the second special pattern to start varying, and the win / loss determination process is terminated. When the sub-integrated control device 83 receives such a command, it stores the information indicated in the command (the first reserved memory number and the second reserved memory number, the variation time of the special symbol, the result of the win / lose judgment, the stop mode of the special symbol, the big win game content, etc.) in a specified buffer. Then, the sub-integrated control device 83 transmits a command to the performance symbol control device 82 along with the variation start command, and the performance symbol control device 82 drives and controls the performance symbol display device 6 according to the received command, and starts displaying the special performance symbols 101a to 101c (see Figs. 25 to 27) corresponding to the information on the stop symbol mode and variation pattern of the special symbol.
[0083] 10, which follows the positive judgment of S155, judges whether the variation time of the special symbol has elapsed, and if the judgment is positive (S280: Yes), proceed to S285, and if the judgment is negative (S280: No), end the winning / losing judgment process. In S285, the variation display of the special symbol is ended, and the determined symbol of the special symbol (i.e., the big win symbol form determined in S205, the small win symbol form determined in S235, or the losing symbol form determined in S250) is displayed, and a symbol determination command is sent to the sub-integrated control device 83 to execute the determined display of the special performance symbols 101a to 101c, and the winning / losing judgment process is ended.
[0084] In addition, in S300 in FIG. 11, which follows the positive judgment in S160, it is judged whether the duration of the fixed display of the special symbol has ended, and if the judgment is positive (S300: Yes), the process proceeds to S305, and if the judgment is negative (S300: No), the hit / miss judgment process is terminated. In S305, the fixed display of the special symbol is terminated, and the process proceeds to S310. In S310, it is judged whether the fixed and displayed special symbol is a symbol that will fix the big win, and if the judgment is positive (S310: Yes), the process proceeds to S315, and if the judgment is negative (S310: No), the process proceeds to S400 in FIG.
[0085] In S315, the time-saving flag indicating the time-saving gaming state is referenced to determine whether or not the time-saving flag is 1. If the determination is affirmative (S315: Yes), the process proceeds to S320, and if the determination is negative (S315: No), the process proceeds to S325.
[0086] In S320, the time-saving flag is set to 0, and the process proceeds to S325. In S325, the remaining number of special symbols that can be changed in the time-saving game state (remaining special symbol change number) and the cumulative change number are cleared. After this S325, the process proceeds to S330. Here, in this embodiment, as described above, the time-saving upper limit value of the number of times that the special symbol can be changed in the time-saving game state is preset, and when the game is switched to the time-saving game state, this time-saving upper limit value is set to the special symbol change remaining number. Then, in the time-saving game state, the special symbol change remaining number is decremented every time the special symbol is changed, and the time-saving game state ends when the special symbol change remaining number becomes 0 or a jackpot is confirmed. As described above, the time-saving upper limit value of the number of times that can be changed in the time-saving game state is preset to a first time-saving upper limit value (128 times), a second time-saving upper limit value (3 times), and a third time-saving upper limit value (7 times), and one of them is valid depending on the establishment of the time-saving transition condition.
[0087] Thereafter, by sequentially executing a state designation command transmission process (S330), a condition device operation start process (S335), a role continuous operation device operation start process (S340), and a jackpot start performance process (S345), a command indicating the mode of the jackpot game and a command instructing the start of the jackpot game, etc. are transmitted to the sub-integrated control device 83, thereby starting the jackpot game and completing the win / lose determination process.
[0088] On the other hand, in S400 of Fig. 12 following the negative judgment of S310, it is judged whether the second special symbol displayed as a confirmed symbol is a symbol that confirms a small win. If the judgment is positive (S400: Yes), the process proceeds to S405, and if the judgment is negative (S400: No), the process proceeds to S430. If the first special symbol is displayed as a confirmed symbol, the process proceeds to S430 after a negative judgment is made in S400.
[0089] In S405, the time-saving flag indicating the time-saving gaming state is referenced to determine whether or not the time-saving flag is 1. If the determination is affirmative (S405: Yes), the process proceeds to S410, and if the determination is negative (S405: No), the process proceeds to S415.
[0090] In S410, the time-saving flag is set to 0, and the process proceeds to S415. In S415, the remaining number of special symbols that can be changed in the time-saving game state (remaining special symbol change number) is cleared, as in S320. After this S415, the process proceeds to S420.
[0091] In S420, the second big prize winning device operation start process is executed, and in the next S425, the small prize start performance process is executed. After this S425, the process proceeds to S460.
[0092] In S430 following the negative determination in S400, the time-saving flag is referenced to determine whether or not the time-saving flag is 1. If the determination is positive (S430: Yes), the process proceeds to S450, and if the determination is negative (S430: No), the process proceeds to S435.
[0093] In S435, it is determined whether the cumulative number of changes counted in S220 has reached the threshold value (500 times), and if the determination is affirmative (S435: Yes), the process proceeds to S440, and if the determination is negative (S435: No), the process proceeds to S460.
[0094] In S440, a time-saving count setting process is executed. In this time-saving count setting process, the number of times that the special symbols can be changed in the time-saving game state (remaining special symbol change count) is set, and the cumulative change count is cleared. Here, since the positive determination in S435 means that the second time-saving transition condition is established, the first time-saving upper limit (128 times) is set as the remaining special symbol change count. In the following S445, the time-saving flag is set to 1, and the process proceeds to S460.
[0095] In S450, which follows the positive judgment in S430, the remaining number of win / loss judgments that can be executed in the time-saving game state (remaining special chart fluctuation number) is referenced, and it is judged whether the remaining special chart fluctuation number = 0 or not. If the judgment is positive (S450: Yes), proceed to S455, and if the judgment is negative (S450: No), proceed to S460. In S455, the time-saving flag is cleared, and proceed to S460.
[0096] In S460, a state designation command transmission process is executed. In this state designation command transmission process, the information on the time-saving flag, a command to start the time-saving game state when transitioning to the time-saving game state, a command to indicate the mode of the small win game in the case of a small win, a command to start the small win game, etc. are transmitted to the sub-integrated control device 83. After this S460, the win / loss judgment process is terminated.
[0097] Next, the big win game process executed by the main control device 80 will be explained using the flowcharts of Figures 13 to 15. This big win game process is a process executed from the special game process (S70) of the main routine described above when the big win (first symbol big win, second symbol big win) is determined by the hit / miss determination process described above and when the small win game process develops into a big win (gimmick big win).
[0098] In the jackpot game process, as shown in Fig. 13, it is determined whether the first and second big prize winning devices 15, 21 are in operation (i.e., the first jackpot game operation, the second jackpot game operation, or the small jackpot game operation is being executed) (S500). If the determination is affirmative (S500: Yes), the process proceeds to S505, and if the determination is negative (S500: No), the jackpot game process is terminated.
[0099] In S505, it is determined whether the first and second large prize openings 14, 20 are open or not, and if the determination is affirmative (S505: Yes), the process proceeds to S550 in FIG. 14, and if the determination is negative (S505: No), the process proceeds to S510.
[0100] In S510, it is determined whether or not it is during an interval between open rounds in the jackpot game operation. If the determination is affirmative (S510: Yes), the process proceeds to S570 in FIG. 14, and if the determination is negative (S510: No), the process proceeds to S515. In S515, it is determined whether or not the jackpot game is in the end presentation. If the determination is affirmative (S515: Yes), the process proceeds to S600 in FIG. 15, and if the determination is negative (S515: No), the process proceeds to S520.
[0101] In S520, it is determined whether or not the start presentation time for the big win game has elapsed. If the determination is affirmative (S520: Yes), the process proceeds to S525, and if the determination is negative (S520: No), the big win game process ends.
[0102] In S525, a large prize opening process is executed to open the first and second large prize openings 14, 20. In this large prize opening process, the opening time (30 seconds) preset as the maximum opening time of the first and second large prize openings 14, 20 in the opening round is consumed in synchronization with the start of opening of the first and second large prize openings 14, 20. After this large prize opening process, the big win game process is terminated. Here, the opening time is consumed by a subtraction process of the opening timer. Specifically, the opening timer is preset with a counter value equivalent to the opening time (30 seconds), and a process of subtracting the counter value is executed each time the big win game process is executed (each time the timer interrupt process is executed), and the opening time is deemed to have elapsed when the counter value becomes 0. Of course, the measurement means for the opening time is not limited to the subtraction process of the opening timer, and other means can be used.
