Gaming Machines
By introducing the launch mechanism, starting ball area, judgment mechanism, display mechanism and variable entrance mechanism into the game console, notification mode switching and game operation prompts in the game state are achieved, which solves the shortcomings of existing game consoles in increasing player attention and improves game attractiveness and player participation.
Patent Information
- Application Number
- JP2022067286
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-15
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2042-04-15
AI Technical Summary
There is still room for improvement in existing gaming consoles to improve the appeal of games, especially in effectively increasing player attention.
A gaming machine was designed, including a launch mechanism, a starting ball area, a judgment mechanism, a display mechanism and a variable entry mechanism. Through these mechanisms, the game console switches notification mode in a specific game state, providing different game operation prompts and visual effects to enhance the player's sense of participation.
It effectively increases the appeal of the game, and through dynamic notification mode and game operation prompts, players' understanding and interest in the high and low profits of the game are improved.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, there are gaming machines in which a lottery for winning or the like is held based on the establishment of a specified start condition, and when a winning prize is won, a specified gaming medium is paid out to the player in accordance with the establishment of a specified acquisition condition.
[0003] This gaming machine is configured to be capable of generating at least a predetermined first gaming state and a second gaming state that is more advantageous to the player than the first gaming state, and some are configured to be capable of winning a winning game in the second gaming state and repeatedly generating the second gaming state (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2008-295672 A Summary of the Invention [Problem to be solved by the invention]
[0005] In order to improve the enjoyment of the game in the gaming machines exemplified above, it is necessary to increase the attention to the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can appropriately increase attention to the game. [Means for solving the problem]
[0007] In order to achieve this object, the gaming machine described in claim 1 comprises: a launching means capable of launching a gaming ball; a start entry area provided in a gaming area where the gaming ball can flow down; a judgment means for executing a predetermined judgment based on the entry of the gaming ball into the start entry area; a display means for displaying a predetermined pattern in a variable manner when the gaming ball enters the start entry area; a variable entry means provided in the gaming area for switching between a second state in which it is difficult or impossible for the gaming ball to enter and a first state in which the gaming ball can enter from the second state when a specific judgment result is reached by the judgment means; and an update means for updating specific information based on the establishment of a predetermined update condition in the variable display. a notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display as a notification mode display, and the gaming machine is configured to generate a specific benefit when a gaming ball launched by the launching means enters the variable ball entry means in the first state and a predetermined gaming condition is established, before the occurrence of said predetermined profitable state In a predetermined gaming state, when the specific determination result is reached by the determination means, executing a first specific gaming operation thereafter may be more disadvantageous to the player than executing a second specific gaming operation, and the notification control means, when the specific determination result is reached by the determination means, executes the first notification mode display at a predetermined timing a predetermined period before the specific information becomes the predetermined updated state, and executes the second notification mode display after the predetermined timing. before the specific information is updated to the predetermined state. The notification switching is configured to be able to switch the notification mode display so as to execute the second notification mode display at a specific timing, The notification switching is configured to be executable when the game state becomes the predetermined game state, This gaming machine is When the specific determination result is obtained in the predetermined game state, The second notification mode display is used to display the predetermined notification mode in response to the specific determination result, and the player is prompted to perform the second predetermined game operation. obtainThe gaming machine is configured to execute a predetermined game operation notification display, which is a display different from the first notification mode display and the second notification mode display, at least between the predetermined timing and the specific timing when the notification switching is executed, and which notifies the player that a predetermined game operation may be executed based on the player's judgment rather than as a game operation instruction display from the gaming machine to the player, and the notification mode display is composed of at least a first display element constituting a part of the notification mode display and a second display element different from the first display element, and is configured so that when the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element can be switched and displayed. Effect of the Invention
[0008] According to the gaming machine of claim 1, the gaming machine includes a launching means capable of launching a gaming ball, a start entry area provided in a gaming area where the gaming ball can flow down, a judgment means for making a predetermined judgment based on the entry of the gaming ball into the start entry area, a display means for displaying a predetermined pattern in a variable manner when the gaming ball enters the start entry area, a variable entry means provided in the gaming area for switching a state between a second state in which it is difficult or impossible for the gaming ball to enter and a first state in which the gaming ball can enter from the second state when a specific judgment result is made by the judgment means, and an update means for updating specific information based on the establishment of a predetermined update condition in the variable display. a notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display as a notification mode display, and the gaming machine is configured to generate a specific benefit when a gaming ball launched by the launching means enters the variable ball entry means in the first state and a predetermined gaming condition is established, before the occurrence of said predetermined profitable state In a predetermined gaming state, when the specific determination result is reached by the determination means, executing a first specific gaming operation thereafter may be more disadvantageous to the player than executing a second specific gaming operation, and the notification control means, when the specific determination result is reached by the determination means, executes the first notification mode display at a predetermined timing a predetermined period before the specific information becomes the predetermined updated state, and executes the second notification mode display after the predetermined timing. before the specific information is updated to the predetermined state. The notification switching is configured to be able to switch the notification mode display so as to execute the second notification mode display at a specific timing, The notification switching is configured to be executable when the game state becomes the predetermined game state, This gaming machine is When the specific determination result is obtained in the predetermined game state, The second notification mode display is used to display the predetermined notification mode in response to the specific determination result, and the player is prompted to perform the second predetermined game operation. obtain The gaming machine is configured to execute a predetermined game operation notification display, which is different from the first notification mode display and the second notification mode display, and notifies the player that a predetermined game operation can be executed based on the player's judgment, not as a game operation instruction display from the gaming machine to the player, between the predetermined timing and the specific timing when the notification switching is executed, and the notification mode display is configured at least by a first display element constituting a part of the notification mode display and a second display element different from the first display element, and is configured so that when the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element is switched and displayed. This has the effect of suitably increasing attention to the game. [Brief description of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 4]1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Diagram 5] This is a block diagram showing the electrical configuration of a pachinko machine, and is a block diagram mainly showing the electrical configuration of the main control device. [Figure 6] This is a diagram showing a schematic configuration of various counters, each reserved ball storage area, and reserved ball execution area. [Figure 7] 1A is a diagram showing a schematic example of a special chart 1 jackpot random number table, and FIG. 1B is a diagram showing a schematic example of a special chart 2 jackpot random number table. [Figure 8] This is a diagram showing a schematic example of a special chart 2 jackpot type table. [Figure 9] 1A is a diagram showing a schematic example of a special chart 1 small prize type table, and FIG. 1B is a diagram showing a schematic example of a special chart 2 small prize type table. [Figure 10] This is a list that explains, for each game state, the trigger for transitioning to that game state, the probability of hitting the jackpot with a special symbol, the probability of hitting with a normal symbol, the recommended ball launch mode, the main winning destinations, the change time of the first special symbol, the change time of the second special symbol, and whether or not right-hitting is possible. [Figure 11] This is a diagram showing the firing mode in each game state and the transition destination of the game state based on the type of jackpot won, etc. [Figure 12] 1A is a diagram showing a schematic example of a reserved number table for special drawing 1, and FIG. 1B is a diagram showing a schematic example of a reserved number table for special drawing 2. FIG. [Figure 13] FIG. 1A is a diagram showing an example of Table A of the stop pattern table, and FIG. 1B is a diagram showing an example of Table B of the stop pattern table. [Figure 14] FIG. 1A is a diagram showing an example of a C table of the stop pattern table, and FIG. 1B is a diagram showing an example of a D table of the stop pattern table. [Figure 15]FIG. 1A is a diagram showing an example of an E table of the stop pattern table, and FIG. 1B is a diagram showing an example of an F table of the stop pattern table. [Figure 16] 1A is a diagram showing a schematic example of a fluctuation pattern table for a special chart 1 miss, and FIG. 1B is a diagram showing a schematic example of a fluctuation pattern table for a special chart 1 small win. [Figure 17] 1A is a diagram showing a typical example of a fluctuation pattern table for a special chart 2 miss, and FIG. 1B is a diagram showing a typical example of a fluctuation pattern table for a special chart 2 big win / small win. [Figure 18] FIG. 13 is a diagram showing an example of a big win opening table. [Figure 19] FIG. 13 is a diagram showing an example of a small prize opening table. [Figure 20] This shows the drive pattern of the large prize opening solenoid and the specific area solenoid when the small prize type "Time-saving B (small prize A)" or "Time-saving C (small prize A)" is won in the dynamic display of the first special pattern, the detection mode of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when a ball passes through the specific area. [Figure 21] This shows the drive patterns of the large prize opening solenoid and the specific area solenoid when the small prize type "Time-saving B (small prize A)" or "Time-saving C (small prize A)" is won in the dynamic display of the first special pattern, the detection modes of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when the ball is not allowed to pass through the specific area. [Figure 22] This shows the drive pattern of the large prize opening solenoid and the specific area solenoid when the small prize type ``Time-saving D (small prize B)'' is won in the dynamic display of the second special pattern, the detection mode of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when a ball passes through the specific area. [Diagram 23]1A is a diagram showing a typical example of a random number table for a normal draw, FIG. 1B is a diagram showing a typical example of a normal draw fluctuation time table, and FIG. 1C is a diagram showing a typical example of a normal electric role release table. [Figure 24] FIG. 13 is a diagram illustrating an example of a time-saving end condition table. [Diagram 25] 2 is a block diagram mainly showing the electrical configuration of a voice lamp control device. FIG. [Figure 26] 2 is a diagram showing a schematic configuration of a first pending information storage area, a second pending information storage area, and an execution information storage area. FIG. [Figure 27] This table summarizes the difference in the average number of balls acquired for the two game states when a small jackpot type "Time-saving B (small jackpot A)" or "Time-saving C (small jackpot A)" is won in "normal game state A," and when a jackpot is generated by playing with the right hand at the time of the small jackpot winning, and when a jackpot is generated by playing with the right hand at the time of the small jackpot winning, the player does not play with the right hand at the time of the small jackpot winning, but returns to "normal game state A" to execute the dynamic display of the special pattern again, and when the rescue condition is met the number of times, the player transitions to the "normal pattern low probability time-saving state." [Figure 28] FIG. 10 is a diagram illustrating an example of a break-even number table. [Figure 29] 2 is a block diagram mainly showing the electrical configuration of a display control device. FIG. [Diagram 30] FIG. 13 is an explanatory diagram illustrating an image displayed when the power is turned on. [Diagram 31] 1A is an explanatory diagram illustrating a rear surface A, and FIG. 1B is an explanatory diagram illustrating a rear surface B. FIG. [Diagram 32] 13 is an explanatory diagram illustrating a rear surface C. FIG. [Diagram 33] A diagram showing a schematic example of a variable display data table. [Diagram 34] FIG. 10 is a diagram illustrating an example of an additional data table. [Diagram 35] FIG. 10 is a diagram illustrating an example of a transfer data table. [Diagram 36] FIG. 10 is a diagram illustrating an example of a drawing list. [Figure 37]4 is a flowchart showing a start-up process executed by an MPU in the main control device. [Figure 38] 13 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 39] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Diagram 40] 4 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Diagram 41] This is a flowchart showing the start winning processing executed by the MPU in the main control unit. [Diagram 42] 11 is a flowchart showing a gate passing process executed by an MPU in the main control device. [Diagram 43] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Diagram 44] 13 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device. [Diagram 45] 13 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device. [Diagram 46] 4 is a flowchart showing a time-saving counting process executed by an MPU in the main control device. [Figure 47] 13 is a flowchart showing a relief arrival counting process executed by an MPU in the main control device. [Figure 48] 13 is a flowchart showing a winning process executed by the MPU in the main control device. [Figure 49] This is a flowchart showing the small win opening / closing control process executed by the MPU in the main control device. [Figure 50] 10 is a flowchart showing a specific area device opening / closing control process executed by an MPU in the main control device. [Figure 51] This is a flowchart showing the processing performed by the MPU in the main control unit when the large prize opening is opened during a small win. [Figure 52]13 is a flowchart showing the small win end processing executed by the MPU in the main control device. [Figure 53] 13 is a flowchart showing the jackpot opening / closing control process executed by the MPU in the main control device. [Figure 54] This is a flowchart showing the processing during opening of the large prize opening executed by the MPU in the main control unit. [Figure 55] 13 is a flowchart showing the jackpot end processing executed by the MPU in the main control device. [Figure 56] 4 is a flowchart showing the normal map change processing executed by the MPU in the main control device. [Figure 57] 4 is a flowchart showing the normal power supply control processing executed by the MPU in the main control unit. [Figure 58] 11 is a flowchart showing a base value process executed by an MPU in the main control device. [Figure 59] 4 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 60] 11 is a flowchart showing the start-up process executed by an MPU in the voice lamp control device. [Figure 61] 4 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 62] 11 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 63] This is a flowchart showing the special figure 1 command processing executed by the MPU in the voice lamp control device. [Figure 64] This is a flowchart showing the special diagram 2 command processing executed by the MPU in the voice lamp control device. [Figure 65] 11 is a flowchart showing a rescue-related command receiving process executed by an MPU in a voice lamp control device. [Figure 66] 13 is a flowchart showing the variable performance processing executed by an MPU in a voice lamp control device. [Figure 67] A flowchart showing the display special diagram 1 variation pattern command setting process executed by the MPU in the voice lamp control device. [Figure 68] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device. [Figure 69] 13 is a flowchart showing the winning effect processing executed by an MPU in a voice lamp control device. [Figure 70] This is a flowchart showing the right-hit notification display processing when a small win is won, which is executed by the MPU in the voice lamp control device. [Figure 71] 4 is a flowchart showing main processing executed by an MPU in the display control device. [Figure 72] 1A is a flowchart showing command interrupt processing executed by an MPU in a display control device, and FIG. 1B is a flowchart showing V interrupt processing executed by an MPU in a display control device. [Figure 73] 11 is a flowchart showing a command determination process executed by an MPU in the display control device. [Figure 74] 13A is a flowchart showing the pending ball number command processing executed by the MPU in the display control device, and FIG. 13B is a flowchart showing the demo command processing executed by the MPU in the display control device. [Figure 75] 13 is a flowchart showing the variable performance command processing executed by an MPU in a display control device. [Figure 76] 13A is a flowchart showing a determination command process executed by an MPU in a display control device, and FIG. 13B is a flowchart showing a variation pattern command process executed by an MPU in a display control device. [Figure 77] 11 is a flowchart showing a stop type command process executed by an MPU in the display control device. [Figure 78]11 is a flowchart showing hit-related command processing executed by an MPU in the display control device. [Figure 79] 11 is a flowchart showing a character-based command process executed by an MPU in the display control device. [Figure 80] 13A is a flowchart showing rear-image related command processing executed by an MPU in a display control device, and FIG. 13B is a flowchart showing error command processing executed by an MPU in a display control device. [Figure 81] 11 is a flowchart showing a display setting process executed by an MPU in the display control device. [Figure 82] 11 is a flowchart showing a display setting process executed by an MPU in the display control device. [Figure 83] 13A is a flowchart showing a reserved image setting process executed by an MPU in a display control device, and FIG. 13B is a flowchart showing a warning image setting process executed by an MPU in a display control device. [Figure 84] 11 is a flowchart showing a pointer update process executed by an MPU in the display control device. [Figure 85] 13A is a flowchart showing a transfer setting process executed by an MPU in a display control device, and FIG. 13B is a flowchart showing a resident image transfer setting process executed by an MPU in a display control device. [Figure 86] 11 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device. [Figure 87] 11 is a flowchart showing detailed image transfer processing executed by an MPU in the display control device. [Figure 88] 1 is a flowchart showing a drawing process executed by an MPU in a display control device. [Figure 89]13 shows the progression of the presentation on the third pattern display device when a small win on special chart 1 is won in "normal game state A", where (a) is a diagram showing the state in which the rescue counter in "normal game state A" is at "58" (i.e., the big win priority notification period) when the small win on special chart 1 is won, the variable presentation ends and the third pattern stops, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which the rescue counter in "normal game state A" is at "637" (i.e., the rescue priority notification period) when the small win on special chart 1 is won, the variable presentation ends and the third pattern stops, and (d) is a diagram showing the state in which the opening of the small win game is being executed from the state of (c). [Figure 90] 13 is a block diagram showing the electrical configuration of a voice lamp control device 113 in the second embodiment. FIG. [Figure 91] FIG. 13 is a diagram illustrating an example of a break-even number table in the second embodiment. [Figure 92] 11 is a flowchart showing the start-up process executed by an MPU in a voice lamp control device in the second embodiment. [Figure 93] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device in the second embodiment. [Figure 94] 13 is a flowchart showing a winning effect processing executed by an MPU in a voice lamp control device in the second embodiment. [Figure 95] 13 is a flowchart showing the right-hit notification performance process when a small win is won, which is executed by the MPU in the voice lamp control device in the second embodiment. [Figure 96] 11 is a flowchart showing a hit-related command process executed by an MPU in the display control device in the second embodiment. [Figure 97]13 shows the progress of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the second embodiment, where (a) is a diagram showing a state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation ends and the third pattern stops, (b) is a diagram showing a state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing a state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "637" (i.e., the rescue priority notification period), the variable presentation ends and the third pattern stops, and (d) is a diagram showing a state in which the opening of the small win game is being executed from the state of (c). [Figure 98] The diagram shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the second embodiment, where (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is at "551" (i.e., the ambiguous notification period), the variable presentation ends, and the third pattern stops, and (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a). [Figure 99]The figure shows the transition of the performance on the third pattern display device 81 when the special chart 1 small win is won in the "normal game state A" of the third embodiment, (a) is a figure showing a state in which the special chart 1 small win is won during the period (i.e., the ambiguous notification period) in which the value of the rescue counter 203r in the "normal game state A" is "524 to 563 spins" and the opening of the small win game is being executed, (b) is a state in which the opening of the small win game is being executed continuously from the state of (a), and in the state of (a), FIG. 1 shows a state in which the contents of the right-hit notification display have changed after a certain period of time has passed since the state shown in FIG. 1(b), (c) shows a state in which the opening of the small win game is still in progress from the state shown in FIG. 1(b), and (d) shows a state in which the opening of the small win game is still in progress from the state shown in FIG. 1(c), and (d) shows a state in which the contents of the right-hit notification display have changed after a certain period of time has passed since the state shown in FIG. 1(c). [Figure 100] A flowchart showing the display special chart 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the fourth embodiment. [Figure 101] The figures show the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the fourth embodiment, where (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is at "58" (i.e., the big win priority notification period), the variable presentation ends, and the third pattern stops, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), and (c) is a diagram showing the state in which the ball does not pass through the specific area 65d from the state of (b), the small win state ends without transitioning to the big win state, and the state returns to the "normal game state A", and the variable display of the first special pattern is being executed. [Figure 102] FIG. 13 is a block diagram showing an electrical configuration of a display control device in a fifth embodiment. [Figure 103]A flowchart showing the display special chart 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the fifth embodiment. [Figure 104] 13(a) is a flowchart showing rear image command processing executed by an MPU in a display control device in the fifth embodiment, and (b) is a flowchart showing error command processing executed by an MPU in a display control device in the fifth embodiment. [Figure 105] 13 shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the fifth embodiment, where (a) is a diagram showing a state in which the variable display of the first special pattern is being executed when the rescue counter 203r in the "normal game state A" is "551" (i.e., the ambiguous notification period), (b) is a diagram showing a state from the state of (a) in which the variable display of the special pattern that was being executed has won the special chart 1 small win, the variable presentation has ended, and the third pattern has stopped, and (c) is a diagram showing a state in which the opening of the small win game is being executed from the state of (b). [Fig. 106] 6 shows the transition of the presentation on the third pattern display device 81 when the special chart 1 small win is won in the "normal game state A" of the sixth embodiment, (a) is a diagram showing a state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation ends, and the third pattern stops; (b) is a diagram showing a state in which the opening of the small win game is being executed from the state of (a); (c) is a diagram showing a state in which the ball does not pass through the specific area 65d from the state of (b), the small win state ends without transitioning to the big win state, and the game returns to the "normal game state A", and the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "550" (i.e., the rescue priority notification period), the variable presentation ends, and the third pattern stops; and (d) is a diagram showing a state in which the opening of the small win game is being executed from the state of (c). [Figure 107]This shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the sixth embodiment, where (a) shows the state in which, from the state of Figure 106(d), the ball does not pass through the specific area 65d, the small win state ends without transitioning to a big win state, and the state returns to "normal game state A", and when the rescue counter 203r in "normal game state A" is "637" (i.e., the rescue priority notification period), the special chart 1 small win is won, the variable presentation ends, and the third pattern stops, and (b) shows the state in which the opening of the small win game is being executed from the state of (a). [Figure 108] FIG. 23 is a block diagram showing the electrical configuration of a main control device in the seventh embodiment. [Fig. 109] FIG. 23 is a diagram illustrating an example of a table of the number of times a relief condition is satisfied in the seventh embodiment. [Figure 110] A block diagram showing the electrical configuration of a voice lamp control device in the seventh embodiment. [Figure 111] This is a table summarizing the difference in the average number of balls acquired for each game state when a special symbol 1 small jackpot is won in the "normal game state A" of the seventh embodiment, the average number of balls acquired when a right-hand hit is performed when the small jackpot is won to generate a jackpot, and the average number of balls acquired when a right-hand hit is not performed when the small jackpot is won, the game returns to "normal game state A" to execute the dynamic display of the special symbol again, and the number of times the rescue condition is met is reached, causing a transition to the "normal symbol low probability time shortening state." [Figure 112] This is a table summarizing the difference in the average number of balls acquired for each game state when a special symbol 1 small jackpot is won in the "normal game state A" of the seventh embodiment, the average number of balls acquired when a right-hand hit is performed when the small jackpot is won to generate a jackpot, and the average number of balls acquired when a right-hand hit is not performed when the small jackpot is won, the game returns to "normal game state A" to execute the dynamic display of the special symbol again, and the number of times the rescue condition is met is reached, causing a transition to the "normal symbol low probability time shortening state." [Figure 113] FIG. 23 is a diagram illustrating an example of a break-even number table in the seventh embodiment. [Fig. 114]23 is a flowchart showing a start-up process executed by an MPU in a main control device in the seventh embodiment. [Fig. 115] 23 is a flowchart showing a rescue condition fulfillment count lottery process executed by an MPU in a main control device in the seventh embodiment. [Fig. 116] 23 is a flowchart showing a winning process executed by an MPU in the main control device in the seventh embodiment. [Figure 117] 13 is a flowchart showing the big win end processing executed by the MPU in the main control device in the seventh embodiment. [Figure 118] 13 is a flowchart showing a base value process executed by an MPU in a main control device in the seventh embodiment. [Figure 119] 13 is a flowchart showing the start-up process executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 120] 13 is a flowchart showing a rescue-related command receiving process executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 121] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 122] 13 is a flowchart showing the winning effect processing executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 123] 13 is a flowchart showing the right-hit notification performance process when a small win is won, which is executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 124]13 shows the transition of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the eighth embodiment, where (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is at "550" (i.e., the ambiguous notification period), the variable presentation ends, and the third pattern stops, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which the ball has passed through a specific area 65d due to the player's right-handed play from the state of (b), and (d) is a diagram showing the transition to a big win state from the state of (c). [Fig. 125] 13 shows the progress of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the ninth embodiment, where (a) is a diagram showing a state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation ends and the third pattern stops, (b) is a diagram showing a state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing a state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "637" (i.e., the rescue priority notification period), the variable presentation ends and the third pattern stops, and (d) is a diagram showing a state in which the opening of the small win game is being executed from the state of (c). [Fig. 126] A flowchart showing the display special chart 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the 10th embodiment. [Figure 127] 23 is a flowchart showing a sub-rescue counter display process executed by an MPU in a voice lamp control device in the tenth embodiment. [Figure 128]13 shows the progression of the presentation on the third pattern display device 81 when the variable display of the special pattern is executed in the "normal gaming state A" of the tenth embodiment, where (a) is a diagram showing the state in which the variable display of the first special pattern has ended and the third pattern has stopped when the rescue counter 203r in the "normal gaming state A" is at "541" (i.e., the jackpot priority notification period), (b) is a diagram showing the state in which the variable display of the next first special pattern has started from the state of (a), (c) is a diagram showing the state in which the variable display of the first special pattern has ended and the third pattern has stopped from the state of (b), and (d) is a diagram showing the state in which the variable display of the next first special pattern has started from the state of (c). [Figure 129] This shows the progression of the presentation on the third pattern display device 81 when the variable display of the special pattern is executed in the "normal game state A" of the tenth embodiment, where (a) is a diagram showing the state from the state of Figure 128 (d) where the variable display of the first special pattern has ended and the third pattern has stopped, and (b) is a diagram showing the state where the variable display of the first special pattern has started to be executed when the rescue counter 203r is "791" (i.e., the rescue priority notification period). [Fig. 130] A front view of the game board in the 11th embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] First Embodiment Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko game machine (hereinafter, simply referred to as a "pachinko machine") 10 will be described with reference to Figs. 1 to 89. Fig. 1 is a front view of the pachinko machine 10 in the first embodiment, Fig. 2 is a rear view of the pachinko machine 10, and Fig. 3 is a front view of a game board 13 of the pachinko machine 10.
[0011] Conventionally, there is a gaming machine that, after a predetermined period of time has elapsed, transitions to a game state that is advantageous to a player and awards the player a profit. In the advantageous game state, if a predetermined condition is established by the player's play, the player can obtain a prize ball.
[0012] In such gaming machines, the suggestions given to the player regarding the occurrence of advantageous gaming states within a specified period of time are not sufficiently favorable, and there is a demand for further improvement in the content of the suggestions.