[0103] In S550 of FIG. 14 following the positive judgment of S505, it is judged whether the number of game balls entering the first and second big prize openings 14, 20 has reached 10. If the judgment is positive (S550: Yes), the process proceeds to S560, and if the judgment is negative (S550: No), the process proceeds to S555. In S555, it is judged whether the opening time (30 seconds) has elapsed due to the expiration of the time of the opening timer described above. Here, if the judgment is positive (S555: Yes), the process proceeds to S560, and if the judgment is negative (S555: No), the big prize game processing is terminated. In S560, the big prize opening closing process is executed to close the first and second big prize openings 14, 20 (the opening round is terminated). In the following S565, a big prize interval process is executed to set an interval between each opening round in the first and second big prize game operation, and the big prize game processing is terminated.
[0104] 14, which follows the positive determination of S510, determines whether the interval time between the first and second jackpot game operations has elapsed. If the determination is positive (S570: Yes), the process proceeds to S575, and if the determination is negative (S570: No), the jackpot game process ends. In S575, it is determined whether the final round has ended, and if the determination is positive (S575: Yes), the process proceeds to S580, and if the determination is negative (S575: No), the process proceeds to S585. In S580, a big win end effect process is executed to transmit a command instructing the effect when the big win game is ended to the sub integrated control device 83. After this S580, the big win game process is ended. In S585, the large prize opening process is executed. In this process, the same process as S525 described above is executed, the first and second large prize openings 14 and 20 are opened, and the opening time (30 seconds) is started.
[0105] 15, which follows the positive judgment of S515, judges whether the time for the big win end performance has ended. If the judgment is positive (S600: Yes), proceed to S605, and execute S605 and S610 in sequence, while if the judgment is negative (S600: No), end the big win game processing. In S605 and S610, the accessory continuous operation device and the condition device are stopped, and proceed to S620.
[0106] In S620, it is determined whether or not to transition to a time-saving game state after the end of the jackpot game operation, and if the determination is affirmative (S620: Yes), proceed to S625, and if the determination is negative (S600: No), proceed to S640. Here, in the case of the first special chart jackpot and the second special chart jackpot, it is determined in S205 of the hit / miss determination process described above whether or not to transition to a time-saving game state, while in the case of a special feature jackpot, the transition to a time-saving game state is determined by the confirmation of the special feature jackpot.
[0107] In S625, a time-saving count setting process is executed to set the number of times the special symbols can be changed in the time-saving game state (the upper limit of the number of remaining special symbol changes). Here, when the first jackpot game operation that opens the first large prize winning hole 14 is completed, the first time-saving upper limit (128 times) is set to the number of remaining special symbol changes. On the other hand, when the second jackpot game operation that opens the second large prize winning hole 20 is completed, the second time-saving upper limit (3 times) that only applies to the change of the second special symbol and the third time-saving upper limit (7 times) that applies to the change of the first and second special symbols are set to the number of remaining special symbol changes.
[0108] In the next S630, the time-saving flag is set to 1, and the process proceeds to S640. In S640 and S645, a process of transmitting a jackpot end command to the sub-integrated control device 83 to end the performance related to the jackpot game, and a state designation command transmission process are executed, and the jackpot game process is terminated. Here, in this embodiment, in S645, information on the time-saving game state to be transitioned to after the jackpot game (information on the time-saving flag, etc.) is transmitted to the sub-integrated control device 83.
[0109] Next, the small win game processing executed by the main control device 80 will be described using the flowcharts of Figures 16 to 18. This small win game processing is a process executed from the special game processing (S70) of the main routine when a small win is determined by the win / loss determination process described above.
[0110] In the small win game process, as shown in Fig. 16, it is determined whether the first and second large prize winning devices 15, 21 are in operation (S700). If the determination is affirmative (S700: Yes), the process proceeds to S705, and if the determination is negative (S700: No), the small win game process is terminated.
[0111] In S705, it is determined whether or not the second large prize opening 20 is open. If the determination is affirmative (S705: Yes), the process proceeds to S750 in FIG. 17, and if the determination is negative (S705: No), the process proceeds to S710.
[0112] In S710, it is determined whether or not it is during the interval between open rounds in the small win game operation. If the determination is positive (S710: Yes), proceed to S780 in FIG. 17, and if the determination is negative (S710: No), proceed to S715. In S715, it is determined whether or not the end presentation of the small win game is in progress. If the determination is positive (S715: Yes), proceed to S820 in FIG. 18, and if the determination is negative (S715: No), proceed to S720.
[0113] In S720, it is determined whether the start performance time for the small win game has elapsed. If the determination is affirmative (S720: Yes), the process proceeds to S725, and if the determination is negative (S720: No), the small win game process ends.
[0114] In S725, a second large prize opening process is executed. In this second large prize opening process, the second large prize opening 20 is opened according to the opening pattern of the second large prize opening 20 related to the small prize game operation set in S240 (see FIG. 9) of the hit / miss determination process described above, and the time consumption of the opening time for opening the second large prize opening 20 is started. In the following S730, a specific opening opening process is executed. In the specific opening opening process, a process for opening the specific opening 25 provided in the second large prize opening device 21 is performed. Then, the specific opening 25 is held in an open state. After this S730, the small prize game process is ended.
[0115] 17, which follows the positive determination in S705, it is determined whether or not the ball entered the specific hole 25. If the determination is positive (S750: Yes), the process proceeds to S755, and if the determination is negative (S750: No), the process proceeds to S760. In S755, the development flag is set to 1, and the process proceeds to S770.
[0116] In S760, it is determined whether the number of game balls that have entered the second large prize opening 20 has reached 10. If the determination is affirmative (S760: Yes), the process proceeds to S770, and if the determination is negative (S760: No), the process proceeds to S765. In S765, it is determined whether the opening time of the second large prize opening 20 has elapsed. If the determination is affirmative (S765: Yes), the process proceeds to S770, and if the determination is negative (S765: No), the small prize game process ends.
[0117] In S770, a large prize opening closing process is executed to close the second large prize opening 20. In the following S765, a small prize interval process is executed to set an interval between each opening round in the small prize game operation, and the small prize game process is terminated.
[0118] In S780 of FIG. 17, which follows the positive judgment of S710, it is judged whether the interval time in the small win game operation has elapsed. If the judgment is positive (S780: Yes), the process proceeds to S785, and if the judgment is negative (S780: No), the small win game processing is terminated. In S785, it is judged whether the final round of the small win game operation has ended, and if the judgment is positive (S785: Yes), the process proceeds to S790, and if the judgment is negative (S785: No), the process proceeds to S805. In S790, a command for instructing the performance when the small win game is ended is transmitted to the sub-integrated control device 83 to execute a big win end performance process. In the following S800, a specific port closing process is executed. In this specific port closing process, a process for closing the specific port 25 is executed, and the specific port 25 is kept in a closed state. After this S800, the small win game process is ended. In S805, the large prize opening process is executed. In this process, the same process as S725 described above is executed, the second large prize opening 20 is opened, and the opening time is started. After this S805, the small prize game process is ended.
[0119] In S820, which follows the positive judgment in S715, it is judged whether the time for the small win end performance has ended. If the judgment is positive (S820: Yes), the process proceeds to S825, and if the judgment is negative (S820: No), the small win game process ends. In S825, the operation of the second large prize winning port device 21 is stopped, and in the following S830, a small win end command that ends the performance related to the small win game is sent to the sub-integrated control device 83.
[0120] In the next S835, it is determined whether the development flag is 1. If the determination is affirmative (S835: Yes), the process proceeds to S840, and if the determination is negative (S835: No), the process proceeds to S870. In S840, the development flag is set to 0, and the process proceeds to S845.
[0121] In S845, a state designation command transmission process is executed, followed by sequentially executing a condition device operation start process (S850), a role continuous operation device operation start process (S855), and a jackpot start performance process (S860), thereby starting the second jackpot game operation by transmitting commands indicating the mode of the second jackpot game operation and commands instructing the start of the second jackpot game operation to the sub-integrated control device 83, and thereby ending the small jackpot game processing.
[0122] On the other hand, in S870, a state designation command transmission process is executed to transmit information such as a time-saving flag to the sub-integrated control device 83. Then, after S870, the small win game process is terminated.
[0123] The main features of the present invention will be described below. As described above, in the pachinko machine 1 of this embodiment, when the time-saving game state is entered after the first jackpot game operation executed in the normal game state is ended, the ball is likely to enter the second start port 12, and a small jackpot can be confirmed with a high probability (1 / 2) due to the variation of the second special symbol. When a small jackpot is confirmed in this time-saving game state, the small jackpot game operation is executed, and when a ball enters the specific port 25 through the second large winning port 20 during the small jackpot game operation, it develops into a jackpot with a special feature and the second jackpot game operation is executed. Then, the time-saving game state is started after the second jackpot game operation. In this way, the small jackpot is easily confirmed in the time-saving game state, and the time-saving game state is entered after the second jackpot game operation is ended due to the development from the small jackpot, so-called consecutive wins can occur in which the time-saving game state continues through the small jackpot game operation and the second jackpot game operation (see FIG. 21). As mentioned above, the time-saving game state ends when the number of times the special pattern changes reaches the time-saving upper limit value (first to third time-saving upper limit values). Therefore, if a second pattern jackpot or small jackpot is confirmed (a jackpot with a special device via the operation of a small jackpot game) before this time-saving upper limit value is reached, the first time-saving transition condition will be met, and the consecutive wins may occur.
[0124] In this embodiment, the time elapsed during the consecutive wins is measured, and this time is displayed on the performance symbol display device 6. Here, the elapsed time during the consecutive wins is measured by counting the elapsed count value through a timing count process (see Figs. 19 and 20) executed periodically (every 2 ms) by the sub-integrated control device 83, as described later.
[0125] The timing based on the elapsed count value is started when the time-saving game state is entered after the first jackpot game operation, which is executed when the first special jackpot is confirmed in the normal game state, ends (see FIG. 21). Then, when a predetermined count interruption condition is satisfied while the timing based on the elapsed count value is being executed, the timing is interrupted, and when a count end condition is satisfied in this interrupted state, the timing based on the elapsed count value is ended. On the other hand, in the interrupted state, the timing based on the interrupted elapsed count value is resumed on the condition that the time-saving game state is entered before the count end condition is satisfied (FIG. 22). When the counting of the elapsed count value is interrupted due to the establishment of the count interruption condition, the elapsed count value is stored, and when the counting is resumed due to the start of a time-saving game state, the stored elapsed count value is read and counting is resumed from that elapsed count value. On the other hand, when the counting of the elapsed count value is terminated due to the establishment of the count end condition, the elapsed count value stored at the time of the interruption is cleared. As a result, the next time the time-saving game state is started, counting of the elapsed count value is newly started.
[0126] The count interruption condition is set to be that the second special symbol that starts to vary immediately after the time-saving game state is switched to the normal game state is confirmed to be a miss. Here, if there is no second reserved memory when the time-saving game state is switched to the normal game state, the count interruption condition is established by the transition to the normal game state.
[0127] As the count end condition, two mutually different conditions are set, and when either one of them is satisfied, the time measurement based on the elapsed count value is ended. Specifically, two conditions are set: the total number of variations of the first special symbol and the second special symbol executed in the normal game state reaches a predetermined end value (for example, 10 times), and the first reserved memory is consumed to determine a jackpot and to decide to transition to the normal game state. As a result, when the time measurement of the elapsed count value is interrupted by transitioning from the time-saving game state to the normal game state, if the total number of variations of the first and second special symbols reaches the end value (10 times) in the normal game state, or if the first reserved memory is consumed to determine a jackpot and to decide to transition to the normal game state, the time measurement of the interrupted elapsed count value is ended (the elapsed count value is cleared).
[0128] Also, before the establishment of the count end condition, if a jackpot is determined by the consumption of the first reserved memory and a transition to the time-saving game state is determined, the measurement of the elapsed count value is resumed with the end of the first jackpot game operation. Here, as a count restart condition for restarting the measurement of the elapsed count value, a jackpot is determined and a transition to the time-saving game state is determined, and the first jackpot game operation ends (in other words, the first time-saving transition condition is established in a state where the interruption flag is set to 1, as described below). When the measurement of the elapsed count value is resumed in this manner due to the establishment of the count restart condition, the elapsed count value at the time of interruption is taken over. That is, as described above, the elapsed count value stored at the time of the establishment of the count interruption condition is read, and the count is resumed from the elapsed count value. Since the measurement is resumed by taking over the elapsed count value in this manner, if the measurement of the elapsed count value is resumed, it is possible to make the association up to the interruption appear to be continuous.
[0129] In addition, in the time-saving game state, the elapsed time measured by the elapsed count value is notified. Specifically, the elapsed time is notified by displaying an elapsed time pattern 111 indicating the elapsed time on the performance pattern display device 6 (see Figs. 25 to 27). This allows the player to accurately and easily visually recognize the elapsed time in the consecutive wins. Here, in this embodiment, the elapsed time symbol 111 is displayed only in the time-saving game state. Then, during the execution of the small win game operation and the big win game operation in the consecutive win, the count of the elapsed counter value is continued, but the elapsed time symbol 111 is not displayed. Furthermore, when the counting of the elapsed count value is interrupted by the establishment of the count interruption condition, the elapsed time symbol 111 is not displayed during the time interruption. After this, when the time-saving game state is entered and the counting restart condition is established, the display of the elapsed time symbol 111 is restarted as the counting of the elapsed count value is restarted.
[0130] Furthermore, while the counting of the elapsed counter value is suspended (from the establishment of the counting suspension condition to the establishment of the counting restart condition or the counting end condition), the effect pattern display device 6 displays the elapsed time carryover effective patterns 118, 119 (see FIG. 27). The elapsed time carryover effective patterns 118, 119 are for notifying the player that the counting will be resumed by carrying over the elapsed counter value stored at the time of the establishment of the counting suspension condition when the counting restart condition is established, and are started to be displayed when the counting restart condition is established, and are ended to be displayed when the counting restart condition and the counting end condition are established. By displaying the elapsed time carryover effective patterns 118, 119 while the counting of the elapsed counter value is suspended in this way, if a first special pattern jackpot that transitions to a time-saving game state is confirmed before the total number of fluctuations of the first and second special patterns reaches the end value (10 times), the player is notified that the elapsed time in the previous consecutive games will be carried over.
[0131] Next, the time count process for counting the elapsed count value will be described with reference to Figures 19 and 20. This time count process is a process that is periodically (for example, a timer interrupt process with a 2 ms period) executed by the sub-integrated control device 83, and is executed according to commands and information sent from the main control device 80 by the hit / miss determination process, big hit game process, and small hit game process.
[0132] In the time count process, in S1000, it is determined whether or not the time flag is 1. If the determination is positive (S1000: Yes), the process proceeds to S1100, and if the determination is negative (S1000: No), the process proceeds to S1005. Here, the time flag indicates whether or not counting of the elapsed count value is being performed, and when the time flag is 1, it indicates that counting of the elapsed count value is being performed, and when the time flag is 0, it indicates that counting of the elapsed count value is not being performed. Note that this counting not being performed includes both cases where the counting is stopped before or after the start or end of counting the elapsed count value, and where the counting of the elapsed count value is interrupted.
[0133] In S1005, it is determined whether the interruption flag is 1. If the determination is positive (S1005: Yes), the process proceeds to S1030, and if the determination is negative (S1005: No), the process proceeds to S1010. Here, the interruption flag indicates whether the counting of the elapsed count value is interrupted, and an interruption flag of 1 indicates that the counting of the elapsed count value is interrupted, and an interruption flag of 0 indicates that the counting is not interrupted. In other words, if the timing flag is 0 and the interruption flag is 1, the counting of the elapsed count value is interrupted, and if the timing flag is 0 and the interruption flag is 0, the counting of the elapsed count value is stopped before the start or after the end of counting the elapsed count value.