[0013] Specifically, for example, if the hint for the occurrence of an advantageous gaming state is uniform over a given period of time, it is difficult or impossible for the player to understand the magnitude of the profit that the player will obtain if the advantageous gaming state occurs. Also, it is difficult or impossible to obtain the interest that arises from changing the hint according to the magnitude of the profit.
[0014] The present invention has been devised in consideration of the above problems, and aims to provide an optimal suggestion as to the occurrence of an advantageous gaming state within a specified period of time, deepen the player's understanding of the level of profit that the player will obtain if an advantageous gaming state occurs, and increase the interest in the suggestions.
[0015] More specifically, for example, in the pachinko machine 10 of the first embodiment, in the "normal game state A," when a small jackpot that can generate a jackpot (i.e., that can pass through the specific area 65d) is won, the gameplay is provided with the option of whether or not to generate a jackpot with the small jackpot, thereby aiming to enrich the game variation and to provide the player with a gaming machine that can notify the player of a hitting method that will increase the expected value of the balls that can be won.
[0016] In order to achieve this object, the pachinko machine 10 of the first embodiment is a gaming machine including: launching means capable of launching gaming balls; a start ball entry area provided in a gaming area where gaming balls can flow down; a display means for variably displaying a predetermined pattern when a gaming ball enters the start ball entry area; and a variable ball entry means provided in the gaming area for executing a plurality of variable operations, and further including: update means for updating specific information based on the establishment of a predetermined update condition in the variable display; profit state generating means for generating a predetermined profit state at a predetermined timing after the specific information becomes a predetermined updated state in a specific gaming state; and a first notification mode or a second notification mode different from the first notification mode. The game device is equipped with an alarm control means for making a predetermined alarm in a first alarm mode, a judgment means for making a predetermined judgment based on a game ball entering the start entry area, and a profit generating means for generating a specific profit when a specific judgment result is reached by the judgment means and a specific game condition is established based on a predetermined game operation by the player, and when a specific judgment result is reached by the judgment means, the alarm control means is equipped with a switching means for switching the alarm mode to the second alarm mode at a specific timing after the predetermined timing, which notifies the player that the specific judgment result has been reached in the first alarm mode when the judgment means reaches a specific judgment result.
[0017] As a specific configuration of the present invention, this gaming machine comprises an "ejection device" as a "launching means", a "start detection area" as a "starting ball entry area", a "result notification device" as a "display means", a "movable device" as a "variable ball entry means", a "game condition" as an "update condition", a "game information" as "specific information", an "update process" as an "update means", an "update state" as a "specific game state", an "update end state" as a "predetermined update state", a "granted profit" as a "predetermined profit state", a "notification mode" as a "notification mode", a "display control" as a "notification control means", a "discrimination control" as a "judgment means", a "control judgment result" as a "specific judgment result", a "profit granting condition" as a "predetermined game condition", a "granted value" as a "specific profit", a "profit granting control" as a "profit generating means", a "predetermined time" as a "predetermined timing", and a "specific time" as a "specific timing".
[0018] In addition, the launching means may be any means capable of launching the game ball so that it can enter the starting ball entry area, and examples of such means include an electric launch control device or a manual launching device.
[0019] Furthermore, the specified benefit state may be anything that can provide some benefit to the player, such as a "probability changing state" until a jackpot occurs a specified number of times or at least, a "latent probability changing state" until a jackpot occurs a specified number of times or at least, a "time shortening state" until a jackpot occurs a specified number of times or at least, other specific game states that are more advantageous than the "normal game state", a jackpot game state itself, a small jackpot game state itself, the awarding of prize balls, the display of a specific bonus image, the output of a specific bonus sound, light emission control of a specific light-emitting means, and the like.
[0020] Furthermore, the "specific timing" may be any specific time period that indicates the update state of the specific information, and may be, for example, the timing when the gaming machine is turned on, the timing when the gaming machine is started up, the timing when waiting for the ball to enter the starting gate, the timing when the dynamic display of special patterns begins to be executed, a timing during which the dynamic display of special patterns is executed, the timing when the dynamic display of special patterns is stopped, the timing when the pattern of the dynamic display of special patterns is determined, the timing when the counter value becomes "0" after a predetermined number of updates, the timing when the counter value reaches a predetermined value after a predetermined number of updates, a timing when the counter value becomes equal to or greater than a predetermined value after a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time has passed, the timing when a predetermined period has passed, the timing when a predetermined data is reached from a predetermined data of a predetermined series of data groups, a timing when all of the data groups have been used, and the timing when all of the predetermined series of data groups have been used.
[0021] In addition, the variable ball entry means may be anything that is capable of performing multiple variable operations, and examples include a variable winning device (large winning port), a small winning port, a normal electric winning port, a non-electric winning port, and other movable ball entry means.
[0022] Furthermore, the specific benefit may be any benefit that is awarded based on the fulfillment of a specified gaming condition, such as a "probability changing state" until a jackpot occurs a specified number of times or at least, a "latent probability changing state" until a jackpot occurs a specified number of times or at least, a "time shortening state" until a jackpot occurs a specified number of times or at least, other specific gaming states that are more advantageous than the "normal gaming state," a jackpot gaming state itself, a small jackpot gaming state itself, the awarding of prize balls, the display of a specific image, the output of a specific sound, light emission control of a specific emission means, and the like.
[0023] Furthermore, the specific information is information whose contents are updated to new contents when an update condition occurs in the gaming machine, and which is capable of identifying a predetermined period of time based on the update state, and which is capable of realizing the gist of the present invention, and may be, for example, a counter value provided in a RAM, information stored at a predetermined address in a RAM, each buffer, a flag, a predetermined series of data groups, or a pointer for grasping the current update position in a data group, the number of times the dynamic display of a special pattern has been executed, the time since the dynamic display of a special pattern has started to be executed, the time since the dynamic display of a special pattern has stopped to be executed, the number of times the dynamic display of a special pattern has been executed in a specific gaming state, the dynamic display of a special pattern until a transition from a current gaming state to another gaming state, or the like. These include the remaining number of times the display is to be executed, the operating time of one of the movable bodies such as the large prize opening, the time after the operation of one of the movable bodies such as the large prize opening has stopped, the number of wins when one of the winning openings such as the large prize opening is opened, drawing information for displaying the lottery results of a specified pattern by the display means, the time from the start of the start-up process of the gaming machine, the setting values of the gaming machine, command information to be sent from the main control unit to the sub-control unit, command information to be sent from the sub-control unit to the display control unit, the number of balls paid out from the gaming machine in response to the release of a specific number of balls (base value), error information or notification mode for notifying hall personnel that some abnormality has occurred in the gaming machine, information on the occurrence of a power outage, the current time, and whether or not a frame button has been input.
[0024] Furthermore, the update means for updating the specific information may be anything that can update the content of the specific information to new content, and may be, for example, software update control, overwrite control, write control, loading, etc., or an update by a hardware circuit.
[0025] In addition, the judgment means may be one that executes a predetermined judgment based on the game ball entering the start entry area, and examples of this include start winning processing, special chart change processing, change start processing, win processing, gate passing processing, and regular chart change processing.
[0026] Furthermore, the specified update state may be any state in which it is possible to know that the result of updating specific information by the update means has resulted in a specified result, and examples of such state include the counter value becoming "0" after a specified number of updates, the counter value becoming a specified value or greater after a specified number of updates, a specified flag being turned on, a specified flag being turned off, a specified time passing, a specified period passing, the use of all of a predetermined series of data groups, the detection of a ball entering a specified area, the detection of a frame button input by the player, etc.
[0027] In addition, the start ball entry area may be any area that allows the variable display of a specified pattern when the game ball enters it, and examples of such areas include a special ball 1 start hole, a special ball 2 start hole, and a normal ball start hole.
[0028] Furthermore, the display means may be any means capable of notifying the lottery results of a specified pattern, and may include, for example, a third pattern display device, a segment display device, a drum display device, an optical light guide plate, or a control device for displaying on each display device.
[0029] Furthermore, the specific game state may be any game state that can generate a specified profit state when the specific information is updated by the update means to a specified update state, and excludes, for example, game states in which the specific information is not updated even when an update condition occurs, and game states in which the update means is not activated. Examples of specific game states include a "normal game state" in which specific information can be updated by so-called fluctuations, a jackpot game state, a small jackpot game state, a "probability fluctuation state", a "time-shortened state", a state from when the power is turned on until a predetermined jackpot occurs, a state from when the power is turned on until a predetermined jackpot ends, a state from when the dynamic display of a predetermined special pattern starts until the dynamic display ends, a state from when the dynamic display of a predetermined special pattern ends until the next dynamic display can start to be executed, a state from when the dynamic display of a special pattern that results in a jackpot is executed and ends until the jackpot game starts, a state from when a jackpot game starts until the jackpot game ends and the dynamic display of a special pattern can be executed, a state waiting for the ball to enter the ball entry hole that will start the jackpot game, a state in which the dynamic display of a special pattern is not executed and waiting for the ball to enter the starting ball entry area, and a state waiting for the player to input a frame button while the dynamic display of a special pattern is being executed.
[0030] Furthermore, the specific judgment result may be any result derived by the judgment means, and may be, for example, the dynamic display of a special pattern winning a jackpot, the dynamic display of a special pattern winning a specific type of jackpot, the dynamic display of a special pattern winning a small prize, the dynamic display of a special pattern winning a specific type of small prize, the dynamic display of a special pattern winning a miss, the dynamic display of a special pattern winning a time-saving pattern, the dynamic display of a special pattern falling into a drop lottery, the dynamic display of a special pattern being executed a specific number of times, the variable display of a normal pattern winning a win, the variable display of a normal pattern winning a miss, transitioning to a specific game state, and the like.
[0031] In addition, the specified game condition may be a condition that is established when a player performs a specified game operation, and examples include launching a game ball, stopping the launch of a game ball, the launched game ball entering a specified area, a specified number of launched game balls entering a specified area, the launched game ball not entering a specified area, a lottery being held when a ball enters a specified area resulting in a specified lottery result, the player operating a performance button, and a lottery being held when a player operates a performance button resulting in a specified lottery result.
[0032] Furthermore, the update condition may be any condition that can determine whether or not the variable display of a predetermined pattern has reached a predetermined state, and examples of such conditions include the dynamic display of a special pattern starting to be executed, the dynamic display of a special pattern being executed, the execution period of the dynamic display of a special pattern being equal to or longer than a certain period, the execution period of the dynamic display of a special pattern being within a certain period, the dynamic display of a special pattern stopping to be executed, the period from when the dynamic display of a special pattern stops to when the next dynamic display of a special pattern can start to be executed, the dynamic display of a special pattern being unable to be executed, the number of reserved balls of the dynamic display of a special pattern reaching a certain number, the number of reserved balls of the dynamic display of a special pattern becoming less than a certain number, the start-up process of the gaming machine being executed, a command being sent from the main control unit to the sub-control unit, the sub-control unit receiving a command, the display control unit receiving a command, the period for executing various processes elapses, an instruction for executing various processes is generated, and a command for executing various processes is generated.
[0033] Furthermore, the "predetermined timing" may be any timing that indicates a predetermined time period that suggests the update state of specific information, and may be, for example, the timing when the gaming machine is turned on, the timing when the gaming machine is started up, the timing when waiting for the ball to enter the starting hole, the timing when the dynamic display of special patterns begins to be executed, a timing during which the dynamic display of special patterns is executed, the timing when the dynamic display of special patterns is stopped, the timing when the patterns of the dynamic display of special patterns are determined, the timing when the counter value becomes "0" after a predetermined number of updates, the timing when the counter value reaches a predetermined value after a predetermined number of updates, a timing when the counter value becomes equal to or greater than a predetermined value after a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time has passed, the timing when a predetermined period has passed, the timing when a predetermined data is reached from a predetermined data of a predetermined series of data groups, a timing after the predetermined data is reached from the time when all of the data groups are used, the timing when all of the predetermined series of data groups have been used, and the like.
[0034] Furthermore, the notification mode may be one that enables the player to distinguish at least two types of events, and for example, by varying the type of text information, the content of the numerical information, the type of picture, the type of character, their colors, their display area, their display density, their display time, and the number of times they are displayed, it may be possible to identify indications of the launch mode, indications of whether or not a launch can be made, indications of whether or not a game can be played, indications of the timing of performing operations on the operating means, indications of the game status, indications of the number of winning balls, indications of the number of rounds, indications of special rate patterns and normal patterns, indications of time-saving patterns and normal patterns, and indications of special rate patterns and time-saving patterns.
[0035] As shown in Fig. 1, a pachinko machine 10 comprises an outer frame 11, the outer shell of which is formed by wooden frames assembled into a substantially rectangular shape, and an inner frame 12, which is formed to have substantially the same external shape as the outer frame 11 and is supported so as to be openable and closable relative to the outer frame 11. Metal hinges 18 are attached to the outer frame 11 at two locations, top and bottom, on the left side as viewed from the front (see Fig. 1), in order to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable toward the front side, with the side where the hinges 18 are provided serving as the axis for opening and closing.