[0134] In S1010, it is determined whether the time-saving flag is 1 or not. If the result is positive (S1010: Yes), the process proceeds to S1015, and if the result is negative (S1010: No), the time count process ends. Here, the positive result of S1010 is premised on the negative results of S1000 and S1005, and indicates that the time-saving game state has started in a state where the counting of the elapsed count value is stopped before or after the counting is started. This indicates that in this embodiment, the transition to the time-saving game state has occurred after the end of the first jackpot game operation executed by the confirmation of the first special jackpot in the normal game state. The time-saving flag information is transmitted from the main control device 80 by the hit / miss determination process S330 and S460, the big hit game process S640, and the small hit game process S845 and S880.
[0135] In S1015, an elapsed value count start process is executed. In this elapsed value count start process, processes required to start counting the elapsed count value are executed. In the following S1020, a count display start process is executed. In this count display start process, a command to instruct the display of an elapsed time pattern 111 indicating the elapsed time indicated by the elapsed count value is transmitted to the performance pattern control device 82. By transmitting this command, the display of the elapsed time pattern 111 is started on the performance pattern display device 6 via the performance pattern control device 82 (see FIG. 25(A)). Here, when the performance symbol control device 82 receives the command from the sub-integrated control device 83, it generates image data for displaying an elapsed time symbol 111 suggesting the elapsed time indicated by the elapsed count value according to the information on the elapsed count value included in the command. Then, by playing back this image data, the elapsed time symbol 111 is displayed on the performance symbol display device 6. Note that in the process by this elapsed value count start process, since the elapsed count value=0, the performance symbol display device 6 displays the elapsed time symbol 111 suggesting that the elapsed time=0.
[0136] In the next step S1025, the timing flag is set to 1, and the timing count process ends.
[0137] In S1030, which follows the positive determination in S1005, it is determined whether or not the game has transitioned to a time-saving game state. If the determination is positive (S1030: Yes), the game proceeds to S1035, and if the determination is negative (S1030: No), the game proceeds to S1060. Here, the positive determination in S1030 indicates that, in a state where the counting of the elapsed count value is suspended, a jackpot is determined by consumption of the first reserved memory, and a transition to a time-saving game state is determined, and a transition to the time-saving game state is made after the first jackpot game operation is completed.
[0138] In S1035, the elapsed value count restart process is executed. In this elapsed value count restart process, the elapsed count value stored in S1155 described later is read, and the process required to start counting from the elapsed count value is executed. In the following S1040, the count display process is executed. In this count display process, as in S1020, a command to instruct the display of the elapsed time pattern 111 suggesting the elapsed time indicated by the elapsed count value read in S1145 is transmitted to the performance pattern control device 82. Furthermore, in this embodiment, a command to end the display of the elapsed time takeover effective patterns 118, 119 displayed on the performance pattern display device 6 by S1155 described later is transmitted to the performance pattern control device 82. As a result, the display of the elapsed time takeover effective patterns 118, 119 is ended on the performance pattern display device 6 via the performance pattern control device 82, and the elapsed time pattern 111 is displayed.
[0139] In the next S1045, the interruption flag is set to 0, and the process proceeds to S1050. In S1050, the timing flag is set to 1, and the timing count process ends.
[0140] In S1060, which follows the negative judgment in S1030, it is judged whether the above-mentioned count end condition is established. If the judgment is positive (S1060: Yes), the process proceeds to S1065, and if the judgment is negative (S1060: No), the time count process is terminated. Here, the count end condition is set as described above to be that the total number of fluctuations of the first and second special symbols reaches the end value (10 times), and that a jackpot is judged by consuming the first reserved memory and a transition to the normal game state is decided, and whether one of these is established is judged in S1060. The judgment of whether to judge a jackpot by consuming the first reserved memory and to decide to transition to the normal game state is made according to the information transmitted from the main control device 80 by S260 of the hit / miss judgment process described above. Meanwhile, the sub-integrated control device 83 starts executing a process (not shown) for counting the total number of times the first special symbol changes and the second special symbol changes by a special symbol change count start process (S1170) described later. This process counts the total number of changes of the first and second special symbols each time the change start command transmitted by S260 is received. In S1060, it is judged whether the count end condition is established by judging whether this total change number has reached the end value (10 times).
[0141] In S1065, an elapsed value count end process is executed. In this elapsed value count end process, a process required to end the count of the elapsed count value started in S1015 is executed, and the elapsed count value is cleared. Furthermore, in this S1065, a command for ending the display of the elapsed time transfer effective patterns 118, 119 is sent to the performance pattern control device 82, and the display of the elapsed time transfer effective patterns 118, 119 on the performance pattern display device 6 is ended. In the following S1070, the interruption flag is set to 0, and the time count process is ended. By the processes from the affirmative determination in S1060 to S1070, the timing flag becomes 0 and the interruption flag becomes 0, so that counting of the elapsed count value ends and the counting is stopped.
[0142] In S1100, which follows the positive determination in S1000, it is determined whether the time-saving flag is 1 or not. If the determination is positive (S1100: Yes), the process proceeds to S1105, and if the determination is negative (S1100: No), the process proceeds to S1115. In S1115, it is determined whether the large prize slot device is in operation (large prize game in operation or small prize game in operation), and if the determination is positive (S1115: Yes), the process proceeds to S1105, and if the determination is negative (S1115: No), the process proceeds to S1120. Here, the negative determination in S1115 indicates that the normal game state has been entered.
[0143] In the elapsed value count process of S1105, a process of counting the elapsed count value is performed. Next, in S1110, a count display update process is performed. In this count display update process, when the elapsed count value counted in S1105 reaches the minimum unit of elapsed time indicated by the elapsed time pattern 111, a command for updating and displaying the elapsed time pattern indicating the elapsed time of the elapsed count value is transmitted to the performance pattern control device 82. As a result, the display of the elapsed time pattern 111 is updated in the performance pattern display device 6. Here, in this embodiment, the count of the elapsed count value is performed each time the timing count process is executed (every 2 ms), and is smaller than the minimum unit of the elapsed time (for example, 1 second unit). Therefore, in the count display update process, the command is transmitted each time the elapsed count value counted in S1105 reaches a second unit, and if the second unit is not reached, the command is not transmitted. Also, in this embodiment, even if the timing flag = 1, the elapsed time pattern 111 is hidden during the big win game operation and the small win game operation. Therefore, in S1110, when the big win game operation and the small win game operation are being executed, a command to hide the elapsed time pattern 111 is transmitted to the performance pattern control device 82. Incidentally, the count of the elapsed count value by the above S1105 is executed even during the big win game operation and the small win game operation.
[0144] In S1120, which follows the negative judgment of S1115, it is judged whether the remaining change flag is 1 or not. If the judgment is positive (S1120: Yes), the process proceeds to S1180, and if the judgment is negative (S1120: No), the process proceeds to S1125. Here, as described later, when the game is switched to the normal game state, the second special symbol starts to change, so that the remaining change flag is set to 1, and when the change stops, the remaining change flag is set to 0. In other words, the remaining change flag is set to 1, which indicates that the second special symbol is changing due to the consumption of the second start memory reserved before the game is switched to the normal game state, and the remaining change flag is set to 0, which indicates that the second special symbol is not changing.
[0145] In S1125, it is determined whether the second special symbol has started to change, and if the determination is affirmative (S1125: Yes), the process proceeds to S1130, and if the determination is negative (S1125: No), the process proceeds to S1150. Here, when the game is switched to the normal game mode, if there is a second reserved memory, the second special symbol starts to change, so a positive determination is made in S1125, whereas if there is no second reserved memory, a negative determination is made in S1125.