[0036] A game board 13 (see FIG. 3) having a number of nails and winning holes (ball entry holes) 63, 64, 71, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. The inner frame 12 is equipped with a ball launching unit 112a (see FIG. 5) that launches balls to the front area of the game board 13, a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13, and the like. Details of the game board 13 will be described later with reference to FIG. 3.
[0037] On the front side of the inner frame 12, there is provided a front frame 14 that covers the upper side of the front face, and a lower plate unit 15 that covers the lower side. Metal hinges 19 are attached to two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support the front frame 14 and the lower plate unit 15, and the front frame 14 and the lower plate unit 15 are supported so that they can be opened and closed toward the front side, with the side where the hinges 19 are provided serving as the axis for opening and closing. The locks on the inner frame 12 and the front frame 14 can be released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.
[0038] The front frame 14 is assembled with decorative resin parts, electric parts, etc., and has a window 14c formed in a substantially elliptical shape at its approximate center. A glass unit 16 having two glass sheets is disposed on the rear side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0039] In the front frame 14, an upper tray 17 for storing balls is formed in a generally box-like shape with an open top that protrudes forward, and prize balls and loan balls are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward inclination to the right side when viewed from the front (see FIG. 1), and this inclination guides balls dropped into the upper tray 17 to the ball launching unit 112a (see FIG. 5). In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.
[0040] The frame button 22 is a button that is pressed by the player when changing the stage of the performance displayed on the third symbol display device 81 (see FIG. 3) described later. The frame button 22 is also used as an operation button for allowing the player to select the performance content in the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable performance").
[0041] The variable effect is an effect displayed on the third pattern display device 81 (see Figure 3) described below, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (for example, the first starting hole 64 or the second starting hole 71 (see Figure 3) described below), and after the pattern (the third pattern described below) changes for a predetermined period of time, the result of the lottery held for that winning hole (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed.
[0042] Furthermore, the stage refers to a presentation mode that provides uniformity to various presentations displayed on the third symbol display device 81 (see FIG. 3) described later, and the present pachinko machine 10 has three stages: "town stage," "sky stage," and "island stage." The above-mentioned variable presentations and various presentations such as "reach display" performed during the variable presentations are designed to be performed according to the theme given to each stage.
[0043] In addition, the "reach display" refers to a display just before the "big win display" indicating the occurrence of a big win in the variable performance executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol row Z1 and the right symbol row Z3 (see FIG. 4) described later stop at the same symbol, and the center symbol row Z2 (see FIG. 4) continues to vary without stopping yet.
[0044] In the pachinko machine 10 of this embodiment, the "reach displays" are roughly divided into a single element that constitutes the "normal reach" presentation (hereinafter, a single element that constitutes the presentation is referred to as a "variable element"), a "super reach" variable element that is executed by developing from the variable elements of the "normal reach" and has a higher chance of winning a jackpot than the variable elements of the "normal reach", and a "special reach" variable element that is similarly executed by developing from the variable elements of the "normal reach" and has a higher chance of winning a jackpot than the variable elements of the "super reach".
[0045] The stage is changed when the frame button 22 is pressed by the player during a period when no variation performance is being performed (i.e., during a demo display) or during a "high-speed variation" variation element in which the third symbol is rapidly varying so as not to be visible to the player during the variation performance. Each time the frame button 22 is operated, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" →... Immediately after the power is turned on, the "town stage" is set as the initial stage.
[0046] In addition, when a variable element of a "normal reach" is started in the variable performance performed by the third pattern display device 81 (see Figure 3) described later, and the variable element of the "normal reach" develops into a variable element of a "super reach" or a variable element of a "special reach", a selection screen for the variable element of the "super reach" or the variable element of the "special reach" may be configured to be displayed on the third pattern display device 81 during the variable element of the "normal reach".
[0047] Specifically, the selection screen displays multiple candidates that can be selected as the variable elements of the "Super Reach" or the "Special Reach", and the selected candidate is changed when the frame button 22 is pressed by the player while the selection screen is displayed. Then, the variable elements of the "Super Reach" or the "Special Reach" are determined based on the performance candidate selected when the variable elements of the "Super Reach" or the "Special Reach" develop into the variable elements of the "Super Reach", and the variable elements of the "Special Reach" are executed by the third pattern display device 81 according to the determination.
[0048] In the first embodiment, the frame button 22 is configured as a button to be pressed, but instead of the frame button 22, it may be configured as an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, rightward, or leftward with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the variable element of the "super reach" or the variable element of the "special reach" may be determined.
[0049] In addition, although the frame button 22 is configured to be positioned on the front side of the upper tray 17 when viewed from the side, the position of the frame button 22 may be any position as long as it is a position where the player can press it, and for example, it may be positioned on the top side of the upper tray 17, or it may be positioned near the lower tray 50 (top or side) described later.
[0050] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, at the corners). These light-emitting means change and control their light-emitting modes by turning on or blinking in response to changes in the game state, such as when a jackpot is hit or a specified "reach display" is reached, and serve to enhance the presentation effect during the game. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes, hereafter abbreviated as "LEDs").
[0051] In the pachinko machine 10, these illumination units 29-33 function as performance lamps such as jackpot lamps, and when a jackpot or "reach display" occurs, the built-in LEDs of the illumination units 29-33 light up or flash to notify the player that a jackpot is occurring or that the player is in the "reach display" state just before the jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 as viewed from the front, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being paid out and when an error has occurred.
[0052] A small window 35 is formed by attaching transparent resin to the underside of the right-side illumination section 32 from the back side so that the back side of the front frame 14 can be seen, and the certificate stamps and the like affixed to the attachment space K1 (see FIG. 3) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin is attached to the area around the illumination sections 29-33 to create a more brilliant appearance.
[0053] A ball lending operation unit 40 is disposed below the window portion 14c. The ball lending operation unit 40 is provided with a number display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball lending unit, not shown) arranged on the side of the pachinko machine 10, balls are lent out in response to the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED is lit to display the remaining balance in numbers as the remaining balance information. The ball lending button 42 is operated to obtain loan balls based on information recorded on a card, etc. (recording medium), and loan balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated when requesting the return of a card, etc. inserted into the card unit.
[0054] In addition, in pachinko machines where balls are directly dispensed from a ball dispenser to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to commonize pachinko machines using a card unit and cash machines.
[0055] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50, an operating handle 51 is arranged, which is operated by the player to shoot the ball into the front of the game board 13. Inside the operating handle 51, there are built-in a touch sensor 51a for permitting the operation of the ball launching unit 112a (see FIG. 5), a push-button type shooting stop switch 51b for stopping the shooting of the ball while it is being pressed, and a variable resistor (not shown) for detecting the amount of rotation of the operating handle 51 by a change in electrical resistance.
[0056] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, and the ball is shot with a strength corresponding to the resistance value of the variable resistor which changes in accordance with the amount of rotation of the operating handle 51, thereby shooting the ball into the front of the game board 13 with a flight distance corresponding to the operation of the player. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are turned off.
[0057] A ball removal lever 52 is provided on the lower front part of the lower tray 50 to be operated when discharging the balls stored in the lower tray 50 downward. This ball removal lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are discharged. This ball removal lever 52 is usually operated with a box (commonly called a "dollar box") for receiving the balls discharged from the lower tray 50 placed below the lower tray 50. As described above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.
[0058] Next, as shown in Fig. 2, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), a voice lamp control board (voice lamp control device 113) and a display control board (display control device 114). The control board unit 91 is unitized with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115) and a card unit connection board 116.
[0059] The back pack unit 94 is a unit formed by the back pack 92 forming the protective cover and the payout unit 93. In addition, each control board is equipped with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that controls each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as necessary.
[0060] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each stored in the board boxes 100 to 104. The board boxes 100 to 104 each include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to store the respective control devices and boards.
[0061] In addition, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) are connected (connected by a crimping structure) between the box base and the box cover by a sealing unit (not shown). In addition, a sealing seal (not shown) is affixed to the connection between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcefully open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0062] A base display device 401 is disposed on the main board constituting the main control device 110, and is assembled so that the display screen of the base display device 401 can be seen when looking at the rear side of the pachinko machine 10. The base display device 401 displays a base value (the number (proportion) of balls paid out (awarded) for 100 balls shot in a normal game state) during normal play, while displaying a probability setting value in a setting change mode and a setting confirmation mode. The base display device 401 is also configured to be able to display an error history.
[0063] Additionally, on the main board constituting the main control device 110, there are provided a setting key 501 used to change the set probability setting value or to check the set probability setting value, and an error display button 502 used to display an error history on the base display device 401. The setting key 501 and the error display button 502 are provided protruding from the main board through holes provided in the board box 100, and can be operated by hall personnel or the like without opening the board box 100.
[0064] The payout unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently inclined toward the downstream side, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and performing ball payout by a predetermined electrical configuration of a payout motor 216 (see FIG. 5). The tank 130 is successively replenished with balls supplied from the island equipment of the game hall, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.
[0065] In addition, the payout control device 111 is provided with a state recovery switch 120, the launch control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 503. The state recovery switch 120 is operated to resolve ball jams (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see FIG. 5). The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 503 is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0066] Next, a specific configuration of the game board 13 will be described with reference to FIG. First, as shown in FIG. 3, the game board 13 is constructed by assembling a number of nails, windmills and rails 61, 62 for guiding balls, a general winning hole 63 through which a predetermined number of prize balls can be obtained as a bonus when a ball enters the hole, a variable winning device 65 which opens when a jackpot of the third symbol occurs, a first starting hole 64 as a start detection area which triggers the drawing of a first special symbol which is one of the third symbols (so-called special symbols), a second starting hole 71 which triggers the drawing of a second special symbol which is one of the third symbols, a through gate 67 which triggers the drawing of a second symbol (so-called normal symbol), a normal electric role 72 which allows a ball to enter the second starting hole 71 when opened, a variable display unit 80 having a third symbol display device 81 and a second symbol display device 83, etc., and the peripheral portion of the variable display unit 80 is attached to the back side of the inner frame 12.
[0067] The general winning hole 63, the first start hole 64, the variable winning device 65, the through gate 67, the second start hole 71, the normal electric role 72, and the variable display unit 80 are disposed in through holes formed in the base plate 60 by router processing, and are fixed from the front side of the game board 13 with wood screws or the like. Also, the front center part of the game board 13 can be seen from the front side of the inner frame 12 through the window part 14c (see FIG. 1) of the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG. 3.
[0068] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is set up on the front of the game board 13, and an arc-shaped inner rail 61 formed from a strip-shaped metal plate similar to the outer rail 62 is set up on the inside of the outer rail 62. The inner rail 61 and the outer rail 62 surround the front periphery of the game board 13, and the game board 13 and the glass unit 16 (see FIG. 1) surround the front and rear, forming a game area in front of the game board 13 where games are played based on the behavior of the ball. The game area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) defined on the front of the game board 13 by the two rails 61, 62 and the arc member 70.
[0069] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip part (upper left part of FIG. 3) of the inner rail 61, and prevents the ball once guided to the upper part of the game board 13 from returning back into the ball guide passage. A return rubber 69 is attached to the tip part (upper right part of FIG. 3) of the outer rail 62 at a position corresponding to the maximum flight part of the ball, and a ball launched with a predetermined force or more hits the return rubber 69 and bounces back to the center while its force is attenuated (hereinafter, the act of launching a ball with the force of hitting the return rubber 69 and passing the right side of the variable display unit 80 as viewed from the front is referred to as a "right-handed play", while the act of launching a ball and passing the left side of the variable display unit 80 as viewed from the front is referred to as a "left-handed play"). In the first embodiment, in a left-handed game, the ball is configured to be able or easy to enter the first starting hole 64, while it is difficult or impossible for the ball to enter the second starting hole 71, the variable winning device 65, and the through gate 67. Also, in a right-handed game, the ball is configured to be able or easy to enter the second starting hole 71, the variable winning device 65, and the through gate 67, while it is difficult or impossible for the ball to enter the first starting hole 64.
[0070] In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc connecting the rails on the inner side is hammered into the base plate 60 and fixed thereto.
[0071] At the upper right side of the game area as viewed from the front (upper right side of Fig. 3), a special symbol display device 37 is provided with a status LED group 37a, a special LED group 37b, and a right-hit notification lamp 37c, which are composed of multiple LEDs that are light-emitting means. The special symbol display device 37 displays the variations of the first special symbol and the second special symbol (hereinafter, the variations of the special symbols are referred to as "dynamic display") according to the controls performed by the main control device 110 (see Fig. 5) described later, and also displays the game status of the pachinko machine 10.