[0146] In S1130, the remaining change flag is set to 1, and the process proceeds to S1135. In S1135, an elapsed value count process is executed. This process in S1135 is the same as the process in S1105 described above. In the following S1140, a count display end process is executed. In this count display end process, a command to end the display of the elapsed time pattern 111 on the performance pattern display device 6 is sent to the performance pattern control device 82. As a result, the display of the elapsed time pattern 111 on the performance pattern display device 6 is ended via the performance pattern control device 82.
[0147] In S1150 following the negative determination in S1125, a count display end process is executed. The process in S1150 is the same as the process in S1140 described above. After S1150, the process proceeds to S1155.
[0148] In S1155, an elapsed value count interruption process is executed. In this elapsed value count interruption process, the elapsed count value is stored, and the process required to interrupt the count of the elapsed count value is executed. Furthermore, in this embodiment, in S1155, a command for displaying the elapsed time transfer effective patterns 118, 119 is transmitted to the performance pattern control device 82. When the performance pattern control device 82 receives this command, it generates image data for displaying the elapsed time transfer effective patterns 118, 119, and by reproducing this image data, the elapsed time transfer effective patterns 118, 119 are displayed on the performance pattern display device 6.
[0149] In the following steps S1160 and S1165, the timing flag is set to 0 and the interruption flag is set to 1. Furthermore, in S1170, a process for starting the counting of the number of special symbol variations is executed, and a process (not shown) for counting the total number of variations of the first special symbol and the second special symbol is started. In this process, as described above, the total number of variations is counted every time a variation start command is received from the main control device 80.
[0150] On the other hand, in S1180 following the positive determination in S1120, it is determined whether the variation of the second special symbol has stopped. If the determination is positive (S1180: Yes), the process proceeds to S1185, and if the determination is negative (S1180: No), the time count process ends.
[0151] In S1185, the remaining fluctuation flag is set to 0, and the process proceeds to S1190.
[0152] In S1190, it is determined whether or not a miss has been confirmed due to the second special symbol stopping. If the determination is affirmative (S1190: Yes), the process proceeds to S1192, and if the determination is negative (S1190: No), the process proceeds to S1195. In this embodiment, when the second special symbol is determined to be a big hit or a small hit, after the second big hit game operation is completed, the game transitions to a time-saving game state, and the timing flag = 1 is maintained.
[0153] In S1192, a result display process is executed. In this result display process, a command to display the result pattern 132 indicating the result information is sent to the performance pattern control device 82. As a result, the performance pattern display device 6 ends the display of the elapsed time pattern 111 and displays the result pattern 132 via the performance pattern control device 82. Here, in this embodiment, the result information indicated by the result pattern 132 includes information on the elapsed time indicated by the elapsed count value, information on the number of consecutive wins, and information on the number of balls dispensed (number of winning balls) during the consecutive wins. Information on the number of balls dispensed is sent from the main control device 80. After S1192, the process proceeds to S1155, and the processes of S1155 to S1170 are executed in sequence.
[0154] In S1195, an elapsed value count process is executed. In this elapsed value count process, the process of counting the elapsed count value is executed as in S1105 described above. In the following S1197, a count display process is executed. In this count display process, a command for instructing the display of the elapsed time pattern 111 is sent to the performance pattern control device 82, and the elapsed time pattern 111 is displayed.
[0155] Next, the manner in which the elapsed count value is counted and the manner in which the elapsed time symbol 111 is displayed will be described according to the progress of the game. In the normal game state, as described above, the player hits the ball from the left aiming for the ball to enter the first starting hole 11. In the normal game state, when a jackpot is determined by consuming the first reserved memory and a transition to the time-saving game state is decided, as shown in FIG. 21, when the first special symbol stops fluctuating and the first special symbol jackpot is confirmed, a first jackpot game operation is executed to repeatedly open the first large winning hole 14. Then, when this first jackpot game operation ends, the game transitions to the time-saving game state (time-saving flag = 1). The time-saving game state thus transitioned to after the first jackpot game operation ends when a small jackpot is confirmed, a jackpot is confirmed, or the number of times the first and second special symbols fluctuate reaches the temporary-reduction upper limit value (128 times).
[0156] When the game is shifted to the time-saving game state, the timing flag is set to 1, and the counting of the elapsed count value is started, and the elapsed time pattern 111 indicating the elapsed time of the elapsed count value is displayed on the performance pattern display device 6. Then, in the state of the timing flag = 1, the elapsed count value is counted according to the passage of time, and in the time-saving game state, the elapsed time pattern is updated and displayed every time the elapsed count value increases by a predetermined unit (1 second unit). For example, when the time-saving game state is entered after the first big win game is activated, the effect pattern display device 6 displays a message pattern 115 indicating the time-saving game state, a consecutive number pattern 116 indicating the consecutive number of consecutive games, the elapsed time pattern 111, and a number of balls pattern 112 indicating the number of balls (number of prize balls) as shown in FIG. 25(A). In addition, a pattern 105 announcing a right hit is also displayed. In such a time-saving game state, when the second special pattern changes due to the consumption of the second reserved memory, the effect pattern display device 6 displays the special effect patterns 101a to 101c as shown in FIG. 25(B). Here, as described above, in the time-saving game state, the count of the elapsed count value progresses, so that the elapsed time pattern 111 is updated and displayed at any time. In addition, in this embodiment, in a time-saving game state in which the maximum number of fluctuations is the first time-saving upper limit value (128 times), the message pattern 115 is displayed as "True Tatsukichi RUSH" as shown in Figures 25(A) and (B), while in a time-saving game state in which the maximum number of fluctuations is the second time-saving upper limit value (3 times) and the third time-saving upper limit value (7 times), the message pattern 115 is displayed as "Tatsukichi RUSH" as shown in Figures 26(A) and (B).
[0157] In this time-saving game state, as described above, the player hits the right side aiming for the ball to enter the second starting hole 12. Then, the second reserved memory generated by the ball entering the second starting hole 12 is judged as a small win with a relatively high probability (1 / 2) as the second reserved memory is consumed. As shown in FIG. 21, when the second special pattern that started to vary due to the consumption of the second reserved memory stops and a small win is confirmed, a small win game operation is executed to repeatedly open the second large winning hole 20. During this small win game operation, the specific hole 25 of the second large winning hole device 21 is held in an open state, so that the ball can almost certainly enter the specific hole 25 by entering the second large winning hole 20. During the small win game operation, as shown in FIG. 25(C), the message pattern 121 and the character pattern 122 that notify the player of the aim of entering the specific hole 25 are displayed on the performance pattern display device 6, and the elapsed time pattern 111 is also displayed.
[0158] During the small win game operation, if a game ball enters the specific port 25 through the second large winning port 20, a special big win is confirmed, and as shown in FIG. 21, after the small win game operation ends, a second big win game operation is executed to repeatedly open the second large winning port 20. After the second big win game operation ends, the game moves to a time-saving game state. The time-saving game state thus entered after the second big win game operation ends when a big win is confirmed, the number of times the second special symbol changes reaches the second time-saving upper limit (3 times), or the number of times the first and second special symbols change reaches the third time-saving upper limit (7 times) (the time-saving end condition is met). Here, during the second jackpot game operation due to the confirmed jackpot, as shown in Fig. 25(D), the performance symbol display device 6 displays a message symbol 125 indicating that the jackpot game is in operation, a character symbol 126, and a symbol 127 indicating the number of rounds released, as well as the elapsed time symbol 111. After that, when the jackpot game operation ends and the time-saving game state is entered, as shown in Fig. 26(A), a message symbol 115 indicating the time-saving game state, a consecutive number symbol 116, the elapsed time symbol 111, and a number of balls dispensed symbol 112 are displayed.
[0159] In this way, in the time-saving game state, a small win is easily confirmed by the stop of the variation of the second special symbol, and after the second big win game operation executed through the small win game operation by the small win confirmation is completed, the time-saving game state is transitioned to. In other words, as shown in Figure 21, if a small win is confirmed in the time-saving game state, a consecutive win occurs in which the time-saving game state is repeated through the small win game operation and the second big win game operation.
[0160] During this consecutive win, since the timing flag is 1, the elapsed count value is counted, and the elapsed time in the consecutive win is timed. Then, in the time-saving game state, the elapsed time symbol 111, which indicates the elapsed time indicated by the elapsed count value, is displayed on the performance symbol display device 6 (see Figs. 25 and 26). By displaying the time-saving symbol 111, the player can clearly and easily know the elapsed time in the consecutive win.