[0072] The status LED group 37a indicates the number of reserved balls, which is the number of balls (reserved balls) that have not yet been displayed as a variable display among the balls that have entered the first starting hole 64 or the second starting hole 71 described later, by the lighting state. The number of jackpot rounds (hereinafter, the round may be simply referred to as "R") and error display are also indicated by the lighting state of the status LED group 37a corresponding to the state. The status LED group 37a is configured so that each LED has a different light emission color (for example, red, green, blue), and various game states of the pachinko machine 10 can be indicated by the combination of the light emission colors with a small number of LEDs.
[0073] In addition, a "round" in a jackpot refers to the period from when the large prize opening opening / closing plate 65a, which opens and closes the variable prize winning device 65 as a movable device described later in order to divide the number of winning balls in a jackpot, is opened to when it is closed. In the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have elapsed since the large prize opening opening / closing plate 65a began to open, or when 10 balls win while the large prize opening opening / closing plate 65a is open.
[0074] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the result of a first lottery game executed based on a ball entering the first start hole 64 as a start detection area. The lower LED group 37b2 dynamically displays a second special symbol indicating the result of a second lottery game executed based on a ball entering the second start hole 71.
[0075] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit up one by one in sequence, starting from the top LED in the upper LED group 37b1 and the lower LEDs are repeatedly lit) until a variable time (dynamic display time) determined based on a winning entry into the first starting hole 64 provided in the center of the surface of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0076] In addition, the lower LED group 37b2 displays a dynamic display (in the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence, starting from the uppermost LED in the lower LED group 37b2, and this lighting pattern is repeatedly displayed) until a variable time (dynamic display time) determined based on a winning entry into the second starting hole 71 provided on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0077] In both LED groups 37b1 and 37b2, if the result of the judgment is a miss, only the leftmost LED is lit, if the result of the judgment is a big win, each LED group is lit in a lighting pattern corresponding to the type (classification) of the big win, and if the result of the judgment is a small win, each LED group is lit in a lighting pattern corresponding to the type (classification) of the small win. Details of the stop patterns of each LED group will be described later.
[0078] In this pachinko machine 10, a hit / miss judgment (a hit lottery) is performed on whether or not the ball that entered the second starting hole 71 is a hit, and if a hit / miss judgment determines that the ball is a hit, the type of hit is also determined according to the winning hole 71 that entered, and the variable winning device 65 as a movable device is opened and closed according to the type of hit. If a hit / miss judgment in the dynamic display of the first special pattern or the second special pattern determines that the ball is a small hit, the variable winning device 65 and a specific area solenoid 65f (see FIG. 5) described later are opened and closed, respectively. If a ball is detected by a specific area switch 65g (see FIG. 5) described later with the opening of the specific area solenoid 65f provided in the variable winning device 65, the variable winning device 65 is opened and closed as a hit game according to each small hit type in the dynamic display of the first special pattern or the second special pattern.
[0079] In the first embodiment, the type of jackpot determined is a "10-round time-saving jackpot (hereinafter sometimes referred to as "time-saving A")" in which the variable winning device 65 opens 10 times based on winning at the second starting hole 71 (see Figure 8).
[0080] In addition, as the small prize type determined in the first embodiment, based on the winning of the first start port 64 as the start detection area, there are prepared a "1 round no time reduction small prize (hereinafter, sometimes referred to as "small prize A")" in which the variable winning device 65 opens once, a "5 round time reduction big prize (hereinafter, sometimes referred to as "time reduction B")" in which the variable winning device 65 opens five times as a movable device, and a "7 round time reduction big prize (hereinafter, sometimes referred to as "time reduction C")" in which the variable winning device 65 opens seven times (see FIG. 9(a)). In addition, based on the winning of the second start port 71, there are prepared a "1 round no time reduction small prize (hereinafter, sometimes referred to as "small prize B")" in which the variable winning device 65 opens once, and a "10 round time reduction big prize (hereinafter, sometimes referred to as "time reduction D")" in which the variable winning device 65 opens ten times (see FIG. 9(b)).
[0081] Here, "normal gaming state" refers to a gaming state that is not a "normal high probability time shortening state" or a "normal low probability time shortening state" (hereinafter, "normal high probability time shortening state" and "normal low probability time shortening state" may be collectively referred to as "time shortening state"), in which the probability of winning a jackpot and the probability of a small win for each special symbol are fixed, the probability of winning a normal symbol is lower than in the "normal high probability time shortening state" (equivalent to the "normal low probability time shortening state"), and the opening time of the normal electric role 72 is short. In other words, the "normal gaming state" is a state in which the probability of winning a jackpot and the probability of a small win are the same as in the "time shortening state", while the probability of winning a normal symbol is lower than in the "normal high probability time shortening state", and the opening time of the normal electric role 72 is also short.
[0082] Details will be described later, but in the "normal game state", when a so-called right-hand shot is played, it is not a game state in which the ball is likely to enter the second starting hole 71 (hereinafter, the state in which the ball is likely to enter the second starting hole 71 may be referred to as the "winning assistance state"), but is the most disadvantageous game state for the player. In the "normal game state", when a ball shot in a right-hand shot is detected (for example, the ball passing through the through gate 67, etc.), a predetermined alarm (for example, a voice output of "Please return to left-hand shot game" or a display of "Please return to left-hand shot game" on the third symbol display device 81) is output in order to inform the player and hall personnel that a game that is not encouraged is being played. By configuring in this way, it is possible to suppress the continued execution of a non-recommended right-hand shot game in the "normal game state", and to realize the game performance according to the game specifications.
[0083] In addition, in the pachinko machine 10 of the first embodiment, as a "normal game state", it is possible for there to be a "normal game state A" in which right-hand play is prohibited and left-hand play is encouraged, and the dynamic display of the first special pattern is mainly executed, and a "normal game state B" in which right-hand play is not prohibited and there are still reserved balls remaining for the dynamic display of the second special pattern after the end of the "normal pattern high probability time shortening state" and the "normal pattern low probability time shortening state" (see Figure 10).
[0084] The "normal game state A" is a game state which is entered when there are no reserved balls of the second special pattern remaining at the end of the "time-shortened state" after initialization by clearing the RAM, or after the end of the "normal game state B" (i.e., after all remaining reserved balls of the dynamic display of the second special pattern have been executed), and as described above, right-handed play is prohibited, and the game is configured to allow left-handed play to allow the ball to enter the first starting hole 64 (see Figure 10).
[0085] The "normal game state B" (hereinafter, "normal game state A" and "normal game state B" may be collectively referred to as the "normal game state") is a game state in which the probability of winning the jackpot for the special symbol and the probability of winning the normal symbol are the same as those in the "normal game state A", but the termination condition for the "time-shortened state" is met and reserved balls for the dynamic display of the second special symbol remain. In the pachinko machine 10 of the first embodiment, the dynamic display of the second special symbol is executed with priority over the dynamic display of the first special symbol (so-called special symbol 2 priority variation), so in the "normal game state B", the "normal game state B" continues until the lottery results for the dynamic display of the second special symbol stored in the "time-shortened state" are displayed for all reserved balls. As described above, in this "normal game state B", the probability of winning the normal symbol is low, and the opening time (projection time, driving time) of the normal electric role 72 is short, so that the ball cannot enter the second start hole 71, but right-hand play is not prohibited, and even if a ball is detected by the through gate 67 as the start detection area by right-hand play, the above-mentioned alarm sound and alarm display are not executed. And, in this "normal game state B", if all reserved balls of the dynamic display of the second special symbol do not win a big win or a small win, it is configured to transition to "normal game state A".
[0086] In the pachinko machine 10 of the first embodiment, when the probability of winning a special symbol is in a low probability state, if a jackpot state (including a jackpot based on a small jackpot win) does not occur a predetermined number of times in succession in the dynamic display (in the first embodiment, "800 times"), as a rescue measure for the player, the jackpot probability of the special symbol and the winning probability of the normal symbol are in a low probability state, but the fluctuation time of the normal symbol is shortened and the opening time (projection time, driving time) of the normal electric role 72 is lengthened. A function (so-called ceiling function) is installed (hereinafter, when the probability of winning a special symbol is in a low probability state, entering a "normal symbol low probability time shortening state" without a jackpot state occurring a predetermined number of times in succession in the dynamic display is referred to as "rescue condition establishment", and the number of times the dynamic display of the special symbol is executed in which the "rescue condition establishment" occurs when the probability of winning a special symbol is in a low probability state may be referred to as the "number of rescue conditions establishment").
[0087] Next, the "normal high probability time shortening state" refers to a state in which the probability of winning each special symbol is low, like the "normal game state" and the "normal low probability time shortening state" described later, but the winning probability of the normal symbol increases, the variable display time of the normal symbol (hereinafter, the variable display of the normal symbol is referred to as "variable display") is shortened, and the opening time of the normal electric role 72 is lengthened (hereinafter, the increase in the winning probability of the normal symbol, the shortening of the variable display time of the normal symbol, and the lengthening of the opening time of the normal electric role 72 may be referred to as the "high probability time shortening function"). In this "normal high probability time shortening state," the normal electric role 72 provided on the right side of the second starting hole 71 when viewed from the front becomes more likely to be in an open state, and the ball shot in right-handed play becomes more likely to enter the second starting hole 71.
[0088] That is, in the "normal symbol high probability time shortening state", the probability of winning a jackpot with a special symbol is the same as in the "normal game state", but a win with a normal symbol is more likely to be derived in a shorter time than in the "normal game state", and the open state of the normal electric role 72 is longer. Therefore, in the "normal symbol high probability time shortening state", it is easier to make the ball shot by right-hitting play enter the second starting hole 71, so it is possible to play while obtaining a prize ball (for example, 1 ball / entry) based on the entry into the second starting hole 71 and suppressing the decrease in the number of balls held.
[0089] In the pachinko machine 10 of the first embodiment, the "normal high probability time shortening state" is configured to be capable of generating a plurality of states (in the first embodiment, "normal high probability time shortening state A" and "normal high probability time shortening state B") with different end conditions for the "normal high probability time shortening state" (described later in the time shortening end condition table 202m in FIG. 24). Then, until one of the time shortening end conditions is met, the probability of hitting the normal pattern is in a high probability state. Note that, when the time shortening end condition is met, the reserved balls for the dynamic display of the second special pattern remain, so that the "normal high probability time shortening state" is configured to transition to the above-mentioned "normal game state B".
[0090] "Normal High Probability Time Reduction State A" is a game state that occurs after the end of a jackpot when a jackpot type or a small jackpot type that is granted the "high probability time-reduction function" is won, and is a state in which the "high probability time-reduction function" is granted mainly until the dynamic display of the second special symbol is executed once. Then, it transitions to "Normal Game State B" mainly on the condition that the dynamic display of the second special symbol is executed once. In addition, "Normal High Probability Time Reduction State A" is judged to have completed the termination condition of "Normal High Probability Time Reduction State A" when the dynamic display of the first special symbol is executed seven times, or when the dynamic display of the first special symbol and the second special symbol is executed a total of eight times, and transitions to "Normal Game State B".
[0091] Therefore, when a transition is made to the "regular high probability time shortening state A", the dynamic display of the second special pattern can be executed "once" during the "regular high probability time shortening state A", and in the "normal game state B" to which the transition is made after the end of the "regular high probability time shortening state A", the dynamic display of the second special pattern can be executed "four times" of the remaining reserved number, so that in total, the dynamic display of the second special pattern can be executed "five times".
[0092] As will be described in more detail later, the probability of a jackpot for the dynamic display of the second special pattern is 0.02 / 100 to 0.04 / 100, and the probability of a small jackpot is 15.5 / 100 (see Figure 7(b)). On average, this means that a jackpot (a jackpot based on a small jackpot) can occur approximately once every six spins.
[0093] Therefore, when a transition occurs to the "Regular High Probability Time Reduction State A", the probability of hitting the jackpot in the "Regular High Probability Time Reduction State A" or the "Normal Game State B" (i.e., the so-called "consecutive win" probability) is configured to be approximately 57%.
[0094] "Regular High Probability Time Reduction State B" (hereinafter, "Regular High Probability Time Reduction State A" and "Regular High Probability Time Reduction State B" may be collectively referred to as "Regular High Probability Time Reduction State") is a game state that occurs after the end of a jackpot or small jackpot that is granted the "high probability time-reduction function", and is a state in which the "high probability time-reduction function" is granted mainly until the dynamic display of the second special pattern is executed five times. Then, it transitions to "Normal Game State B" mainly on the condition that the dynamic display of the second special pattern is executed five times. In addition, "Regular High Probability Time Reduction State B" is judged to have completed the termination condition of "Regular High Probability Time Reduction State B" when the dynamic display of the first special pattern is executed seven times, or when the dynamic display of the first special pattern and the second special pattern is executed a total of 12 times, and transitions to "Normal Game State B".
[0095] Therefore, when a transition is made to the "regular high probability time shortening state B", the dynamic display of the second special pattern can be executed "five times" during the "regular high probability time shortening state B", and in the "normal game state B" to which the transition is made after the end of the "regular high probability time shortening state B", the dynamic display of the second special pattern can be executed "four times" of the remaining reserved number, so that in total, the dynamic display of the second special pattern can be executed "nine times".
[0096] As described above, the probability of a jackpot for the dynamic display of the second special pattern is 0.02 / 100 to 0.04 / 100, and the probability of a small jackpot is 15.5 / 100 (see Figure 7(b)). On average, this means that a jackpot (a jackpot based on a small jackpot) can occur approximately once every six spins.
[0097] Therefore, when the game transitions to the "Normal High Probability Time Reduction State B", the probability of hitting the jackpot in the "Normal High Probability Time Reduction State B" or the "Normal Game State B" (i.e., the so-called "consecutive win" probability) is configured to be approximately 78%.
[0098] In other words, when comparing "Normal High Probability Time Reduction State A" and "Normal High Probability Time Reduction State B", transitioning to "Normal High Probability Time Reduction State B" is configured to make it easier for a jackpot (a jackpot based on a small jackpot) to occur, making it possible to play in a row and winning more balls.
[0099] In addition, when it is detected that a ball has been shot by left-handed play in the "normal high probability time shortening state" or the "normal low probability time shortening state" (for example, detection of a ball entering the first starting hole 64, etc.), a predetermined alarm (for example, a voice output of "Please hit to the right" or a display of "Please hit to the right") is output to inform the player and hall personnel that a non-recommended play is being played. By configuring in this way, it is possible to suppress the continued execution of non-recommended left-handed play in the "normal high probability time shortening state" or the "normal low probability time shortening state", and to realize playability according to the game specifications.
[0100] Next, the "normal low probability time shortening state" is a state in which the probability of winning a jackpot for each special symbol is low, similar to the "normal game state" and the "normal high probability time shortening state", and the probability of winning a normal symbol is low, similar to the "normal game state", while the variable display time of the normal symbol is shortened and the opening time of the normal electric role 72 is long, similar to the "normal high probability time shortening state" (hereinafter, the state in which the probability of winning a normal symbol is low, while the variable display time of the normal symbol is shortened and the opening time of the normal electric role 72 is long, may be referred to as the "low probability time shortening function". Also, the "high probability time shortening function" and the "low probability time shortening function" may be collectively referred to as the "time shortening function"), making it easier for a ball launched in right-hand play to enter the second starting hole 71.
[0101] That is, in the "normal low probability time shortening state", the probability of winning the special symbol and the probability of winning the normal symbol are the same as in the "normal game state", but the winning by the variable display of the normal symbol is more likely to be derived in a shorter time than in the "normal game state", and the open state of the normal electric role 72 is longer. Therefore, in the "normal low probability time shortening state", it is easier to make the ball shot by right-hitting play enter the second starting hole 71, so it is possible to play while obtaining a prize ball (for example, 1 ball / entry) based on the entry into the second starting hole 71 and suppressing the decrease in the number of balls held.
[0102] This "normal low probability time shortening state" is configured to transition to the "normal low probability time shortening state" when, after a jackpot ends, no jackpot occurs a predetermined number of times ("800 times" in the first embodiment) in the low probability state of the special pattern, that is, when misses continue to be extracted while a predetermined number of dynamic displays are performed in the low probability state of the special pattern, or when no ball is detected by the specific area switch 65g when a small jackpot is won and a jackpot state does not occur.
[0103] In addition, in the "normal low probability time shortening state", the variable display time of the normal symbols is shortened and the opening time of the normal electric role 72 is lengthened from the start of the "normal low probability time shortening state" until the dynamic display of the special symbols is executed a predetermined number of times (100 times in the first embodiment). After the dynamic display of the special symbols is executed the specified number of times, the "normal low probability time shortening state" is configured to transition to the "normal game state B".
[0104] As mentioned above, the probability of a big win of the dynamic display of the second special symbol that can be executed when playing right-hand in the "normal low probability time shortening state" is 0.02 / 100 to 0.04 / 100, and the probability of a small win is 15.5 / 100 (see FIG. 7(b)). On average, a big win (a big win based on a small win) can occur about once every six spins. Also, when a small win is won, a big win can occur by passing the ball through the specific area 65d during a small win game.
[0105] Therefore, when playing right-hand in the "normal low probability time shortening state", the probability of a big win occurring is high before the dynamic display of the second special symbol is executed 100 times as a game condition. In other words, when the state transitions to the "normal low probability time shortening state", the next big win is essentially guaranteed.
[0106] Then, if a jackpot (a jackpot based on winning a small jackpot) occurs with the dynamic display of the second special symbol in the "normal low probability time shortened state", the game transitions to the "normal high probability time shortened state B", which is a so-called "consecutive wins" state, making it easier to win large amounts of balls.
[0107] That is, in the pachinko machine 10 of the first embodiment, by continuing to extract misses while a predetermined number of times of dynamic display are being performed in the low probability state of the special pattern, or by not detecting the ball entering the special pattern by the specific area switch 65g when a small jackpot is won and thus not generating a jackpot state, the machine is configured to transition to a "normal pattern low probability time shortened state" and then to a "consecutive jackpot" state in which a large number of balls can be won.
[0108] In addition, when the "regular low probability time shortening state" is switched to the "regular game state", it is configured not to be possible to switch to the "regular low probability time shortening state" again. On the other hand, when the "regular low probability time shortening state" occurs based on the satisfaction of a rescue condition, and the time shortening end condition based on the number of times the dynamic display of the special symbol is executed is satisfied in the "regular low probability time shortening state" and the state transitions to the "regular game state", it may be configured to be possible to switch to the "regular low probability time shortening state" again when the number of times the dynamic display of the special symbol is executed reaches the number of times the rescue condition is satisfied.
[0109] Here, each jackpot type will be explained. The jackpot type "time-saving A" is a jackpot with a maximum number of rounds of 10, in which the jackpot opening and closing plate 65a of the variable winning device 65 as a movable device is opened from the 1st round to the 10th round. In the first embodiment, when a jackpot is won in the dynamic display of the second special symbol, this jackpot type "time-saving A" can be selected, and after the jackpot ends, it is configured to transition to "normal symbol high probability time-saving state B".
[0110] In the pachinko machine 10 of the first embodiment, the random number value for the jackpot is not set in the jackpot random number table 202a corresponding to the first special symbol, and the jackpot cannot be won in the dynamic display of the first special symbol. This is because only the jackpot based on the small jackpot can occur in the "normal game state A" where the dynamic display of the first special symbol is mainly executed, that is, in the game state where the rescue condition can be established.
[0111] Although details will be described later, in the pachinko machine 10 of the first embodiment, when the small win type "Time Shortening B (small win A)" or "Time Shortening C (small win A)" described later is won in the "normal game state A" (hereinafter, the small win type "Time Shortening B (small win A)" or "Time Shortening C (small win A)" may be referred to as "special chart 1 small win"), depending on the remaining number of spins until the rescue condition is established at that time, the right-hand hit game is executed when the special chart 1 small win is won as the control judgment result, the ball passes through the specific area 65d as a profit granting condition, and a jackpot game as a grant value is generated. Rather than executing the right-hand hit game when the special chart 1 small win is won and not passing the ball through the specific area 65d, the jackpot game is not generated and the game returns to the "normal game state A" as it is, and a game ball is borrowed or a game ball in hand is used again. and the first special symbol until the rescue condition is met the number of times that the update is completed, and transition to a "normal symbol low-probability time-shortened state" as a granted benefit may have a higher expected value of balls that can be won (hereinafter, when a small win on special symbol 1 is won in "normal game state A", performing a right-hand hit to pass the ball through specific area 65d to generate a jackpot game may be referred to as a "right-hand hit game method when a small win is won". Also, when a small win on special symbol 1 is won in "normal game state A", not performing a right-hand hit game to generate a jackpot game, returning to "normal game state A" to continue left-hand hit game, and executing a dynamic display of the first special symbol until the rescue condition is met the number of times that the update is completed, and transitioning to a "normal symbol low-probability time-shortened state" may be referred to as a "left-hand hit game method when a small win is won").
[0112] Here, if the value of the random number for a jackpot is set in the jackpot random number table 202a corresponding to the first special symbol, and the jackpot type can be won when the dynamic display of the first special symbol is executed in the "normal game state A", the dynamic display of the first special symbol may win the jackpot type while aiming to establish the rescue condition by executing the left-hand play method when a small jackpot is won. And, when the dynamic display of the first special symbol wins the jackpot type, unlike the win of the small jackpot type, the jackpot game will start unconditionally regardless of the play method.
[0113] When configured in this manner, even if the player avoids the occurrence of a jackpot based on winning a small jackpot by playing with a left-handed hit when a small jackpot is won in accordance with the right-handed hit notification display on Special Chart 1 and uses up his or her balls to hit left in order to achieve the rescue condition, there is a risk that a jackpot will occur before the number of times the rescue condition is achieved is reached, resulting in the wasted balls.
[0114] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, the random number value that will result in a jackpot is not set in the jackpot random number table 202a corresponding to the first special pattern, and the dynamic display of the first special pattern is configured so that a jackpot cannot be won.
[0115] Next, the small prize type will be explained. The small prize type "time-saving B" that can be selected in the pachinko machine 10 of the first embodiment is a small prize and a big prize with a maximum total number of rounds of 5 rounds, and the variable prize-winning device 65 as a movable device is opened during the small prize game of the first round, and the specific area solenoid 65f (see FIG. 5) described later is driven along with the opening of the variable prize-winning device 65 of the first round to open the specific area 65d. Then, a right-hit game is performed during the small prize game to enter the variable prize-winning device 65, and when the ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d as the update end state, the large prize opening opening plate 65a of the variable prize-winning device 65 is opened from the second round to the fifth round as a big prize game. After the small win or big win of this small win type "Time-saving B" ends, the state is configured to transition to "Normal game state, high probability, time-saving state A" if the small win type "Time-saving B" is won in the "normal game state", and to "Normal game state, high probability, time-saving state B" if the small win type "Time-saving B" is won in a state other than the "normal game state" (i.e., the "time-saving state").
[0116] Next, the small win type "time-saving C" is a small win and a big win with a maximum total number of rounds of 7 rounds, in which the variable winning device 65 as a movable device is opened during the small win game of the first round, and the specific area solenoid 65f (see FIG. 5) described later is driven with the opening of the variable winning device 65 of the first round, and the specific area 65d is opened. Then, when a right-hit game is performed during the small win game to cause a ball to enter the variable winning device 65, and the ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d, the large winning opening opening plate 65a of the variable winning device 65 is opened from the second round to the seventh round as a big win game. After the small win or big win of this small win type "Time-saving C" ends, the game is configured to transition to "Normal game state, high probability, time-saving state A" if the small win type "Time-saving C" is won in the "normal game state", and to "Normal game state, high probability, time-saving state B" if the small win type "Time-saving C" is won in a state other than the "normal game state" (i.e., the "time-saving state").
[0117] On the other hand, even if the small win type "time reduction B" is won, if the right hit game is not executed during the small win game of the first round and the specific area switch 65g does not detect the ball, the variable winning device 65 of the second round to the fifth round is not opened and the big win game is not awarded. Similarly, even if the small win type "time reduction C" is won, if the right hit game is not executed during the small win game of the first round and the specific area switch 65g does not detect the ball, the variable winning device 65 of the second round to the seventh round is not opened and the big win game is not awarded. (Hereinafter, this phenomenon may be referred to as the small win type "small win A"). And, since the big win game is not executed after the end of the small win type "small win A", the game state returns to the time of winning the small win type "small win A", and the dynamic display of the next special pattern is made executable as a game condition.
[0118] By configuring in this manner, when the control judgment result is a small win type "Time Reduction B" or a small win type "Time Reduction C" (i.e., special chart 1 small win), a right-hit play is executed during the first round of small win play, and the occurrence of a big win game as an award value can be controlled by whether or not the ball is passed through specific area 65d as a profit awarding condition.
[0119] Therefore, for example, when a player wins a small prize on special chart 1 in the "normal game state A", if a right-hand hit game is performed during the first round of the small prize game and the ball passes through the specific area 65d, the game will transition to a big prize game, whereas if a right-hand hit game is not performed during the first round of the small prize game and the ball does not pass through the specific area 65d, the game will not transition to a big prize game and will return to the "normal game state A" again.
[0120] Here, the details will be described later, but in the pachinko machine 10 of the first embodiment, when a special 1 small jackpot is won as a control judgment result in the "normal game state A", a right-hand hit game is executed during the small jackpot game of the first round, and the ball passes through the specific area 65d as a profit-granting condition, generating a jackpot game as a prize value, and transitioning to the "normal high probability time reduction state A" is made, and when the number of times the rescue condition is satisfied, which is the update end state, is reached and transitioning to the "normal low probability time reduction state" as a prize is made, the latter is configured so that the expected value of the balls that the player can win is higher in the case where the number of times the rescue condition is satisfied is reached and transitioning to the "normal low probability time reduction state" is made (details will be described later in FIG. 27).