[0161] On the other hand, in the time-saving game state to which the transition is made after the end of the above-mentioned small win game operation or the second big win game operation due to the jackpot of the special device, the end conditions (time-saving end conditions) are set as described above as follows: the big win confirmation, the number of small win confirmations reaches the upper limit (one time), the number of times the second special symbol changes reaches the second time-saving upper limit (three times), and the number of times the first and second special symbols change reaches the third time-saving upper limit (seven times). Therefore, in order to continue the consecutive wins, it is necessary to obtain a small win confirmation by the second special symbol (or a big win confirmation by the second special symbol) before the time-saving end conditions due to the second time-saving upper limit or the third time-saving upper limit are established in this time-saving game state. In addition, in this embodiment, since the maximum number of second reserved memories is set to one, if there is a second reserved memory (hereinafter referred to as the remaining second reserved memory) when the time-saving end condition is established by the second and third time-saving upper limit values, the second reserved memory is consumed and the second special symbol changes, and when this change is stopped and a small win is confirmed (or a second special symbol big win is confirmed), the game moves to a time-saving game state after the small win game operation and the second big win game operation are completed. As a result, if the second special symbol that changed immediately after the time-saving end condition is established by the second and third time-saving upper limit values is confirmed as a small win (or a second special symbol big win), the consecutive wins are continued. For this reason, the condition for continuing the consecutive wins is to obtain a small win (or a second special big win) before the time-saving end condition is established by the second and third time-saving upper limits in the time-saving game state, or to obtain a small win (or a second special big win) by consuming the remaining second reserved memory (the second reserved memory stored at the time of the establishment of the end condition by the second and third time-saving upper limits). In addition, if there is no remaining second reserved memory when the end condition is established by the second and third time-saving upper limits, the consecutive wins will end with the transition to the normal game state due to the establishment of the end condition.
[0162] In this embodiment, if there is the remaining second reserved memory when the time-saving end condition is established by the second and third time-saving upper limit values, the timing flag = 1 is maintained and the counting of the elapsed count value is continued. Then, when the second special symbol that has started to vary due to the consumption of the remaining second reserved memory is confirmed as a small win (or the second special symbol is confirmed as a big win), and the time-saving game state is transitioned to after the second big win game is activated, the timing flag = 1 is maintained and the counting of the elapsed count value is continued. On the other hand, when the second special symbol is confirmed as a miss due to the consumption of the remaining second reserved memory, as shown in Figures 22 to 24, the timing flag = 0 and the interruption flag = 1 are set, and the elapsed count value at the time of the miss is stored and the counting of the elapsed count value is interrupted. In addition, if there is no remaining second reserved memory when the end condition is established by the second and third time-saving upper limits, the timing flag is set to 0 and the interruption flag is set to 1 upon establishment of the end condition, the elapsed count value at the time of establishment is stored, and counting of the elapsed count value is interrupted. In this way, in the normal game state entered by the establishment of the end condition of the time-saving game state by the second and third time-saving upper limits, the timing flag is set to 0 and the elapsed count value is not counted, so that the elapsed time in consecutive wins is not measured.
[0163] An example of a display mode displayed on the performance pattern display device 6 from the establishment of the time-saving end condition by the second and third time-saving upper limits to the confirmation of a loss by the consumption of the remaining second reserved memory will be described. When the time-saving game state is shifted to after the end of the second jackpot game operation by the above-mentioned jackpot, the message pattern 115, the consecutive number pattern 116, the elapsed time pattern 111, the number of balls dispensed pattern 112, etc. are displayed as shown in Figures 26(A) to (B). Then, immediately after the establishment of the time-saving end condition by the second and third time-saving upper limits, when the second special pattern changes due to the consumption of the remaining second reserved memory, as shown in Figure 26(C), the performance pattern display device 6 displays a message pattern 117 indicating that the change is the last chance to continue the consecutive game. Furthermore, since the change of the second special pattern occurs after the establishment of the time-saving end condition, the consecutive number pattern 116, the elapsed time pattern 111, and the number of balls dispensed pattern 112 are not displayed. After that, when the loss is confirmed by the stop of the fluctuation of the second special symbol, a message symbol 131 indicating the end of the consecutive wins and a result symbol 132 indicating the result information during the consecutive wins are displayed as shown in FIG. 26(D). Furthermore, since the count interruption condition is established by the loss confirmation of the remaining second reserved memory, a message symbol 133 indicating that the elapsed time in the previous consecutive wins is carried over from the establishment of this condition to the establishment of the count end condition is also displayed on the performance symbol display device 6. Note that here, in this embodiment, as described above, the result information shown by the result symbol 132 includes information on the elapsed time ("RUSH TIME" in the figure) indicated by the elapsed count value (information shown by the elapsed time symbol 111), information on the number of consecutive wins (information shown by the consecutive win number symbol 116), and information on the number of balls (number of prize balls) during the consecutive wins (information shown by the ball number symbol 112). On the other hand, when the second special symbol is confirmed as a small hit by the consumption of the remaining second reserved memory, the game transitions to a time-saving game state through the small hit game operation and the second big hit game operation. In this case, the count of the elapsed count value continues, so that the elapsed time symbol 111 is displayed with the start of the small hit game operation (see FIG. 25(C)). In addition, when the display of the elapsed time symbol 111 is resumed by the confirmation of the small hit of the second special symbol (or the confirmation of the big hit of the second special symbol), the count of the elapsed count value has progressed during the fluctuation of the second special symbol due to the consumption of the remaining second reserved memory, so that the elapsed time symbol 111 at the time of resumption suggests a more advanced elapsed time than the elapsed time-saving symbol 111 displayed when the termination condition is established.
[0164] As shown in Fig. 22, in the normal game state where the interruption flag is 1, if a jackpot is determined by consumption of the first reserved memory before the above-mentioned count end condition is established and a transition to the time-saving game state is decided, the time-saving game state is transitioned to with the end of the first jackpot game operation, and the interruption flag is set to 0 and the timing flag is set to 1. As a result, the elapsed count value stored when the interruption flag was set to 1 is read, and counting is resumed from that elapsed count value. Here, in the normal game state with the interruption flag = 1, the effect pattern display device 6 displays the elapsed time carryover effective patterns 118, 119 as shown in FIG. 27 (A). Then, if the time-saving game state is entered via the first big win game operation before the count end condition is met, the display of the elapsed time pattern 111 is resumed on the effect pattern display device 6 as shown in FIG. 27 (B). Here, the redisplayed elapsed time pattern 111 indicates the elapsed time of the elapsed count value stored when the interruption flag = 1, and therefore indicates the elapsed time advanced by the time of the change of the second special pattern due to the consumption of the remaining second reserved memory from the elapsed time at the time of the previous display end. In addition, if the consumption of the remaining second reserved memory is not executed, the redisplayed elapsed time pattern 111 indicates approximately the same time as the elapsed time at the time of the previous display end.
[0165] Also, as shown in FIG. 23, in the normal game state where the interruption flag is 1, if a jackpot is determined by consuming the first reserved memory and a transition to the normal game state is determined, the first special symbol stops changing and the first special symbol jackpot is confirmed, and the above-mentioned count end condition is established. As a result, the interruption flag is set to 0, and the previously stored elapsed count value is cleared. By clearing the elapsed count value, the measurement of the elapsed time during the previous consecutive win is terminated. In this case, after the first jackpot game operation executed by the first special symbol jackpot confirmation ends, the game transitions to the normal game state, so that in the performance symbol display device 6, the special performance symbols 101a to 101c are displayed in a changing manner in accordance with the change in the first special symbol, as shown in FIG. 27(C).
[0166] In addition, when the total number of times the first special symbol changes and the second special symbol changes in the normal game state where the interruption flag is set to 1 reaches the end value (10 times), the count end condition is met as shown in Figure 24. This sets the interruption flag to 0, clears the previously stored elapsed count value, and ends the measurement of the elapsed time during the previous consecutive win.
[0167] In this way, in the normal game state where the interruption flag is set to 1 based on the establishment of the time-saving end condition by the second and third time-saving upper limit values, if a jackpot is determined by consumption of the first reserved memory before the establishment of the count end condition and a transition to the time-saving game state is decided, the elapsed time measured during the consecutive wins including the previous time-saving game state is carried over and the measurement of the elapsed time is resumed. On the other hand, in the normal game state where the interruption flag is set to 1, if the count end condition is established, the elapsed time measured during the consecutive wins including the previous time-saving game state is cleared and the measurement of the elapsed time is terminated.
[0168] Next, the features of this embodiment will be described. As described above, the pachinko machine 1 of the embodiment measures the elapsed time in a consecutive win by periodically counting the elapsed count value during the consecutive wins in which the big win game operation and the small win game operation are repeated through the time-saving game state, and notifies the user of the elapsed time pattern 111 displayed on the performance pattern display device 6. The elapsed counter value for measuring the elapsed time in the consecutive wins is stored from the end of the consecutive wins (the establishment of the count interruption condition) to the establishment of the count end condition, and when the count restart condition is established before the establishment of the count end condition (when the machine transitions to the time-saving game state), the stored elapsed count value is taken over and the count is resumed. On the other hand, when the count end condition is established, the stored elapsed count value is cleared and the measurement of the elapsed time is terminated. In this configuration, when the first special jackpot is confirmed and the transition to the time-saving game state is determined before the count end condition is satisfied in the normal game state after the consecutive wins are ended, the elapsed time (elapsed count value) in the previous consecutive wins is continued with the transition to the time-saving game state, so that the display of the elapsed time pattern 111 suggesting the elapsed time makes it appear as if the previous consecutive wins are continuing. This makes it possible to stimulate the player's emotions of expecting a jackpot to be confirmed even when the consecutive wins are ended, and to prevent the player's motivation to play from decreasing due to the end of the consecutive wins. Therefore, according to the configuration of this embodiment, when the consecutive wins are ended, the player can be motivated to continue playing, so that the decrease in motivation to play due to the end of the consecutive wins can be prevented, and the number of cases in which the player continues playing after the consecutive wins is increased. In particular, the configuration of this embodiment has a high probability of winning a small jackpot and a short fluctuation time in the time-saving game state, so that the player can feel a sense of a time attack in which the elapsed time of the consecutive wins (elapsed count value) and the number of balls dispensed are competed for. Therefore, by carrying over the elapsed count value, the player can feel that the time attack is continuing, so the player's emotions of wanting the elapsed count value to be carried over tend to be heightened, and the player's sense of joy and satisfaction when the elapsed count value is carried over also tends to increase. For this reason, the aforementioned effect of suppressing the decrease in motivation to play due to the end of the consecutive wins is extremely likely to occur.
[0169] Furthermore, in the configuration of the embodiment, the measurement of the elapsed time based on the elapsed count value is suspended between the end of the consecutive wins (the establishment of the count interruption condition) and the establishment of the count restart condition, so that when the game transitions to a time-saving game state after the consecutive wins, the elapsed time does not progress significantly from the end of the consecutive wins. In this way, in this embodiment, the elapsed time pattern indicating the elapsed time (elapsed count value) accurately indicates the elapsed time during the consecutive wins. This makes it possible to highlight the fun of the fact that the elapsed time (elapsed count value) from the consecutive wins before the end is carried over to the consecutive wins resumed after the consecutive wins end, thereby further improving the effect of the embodiment described above, which is that the decrease in motivation to play due to the end of the consecutive wins can be suppressed.
[0170] In the configuration of the embodiment, between the establishment of the count interruption condition and the establishment of the count restart condition or the count end condition, the elapsed time carryover effective patterns 118, 119 are displayed on the performance pattern display device 6. By displaying the elapsed time carryover effective patterns 118, 119, if the time-saving game state can be shifted to before the establishment of the count end condition, the player can clearly know that the elapsed time (elapsed count value) in the ended consecutive wins will be carried over, and therefore the aforementioned effect of suppressing the decrease in motivation to play due to the end of the consecutive wins can be further improved.
[0171] The following describes the correspondence between the terms used in the above-described embodiments and the terms described in the claims. The pachinko machine 1 corresponds to an example of a pinball game machine according to the present invention. The first starting port 11 and the second starting port 12 correspond to an example of a starting port according to the present invention. The steps S165 to S200 and S230 of the pass / fail determination process correspond to an example of the pass / fail determination means according to the present invention. The first large prize opening 14 and the second large prize opening 20 correspond to an example of a large prize opening according to the present invention. The first big win game operation, the second big win game operation, and the small win game operation correspond to examples of special game operations according to the present invention. The big win game process (FIGS. 13 to 15) and the small win game process (FIGS. 16 to 18) correspond to an example of the special game control means according to the present invention. The time-saving gaming state corresponds to an example of an advantageous gaming state according to the present invention. Determining a jackpot by consuming the first reserved memory, determining a jackpot and a small jackpot by consuming the second reserved memory, and the number of times the first and second special patterns change during the time-saving play state reaching the first to third upper limit values are examples of advantageous play ending conditions according to the present invention. The big win game processing steps S620 to S630, the small win game processing steps S870 to S875, the win / loss determination processing steps S315 to S320, the win / loss determination processing steps S405 to S410, and the win / loss determination processing steps S435 to S455 correspond to examples of the game state conversion means of the present invention. The timing count process corresponds to an example of an advantageous game count means according to the present invention. The timing count process of the sub-integrated control device 83, the performance pattern control device 82, and the performance pattern display device 6 correspond to an example of the count performance means of the present invention. The display of the progress performance pattern 111 on the performance pattern display device 6 corresponds to an example of the count performance according to the present invention. Information on the elapsed time indicated by the elapsed count value ("RUSH TIME" in the figure), information on the number of consecutive wins, and information on the number of balls (number of winning balls) during the consecutive wins correspond to an example of result information according to the present invention. The timing count process S1192, the performance symbol control device 82, and the performance symbol display device 6 correspond to an example of the advantageous result information notification means of the present invention. The timing count process steps S1030 to S1050 and S1120 to S1190 correspond to an example of the count handover means according to the present invention. The timing counting process S1040, S1065, and S1155, the performance symbol control device 82, and the performance symbol display device 6 correspond to an example of an effective performance means according to the present invention. The display of the elapsed time carryover effective patterns 118, 119 on the effect pattern display device 6 corresponds to an example of a count effective effect according to the present invention.
[0172] A variation of the above-mentioned embodiment will now be described.
[0173] In the embodiment, when a jackpot is determined by the first reserved memory, the probability of transitioning to the time-shortened game state is 1 / 2, but the invention is not limited to this, and the probability of transitioning to the time-shortened game state can be changed and set as appropriate. For example, this probability can be set to 1 / 3, or 1 / 1 (100%). Similarly, the probability of transitioning to the time-shortened game state when a jackpot is determined by the second reserved memory can also be changed and set as appropriate. In the embodiment, the probability of transitioning to the time-shortened game state is 100%, but the invention is not limited to this, and the probability can be set to 1 / 2 or 1 / 3. Furthermore, in the embodiment, the time-saving game state is switched to after the small win game operation and the second big win game operation due to the confirmed big win of the accessory are completed, but it is not limited to this, and it may be configured to switch to the normal game state. In other words, it can be configured to switch to the time-saving game state with a probability of 1 / 2 or 2 / 3 after the small win game operation and the second big win game operation due to the confirmed big win of the accessory are completed.
[0174] In the embodiment, the condition for ending the time-saving game state to which the game is switched after the first big win game is set to be that the number of times the first and second special symbols change reaches a first time-saving upper limit (128 times), but this first time-saving upper limit can be changed and set as appropriate. It is preferable to set such a first time-saving upper limit according to the probability of switching to the time-saving game state. For example, the probability of switching to the time-saving game state after the first big win game is activated can be set to 100%, and the temporary time-saving upper limit can be set to 1 time, 10 times, etc. The second and third time-saving upper limit values can also be changed and set as appropriate in the same manner, and it is preferable to set them according to the probability of transitioning to a time-saving game state after the end of a small win game operation and after the end of a second big win game operation due to a confirmed big win of the device.