[0121] Therefore, if, in "normal game state A", a special one small win is won by the dynamic display of the special pattern one spin before the number of times the rescue condition is met, a right-hand hit is performed during the small win to cause the ball to pass through the specific area 65d and generate a big win game, and the game transitions to "normal game state A with high probability", the player can expect to win a higher number of balls if he or she does not perform a right-hand hit during the small win to generate a big win game, returns to "normal game state A", and executes the dynamic display of the special pattern for only one spin, reaching the number of times the rescue condition is met and transitions to "normal game state with low probability of time reduction".
[0122] That is, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won as a result of the control judgment in the "normal game state A", depending on the number of remaining spins until the number of times the rescue condition is met as the update end state at that time, it is configured so that the expected value of the balls that can be won may be higher if the right-hand hit game is not executed when the special symbol 1 small win is won, and the ball is not allowed to pass through the specific area 65d, and a jackpot game is not generated, and the machine returns to the "normal game state A" as it is by borrowing a game ball or using a game ball in hand to execute the dynamic display of the first special symbol again, until the number of times the rescue condition is met as the update end state, and then transitions to the "normal symbol low probability time shortened state" as the awarded benefit. (Hereinafter, the period during which the expected value of balls that can be obtained by returning to "normal game state A" without performing right-hand play when a small jackpot on special chart 1 is won, continuing left-hand play until the rescue condition is met and transitioning to the "normal low probability time shortened state" is higher than the expected value of balls that can be obtained by generating a jackpot game when a small jackpot on special chart 1 is won in "normal game state A" is sometimes referred to as the "rescue priority notification period." Also, the right-hand hit notification effect when a small jackpot on special chart 1 is won during the rescue priority notification period is sometimes referred to as the "rescue priority notification effect." Furthermore, the period during which the expected value of balls that can be obtained by returning to "normal game state A" without performing right-hand play when a small jackpot on special chart 1 is won in "normal game state A", continuing left-hand play until the rescue condition is met and transitioning to the "normal low probability time shortened state" is sometimes referred to as the "rescue priority notification effect." The period during which the expected value of balls that can be obtained when a jackpot game is generated when a small jackpot on the special symbol 1 is won is higher than the expected value of balls that can be obtained when the state is transitioned to the "normal symbol low probability time shortened state" by reaching the "normal symbol low probability time shortened state" is sometimes referred to as the "jackpot priority notification period." Also, the right-hit notification effect when a small jackpot on the special symbol 1 is won during the jackpot priority notification period is sometimes referred to as the "jackpot priority notification effect." Furthermore, the number of rotations of the dynamic display of the special symbol that switches between the jackpot priority notification period and the rescue priority notification period is sometimes referred to as the "break-even number." Note that the break-even number is uniquely determined when the gaming machine is manufactured, so the number of branchings can be set in advance in the gaming machine (audio lamp control device 113).
[0123] In addition, when a special chart 1 small jackpot is won at a specific number of spins in the "normal game state A", which of the right-hand play method when a small jackpot is won or the left-hand play method when a small jackpot is won will result in a higher expected number of balls to be won is determined by the configuration of the pachinko machine 10 regarding the balls to be won (i.e., the probability of a big jackpot, the probability of a small jackpot, the number of winning balls, etc.), the status of the game pins (i.e., the base value described below), the number of spins remaining until the rescue condition is met, etc.
[0124] For this reason, in the pachinko machine 10 of the first embodiment, the content of the right-hit notification effect executed by the third pattern display device 81 during the small jackpot opening time when a special pattern 1 small jackpot is won in the "normal game state A" is configured to differ depending on the number of times the special pattern is executed (the number of spins remaining until the rescue condition is met).
[0125] Specifically, when a special chart 1 small jackpot is won as a result of control judgment in the "normal game state A", if the expected value of balls that can be obtained by executing the right-hit playing method when a small jackpot is won is higher, the right-hit notification performance when the small jackpot is won is configured to perform a performance that strongly suggests right-hit playing and emphasizes the occurrence of a jackpot (i.e., a jackpot priority notification performance) as the first notification mode (see Figure 89(b)).
[0126] On the other hand, when a special chart 1 small jackpot is won as a result of the control judgment in the "normal game state A", if the expected value of the balls that can be won is higher by executing the left-hit playing method when the small jackpot is won, the right-hit notification performance when the small jackpot is won is configured to perform a performance that does not strongly suggest right-hit playing compared to the jackpot priority notification performance and does not emphasize the occurrence of a jackpot (i.e., a rescue priority notification performance) as the second notification mode (see Figure 89 (d)).
[0127] Here, if the right-hit notification effect that is performed when a small jackpot is won on special chart 1 in the "normal game state A" is configured to consist of only one effect, and only the suggestion to play right and generate a jackpot is uniformly executed, there is a high possibility that the player will blindly accept the right-hit notification effect that is performed when a small jackpot is won, play right and generate a jackpot.
[0128] However, depending on the number of spins required to achieve the rescue condition when a small win is won, the expected number of balls that can be won by using the left-hand play method when a small win is won may be higher, so there is a risk that the expected number of balls that can be won by generating a big win game when the small win is won may be lower.
[0129] Therefore, by configuring the pachinko machine 10 of the first embodiment, when a special chart 1 small win is won during the "normal game state A", the player can determine the content of the right-hit notification effect executed by the third symbol display device 81, and can judge whether or not to perform a right-hit game during the small win game to generate a big win, thereby predicting which hitting method will increase the expected value of the balls that can be obtained, creating new gameplay and improving the interest of the game. The details of the right-hit notification effect will be described later in Figures 28, 70, and 89.
[0130] In addition, when a small jackpot other than the special chart 1 small jackpot is won in the "normal game state A", and when a jackpot is won, right-hit play is executed for both small and big jackpots, and the player who generates the jackpot is configured to have a higher expected number of winning balls. Therefore, the right-hit notification presentation in the "normal game state A" other than when the special chart 1 small jackpot is won is configured with the same presentation.
[0131] Next, the small win type of "Time-saving D" is a small win and a big win with a maximum total number of 10 rounds, and the variable winning device 65 is opened during the small win game of the first round, and the specific area solenoid 65f (see FIG. 5) described later is driven with the opening of the variable winning device 65 of the first round, and the specific area 65d is opened. Then, when a ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d, the large winning opening opening plate 65a of the variable winning device 65 is opened from the second round to the tenth round as a big win game. After the small win and the big win of this "Time-saving D" are finished, it is configured to transition to the "normal high probability time-saving state".
[0132] On the other hand, even if the small prize of this "time-saving D" is won, if the specific area switch 65g does not detect a ball during the small prize game of the first round, the variable prize-winning device 65 of the second to fifth rounds will not be opened and the big prize game will not be awarded (hereinafter, this phenomenon may be referred to as "small prize B"). And, after the end of "small prize B", since the big prize game is not being executed, the game state is returned to the state when the small prize type "small prize B" was won.
[0133] In the pachinko machine 10 of the first embodiment, the specific area switch 65g is configured to be able to detect the passage of the ball at all times, but the specific area switch 65g may be configured to be enabled and disabled. Specifically, for example, the specific area switch 65g may be set to enable ball passage detection only during a small win game or only during the period when the specific area solenoid 65f is turned on until a predetermined period has elapsed since the large prize opening solenoid 65b is turned on, and the specific area switch 65g may be set to disable ball passage detection at times other than the above-mentioned example to prevent the occurrence of a big win game state based on the passage of the ball into the specific area 65d at times other than the above-mentioned example. In this case, if the ball passes through the specific area switch 65g at times other than the above-mentioned example, that is, when the specific area switch 65g is in an invalid state, the ball may pass through the specific area 65d due to the occurrence of some abnormality (for example, fraudulent activity, etc.), and an abnormality detection process such as an error notification may be executed.
[0134] Here, the display mode of the special LED group 37b for each big win type and each small win type will be explained. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is one display pattern corresponding to a miss, 31 display patterns corresponding to the small win type "time reduction B", and 32 display patterns corresponding to the small win type "time reduction C", for a total of 64 display patterns.
[0135] In addition, as the stop display (lighting display) of the lower LED group 37b2 for the second special pattern, there are 64 display patterns in total, including 1 display pattern corresponding to a miss, 1 display pattern corresponding to the small win type "Time-saving D", and 62 display patterns corresponding to the big win type "Time-saving A".
[0136] The right hit notification lamp 37c of the special symbol display device 37 is a lamp for indicating a game state in which the launch of a ball in a right hit game is encouraged. This right hit notification lamp 37c is in an unlit state in a "normal game state" in which left hit game is encouraged and right hit game is not encouraged, while it is in an "ordinary symbol high probability time shortening state" or "ordinary symbol low probability time shortening state" in which right hit game is encouraged, or during a small win game or a big win game. The player can recognize whether or not the state is one in which right hit game should be played by checking this right hit notification lamp 37c or the right hit game suggestion display on the third symbol display device 81.
[0137] As described above, in the pachinko machine 10 of the first embodiment, when a special 1 small win is won in the "normal game state A", the content of the right-hit notification effect executed by the third symbol display device 81 during the opening time when the special 1 small win is won is configured to be different, but the right-hit notification lamp 37c is configured to be always lit during the opening time. By configuring in this way, the player can recognize that it is possible to win any prize ball by performing a right-hit game when the small win is won.
[0138] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, from which 3 to 15 balls are paid out as prize balls when a ball wins.
[0139] In addition, a variable display unit 80 is disposed in the center of the game area. The variable display unit 80 includes a third pattern display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable performance of a third pattern according to the game state, in synchronization with the dynamic display of the first special pattern or the second special pattern in the special pattern display device 37 as a result notification device, triggered by a ball entering the first start hole 64 or the second start hole 71 (hereinafter, the ball entering the first start hole 64 or the second start hole 71 may be referred to as a "start winning"), and a second pattern display device 83 composed of an LED that can perform a variable display of a normal pattern, triggered by the passage of a ball through the through gate 67 (hereinafter, the second pattern display device 83 may be referred to as the "normal pattern display device 83" for convenience of explanation). In addition, a center frame 86 is disposed in the variable display unit 80 so as to surround the outer periphery of the third pattern display device 81.
[0140] The third pattern display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see Figure 5) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 4), left, center and right, are displayed.
[0141] Each symbol row Z1-Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol row Z1-Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common in the first lottery game of the first special symbol and the second lottery game of the second special symbol, and while the display of the game state according to the control of the main control device 110 is performed by the special symbol display device 37 as a result notification device, the third symbol of the third symbol display device 81 is used to perform decorative display according to the display of the special symbol display device 37. Note that, instead of a display device, for example, the third symbol display device 81 may be configured using a reel, an LED, or the like.
[0142] In the pachinko machine 10 of the first embodiment, when the dynamic display of the first special symbol and the dynamic display of the second special symbol are both reserved, the dynamic display of the second special symbol is configured to be executed preferentially (so-called special symbol 2 priority change). That is, when the dynamic display of the first special symbol is being executed based on the start winning at the first start hole 64, and the dynamic display of the first special symbol is reserved based on the start winning at the first start hole 64, and further, when the start winning at the second start hole 71 occurs, the dynamic display of the second special symbol that won later can be executed before the dynamic display of the first special symbol that won earlier.
[0143] Here, the display contents of the third symbol display device 81 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram showing the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram showing an example of the actual display screen.
[0144] The third design is composed of 11 main designs, including 10 main designs numbered "0" to "9" and one main design with the words "challenge design" (see Figure 89(c)). Each main design is composed of a wooden box with the numbers "0" to "9" added to the rear design. The main designs with odd numbers ("1", "3", "5", "7", "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0", "2", "4", "6", "8") have additional designs imitating characters such as planes, furoshiki, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green on the lower right side of the additional designs so that they are displayed in front of the additional designs. Furthermore, the main pattern, which has the words "challenge pattern" written on it, is configured to appear only in pattern row Z2, and the words "challenge pattern" are added to almost the entire front of the wooden box (see Figure 89(c)).
[0145] In the pachinko machine 10 of the first embodiment, when the result of the lottery for any special symbol by the main control device 110 (see FIG. 5), which will be described later, is a big win or a small win, a variable performance in which the same main symbols are aligned is performed, and a big win or a small win occurs after the variable performance ends. For example, in the big win priority notification period (see FIG. 28) of the "normal game state A," when the small win type "time-saving B (small win A)" is won, a variable performance is performed in which the main symbols with the numbers "0," "2," "4," "6," and "8" are aligned. In addition, if the player wins the small prize type "Time-saving B (small prize A)" during the rescue priority notification period of the "normal game state A" (see Figure 28), a variable performance will be performed in which main patterns with the numbers "0", "2", "4", "6", and "8" will stop in the left pattern column Z1 and the right pattern column Z3, and a main pattern with the letters "challenge pattern" will stop in the center pattern column Z2.