[0175] In the embodiment, one of the count end conditions is that the number of times the first and second special symbols change reaches an end value (10 times), but this end value can be changed as appropriate. For example, the end value may be set to 20 times or 50 times. The count end condition is not limited to the number of times the first and second special symbols change reaching the end value (10 times), and other condition contents can be set. For example, the count end condition may be set to the passage of a predetermined time from the establishment of the count interruption condition, or the establishment of the count end condition may be determined by lottery each time a predetermined event (such as consumption of reserved memory or judgment of a big win) occurs.
[0176] In the embodiment, the counting of the elapsed count value is performed during the operation of the small win game and the second big win game, but it is not limited to this, and may be configured to be suspended during the operation of the second big win game. This configuration can be realized by setting the count suspension condition to the confirmation of the special big win via the operation of the small win game, and setting the end of the second big win game operation due to the confirmation of the special big win as the count resumption condition. It is also possible to configure it to be suspended both during the operation of the small win game and the operation of the second big win game.
[0177] In the embodiment, the elapsed count value is constantly counted in the time-saving game state, but it is not limited to this, and the count of the elapsed count value may be suspended when there is no reserved memory and the first and second special symbols are not changing in the time-saving game state. This configuration can be realized by a configuration in which the count suspension condition is established when it is confirmed that the first reserved memory number = 0, the second reserved memory number = 0, and the first and second special symbols are not changing in the time-saving game state, and the count resumption condition is established by a ball entering the first start hole 11 or the second start hole 12.
[0178] In the embodiment, when the count restart condition (determining a jackpot by consuming the first reserved memory and deciding to transition to a time-saving game state) is met with the interruption flag = 1, the count is restarted by carrying over the elapsed count value after the jackpot game operation ends, but as another configuration, when the count restart condition is met, it may be possible to select whether or not to carry over the elapsed count value. Here, the selection of whether or not to carry over the elapsed count value may be automatically determined according to a lottery or game progress, or may be selected by the player.
[0179] In the embodiment, when the first reserved memory is consumed in the normal game state with the interruption flag = 1, a jackpot is determined and a transition to the normal game state is decided, the count end condition is established, the interruption flag = 0, and the elapsed count value is cleared, but it is not limited to this, and even when a jackpot is determined by the consumption of the first reserved memory and a transition to the normal game state is decided, the count end condition is not established and the interruption flag = 1 may be continued. That is, in this configuration, the count end condition is set only when the total number of changes of the first and second special symbols reaches the end value (for example, 10 times).
[0180] In the embodiment, the elapsed count value is counted every time the time count process is executed, but the elapsed count value may be counted by a timer. Also, the elapsed time pattern 111 displayed on the performance pattern display device 6 directly indicates the elapsed time indicated by the elapsed count value, but the elapsed time pattern 111 may be a pattern that allows the player to feel the passage of time. For example, a pattern that indicates the passage of time by the amount of rotation of a pointer or a pattern that indicates the passage of time by the length of a bar graph may be applied.
[0181] In the embodiment, the elapsed count value is suggested by displaying the elapsed time pattern 111, but it is not limited to this, and it is also possible to suggest the elapsed count value by sound emitted from a speaker, light emission of a lamp (LED), etc. Furthermore, the elapsed count value may be suggested by appropriately combining the display of the elapsed time pattern, sound emitted from a speaker, and light emission of a lamp. Similarly, the interruption flag = 1 state is indicated by displaying the elapsed time carryover valid patterns 118, 119, but this is not limited to the above, and the interruption flag = 1 state can also be indicated by a sound emitted from a speaker or the illumination of a lamp (LED), etc.
[0182] In the embodiment, the result information is configured to include information on the elapsed time indicated by the elapsed count value, information on the number of consecutive wins, and information on the number of balls (number of prize balls) during the consecutive wins, but this is not limited to this, and the information on the result information can be changed as appropriate. For example, the result information may be only the information on the elapsed time, or the result information may be the information on the elapsed time and the number of balls. In the embodiment, the result information is notified by the result pattern 132 displayed on the performance pattern display device 6, but the present invention is not limited to this, and the result information can be notified by sound emitted from a speaker, light emitted from a lamp (LED), etc. Furthermore, the result information can be notified by appropriately combining the display of the result pattern, sound emitted from a speaker, and light emitted from a lamp.
[0183] In the embodiment, the result symbol 132 indicating the result information is displayed at the timing when the remaining second reserved memory that has been consumed with the end of the time-saving game state is confirmed as a loss, but this is not limited to the above, and for example, the result symbol 132 may be displayed at the timing when the time-saving game state ends, or the result symbol 132 may be continuously displayed from the end of the time-saving game state until the remaining second reserved memory is confirmed as a loss.
[0184] In the embodiment, the termination condition of the time-saving game state is set when the number of small wins reaches one (upper limit value), but the upper limit value of the number of small wins can be changed and set as appropriate. Specifically, it is preferable to set the upper limit value of the number of small wins according to the upper limit value of the number of fluctuations of the first and second special symbols set as the termination condition of the time-saving game state. For example, in the time-saving game state that ends when the number of fluctuations of the second special symbol reaches a second time-saving upper limit value (for example, 3 times), the upper limit value of the number of small wins, which is the termination condition of this time-saving game state, can be set to the same value (3 times) as the second time-saving upper limit value. Note that, in a configuration in which the upper limit value of the number of small wins is set to two or more times as the termination condition of the time-saving game state, it is preferable to add the confirmation of a special jackpot to the termination condition of the time-saving game state.
[0185] In the embodiment, the first jackpot game operation is executed by opening the first large prize opening 14, and the second jackpot game operation and the small jackpot game operation are executed by opening the second large prize opening 20, but this is not limited to the above, and the first jackpot game operation and the second jackpot game operation can also be executed by opening the first large prize opening 14, and the small jackpot game operation can be executed by opening the second large prize opening 20.
[0186] The embodiment is an example of a configuration in which a small win game can progress to a special jackpot by a ball entering the specific port 25 provided inside the second large winning port device 21 (so-called type 1 mixed type), but it is not limited to this and can also be applied to a configuration in which a jackpot game occurs only when a symbol jackpot is obtained (so-called type 1 type pachinko machine). In this configuration, the elapsed time in a series of games in which the jackpot game operation and the probability variable game state are repeated can be measured by the elapsed count value. [Explanation of symbols]
[0187] 1. Pachinko machines (pinball machines) 11 First starting point 12 Second starting hole 14 First Grand Prize Winner 20 Second Grand Prize Winner
Claims
[Claim 1] A winning / losing determination means for determining whether or not a winning / losing win occurs when a game ball enters a starting hole; A special game control means for executing a special game operation for opening a special prize opening when the winning / losing determination means determines a winning; a game state changing means for changing the game state into an advantageous game state in which the player can obtain a higher profit than in a normal game state after the special game operation is ended, and for ending the advantageous game state when a predetermined advantageous game ending condition is established; In a pinball game machine equipped with an advantageous game counting means for starting counting an elapsed counter value that is counted according to the passage of time when a predetermined count start condition is established based on the start of a special game operation that transitions to the advantageous game state, interrupting the counting of the elapsed counter value after the advantageous game state ends and transitions to the normal game state, and ending the counting of the interrupted elapsed counter value when a predetermined count end condition is established; a count effect means for executing a count effect suggesting an elapsed counter value counted by the advantageous game count means at least in the advantageous game state; a beneficial result information notifying means for notifying result information including at least information related to the elapsed counter value when indicating the end of a series in which the execution of a special game operation is repeated through the beneficial game state; Equipped with The advantageous game counting means is A pinball game machine characterized in that it is equipped with a count takeover means which takes over the interrupted elapsed counter value and continues counting when the win / loss determination means determines that a win has occurred between the time when the elapsed counter value is interrupted after the end of the advantageous game state and the time when the count end condition is met.
Citation Information
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