[0146] Furthermore, in the big win priority notification period (see FIG. 28) of the "normal game state A", if the small win type "time-saving C (small win A)" with more big win rounds than the small win type "time-saving B (small win A)" is won, a variable performance is performed in which the main patterns with the numbers "1", "3", "5", "7", and "9" are aligned. In addition, in the small win type "time-saving C (small win A)" is won in the rescue priority notification period (see FIG. 28) of the "normal game state A", a variable performance is performed in which the main patterns with the numbers "1", "3", "5", "7", and "9" stop in the left pattern column Z1 and the right pattern column Z3, and the main pattern with the letters "challenge pattern" can stop in the center pattern column Z2.
[0147] As described above, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small jackpot is won in the "normal game state A", depending on the number of times the dynamic display of the special symbol is executed when the small jackpot is won (the number of times remaining until the rescue condition is met), the left-handed play method when the small jackpot is won is configured to result in a greater average number of balls that the player can win.
[0148] Therefore, in a period in which the average number of balls that can be won by using the left-handed playing method when a small jackpot is won (i.e., a rescue priority notification period), when a small jackpot is won on the special chart 1, the same main pattern with the numbers "1" to "9" that the player can recognize as a jackpot is not displayed in each pattern row, but rather, a main pattern with the letters "challenge pattern" is stopped in the middle pattern row Z2.
[0149] By configuring it in this way, when a special chart 1 small win is won during the rescue priority notification period, it is not necessarily better to play right-hand during the small win game to generate a big win, but it is possible to suggest the option of continuing the "normal game state A" without playing right-hand during the small win game.
[0150] As described above, the right-hit notification effect that is executed when the special chart 1 small win is won in the "normal game state A" is also configured to execute different right-hit notification effects depending on the period during which the small win is won, so the player can determine whether or not to execute a right-hit game during the small win game by distinguishing the main pattern displayed in each pattern row and the content of the right-hit notification effect.
[0151] In the pachinko machine 10 of the first embodiment, all main symbols are configured to be able to appear when the "reach display" variation effect is executed in the case where the small win type "time-saving C" that can become a 7R jackpot by generating a jackpot state is won in the "normal game state A". Specifically, for example, even if the small win type "time-saving C" is won, the "reach display" variation effect may be executed with the same main symbols with the numbers "2" or "8". By configuring in this manner, for example, the content of the game value that can be awarded cannot be determined at the time when the variable presentation is executed, in other words, the player cannot tell whether he has won the small prize type "Time-saving B (small prize A)" with a maximum number of rounds of 5R, or the small prize type "Time-saving C (small prize A)" with a maximum number of rounds of 7R, and after announcing that a small prize has been won in the variable presentation of the "reach display", an advancement presentation is performed to notify that the small prize type "Time-saving C (small prize A)" has been won, thereby enriching the variety of the game and increasing the interest in the game.
[0152] As shown in Figure 4(a), the display screen of the third pattern display device 81 is roughly divided into three parts vertically, with the lower 2 / 3 consisting of a main display area Dm which displays the varying third pattern and a cockpit display area Db which displays the number of reserved balls, etc., and the remaining upper 1 / 3 consisting of a secondary display area Ds which displays preview effects, characters, etc.
[0153] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left pattern row Z1 is displayed in the display area Dm1, the center pattern row Z2 is displayed in the display area Dm2, and the right pattern row Z3 is displayed in the display area Dm3.
[0154] In each of the symbol rows Z1 to Z3, the above-mentioned third symbols are displayed in a specified order. That is, in each of the symbol rows Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and the variable performance is performed by scrolling from top to bottom with periodicity for each of the symbol rows Z1 to Z3. Note that the arrangement of the numbers may be different in each of the symbol rows Z1 to Z3. For example, the numbers of the main symbols may be arranged in descending order in the left symbol row Z1, while the numbers of the main symbols may be arranged in ascending order in the center symbol row Z2 and the right symbol row Z3.
[0155] In addition, in the main display area Dm, the third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol rows Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and the third symbols are stopped and displayed on the active line L1 in the order of the left symbol row Z1 → right symbol row Z3 → center symbol row Z2, during the variable presentation corresponding to the special symbols set (displayed) for each game state. If the third symbols are stopped and line up in a combination of big win symbols (combination of the same main symbols) on the active line L1, a big win video or a small win video is displayed as a big win or small win of the special symbols set (displayed) for each game state.
[0156] The sub-display area Ds is provided horizontally above the main display area Dm, and is further divided into three equal small areas Ds1 to Ds3 in the left-right direction. Each of the small areas Ds1 to Ds3 is an area for displaying a character or a preview performance image as a notification mode. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation that a big win or a small win will result from the variable display performed in the main display area Dm.
[0157] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the first starting hole 64 or the second starting hole 71 corresponding to the special pattern set for each game state and for which the variable display (variable performance) has not yet been executed.
[0158] The small area Ds3 to the right of the secondary display area Ds is configured to display a fourth pattern display area 87 for special pattern 1 as a notification mode that can change in synchronization with the dynamic display of the first special pattern and the number of reserved balls, a fourth pattern display area 88 for special pattern 2 as a notification mode that can change in synchronization with the dynamic display of the second special pattern and the number of reserved balls, and a right hit instruction 89 for the main display.
[0159] The fourth pattern display area 87 for special pattern 1 is composed of a reserved number display 87a for special pattern 1 that displays the reserved number of the dynamic display of the first special pattern in numbers, and a variable area 87b for special pattern 1 that can change in synchronization with the execution of the dynamic display (variable performance) of the first special pattern.
[0160] The reserved number display 87a for special drawing 1 is configured to be able to display the reserved number of the dynamic display of the first special pattern in the range of "0" to "4" by a number pattern. Specifically, when the reserved number display 87a for special drawing 1 displays "0", it indicates that the reserved number of the dynamic display of the first special pattern is 0, when the reserved number display 87a for special drawing 1 displays "1", it indicates that the reserved number of the dynamic display of the first special pattern is 1, when the reserved number display 87a for special drawing 1 displays "2", it indicates that the reserved number of the dynamic display of the first special pattern is 2, when the reserved number display 87a for special drawing 1 displays "3", it indicates that the reserved number of the dynamic display of the first special pattern is 3, and when the reserved number display 87a for special drawing 1 displays "4", it indicates that the reserved number of the dynamic display of the first special pattern is 4.
[0161] In other words, the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 is displayed to match the reserved ball number of the dynamic display of the first special pattern in the status LED group 37a of the special pattern display device 37 described above, and in the "normal game state A" in which the dynamic display of the first special pattern is displayed in the main display area Dm, it is displayed to match the reserved ball number of the reserved pattern display area Db1 described later.
[0162] The special pattern 1 variable area 87b is a display area for showing the execution and result of the dynamic display of the first special pattern, and is configured to be able to change the display color of the square pattern. Specifically, when the dynamic display of the first special pattern is being executed, the display color of the square pattern in the special pattern 1 variable area 87b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the first special pattern is being executed. Then, when the dynamic display of the first special pattern stops, the square pattern in the special pattern 1 variable area 87b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0163] More specifically, when the square pattern in the special pattern 1 variable area 87b stops in white, it indicates that the dynamic display of the first special pattern was a miss, and when the square pattern in the special pattern 1 variable area 87b stops in blue, it indicates that the dynamic display of the first special pattern was a small win. That is, the square pattern in the special pattern 1 variable area 87b is displayed so as to correspond to the display contents of the upper LED group 37b1 of the above-mentioned special pattern display device 37, and is configured to be synchronized with the display contents of the main display area Dm in the "normal game state A" in which the dynamic display of the first special pattern is displayed in the main display area Dm.
[0164] The fourth pattern display area 88 for special pattern 2 is composed of a reserved number display 88a for special pattern 2 that displays the reserved number of the dynamic display of the second special pattern in numbers, and a variable area 88b for special pattern 2 that can change in synchronization with the execution of the dynamic display (variable performance) of the second special pattern.
[0165] The reserved number display 88a for special drawing 2 is configured to be able to display the number of reserved dynamic displays of the second special pattern in the range of "0" to "4". Specifically, when the reserved number display 88a for special drawing 2 displays "0", it indicates that the reserved number of dynamic displays of the second special pattern is 0, when the reserved number display 88a for special drawing 2 displays "1", it indicates that the reserved number of dynamic displays of the second special pattern is 1, when the reserved number display 88a for special drawing 2 displays "2", it indicates that the reserved number of dynamic displays of the second special pattern is 2, when the reserved number display 88a for special drawing 2 displays "3", it indicates that the reserved number of dynamic displays of the second special pattern is 3, and when the reserved number display 88a for special drawing 2 displays "4", it indicates that the reserved number of dynamic displays of the second special pattern is 4.
[0166] In other words, the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2 is displayed to match the reserved ball number of the dynamic display of the second special pattern in the status LED group 37a of the special pattern display device 37 described above, and is displayed to match the reserved ball number of the reserved pattern display area Db2 described below in all game states in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0167] The special pattern 2 variable area 88b is a display area for showing the execution and result of the dynamic display of the second special pattern, and is configured to be able to change the display color of the square pattern, similar to the special pattern 1 variable area 87b. Specifically, when the dynamic display of the second special pattern is being executed, the display color of the square pattern in the special pattern 2 variable area 88b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the second special pattern is being executed. Then, when the dynamic display of the second special pattern stops, the square pattern in the special pattern 2 variable area 88b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0168] More specifically, when the square pattern in the special pattern 2 variable area 88b stops in white, it indicates that the dynamic display of the second special pattern was a miss, when the square pattern in the special pattern 2 variable area 88b stops in red, it indicates that the dynamic display of the second special pattern was a big win, and when the square pattern in the special pattern 2 variable area 88b stops in blue, it indicates that the dynamic display of the second special pattern was a small win. That is, the square pattern in the special pattern 2 variable area 88b is displayed so as to correspond to the display contents of the lower LED group 37b2 of the above-mentioned special pattern display device 37, and is configured to be synchronized with the display contents of the main display area Dm in all game states in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0169] The right-hit instruction 89 for the main display is always displayed in synchronization with the right-hit notification lamp 37c of the special pattern display device 37, and is always displayed on the third pattern display device 81 when in the "normal pattern high probability time shortened state" or "normal pattern low probability time shortened state" in which right-hit play is encouraged, or during small win play or big win play.
[0170] In addition, since the main display right hit instruction 89 is important display information that suggests to the player how to hit, it is given priority over other display contents executed during play on the third pattern display device 81 (for example, the third pattern of each pattern row displayed in the center part of the main display area Dm and the super reach performance), and is configured to be displayed in the foreground (foreground layer).
[0171] In the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in the "normal game state A", a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a moving image is displayed in the left small area Ds1 and the right small area Ds3, and a display indicating that the state is easier to transition to a big win than usual and a launch mode that is encouraged according to the game state are suggested to the player. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes, as a limited performance, a special action other than the predetermined action is performed, the color of the boy's hair, which is usually black, or the color of the headband, which is usually white, changes, or another character appears, and a preview performance is performed.
[0172] In the pachinko machine 10 of the first embodiment, if a ball enters the first starting hole 64 while the third pattern display device 81 (special pattern display device 37 as a result notification device) is displaying a third pattern change (dynamic display) corresponding to the first special pattern, or if a ball enters the second starting hole 71 while the third pattern display device 81 (special pattern display device 37) is displaying a third pattern change (dynamic display) corresponding to the second special pattern, the number of times the ball has entered (number of reserved balls) is reserved up to a maximum of four times for each case. The number of reserved balls is shown by the special pattern display device 37, and is also displayed in the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 or the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2, and further, the changing presentation of the corresponding special patterns according to the game status is also displayed in the first to fourth reserved pattern display areas Db1a to Db1d of the reserved pattern display area Db1 of the cockpit display area Db.
[0173] The first to fourth reserved pattern display areas Db1a to Db1d each display one reserved pattern (in the normal display mode, a "○" pattern (white circle pattern)) for one reserved ball (one reserved ball count) of the first special pattern or the second special pattern that is set to be displayed according to the game status, and the number of reserved balls for the variable performance of the first special pattern or the second special pattern that is set to be displayed (priority display) according to the game status is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d.
[0174] That is, in the first to fourth reserved symbol display areas Db1a to Db1d, when one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls of the first special symbol or the second special symbol set to be displayed according to the game state is one, and when a total of two reserved symbols, one each in the first and second reserved symbol display areas Db1a and Db1b, are displayed, it indicates that the number of reserved balls of the first special symbol or the second special symbol set to be displayed according to the game state is two. When a total of three reserved patterns are displayed in the first to third reserved pattern display areas Db1a to Db1c, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is three, and when a total of four reserved patterns are displayed in the first to fourth reserved pattern display areas Db1a to Db1d, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is four. Also, when no reserved pattern is displayed in the first to fourth reserved pattern display areas Db1a to Db1d, it indicates that the number of reserved balls of the first special pattern or the second special pattern set to be displayed according to the game state is zero and there is no reserved variable performance.
[0175] In the pachinko machine 10 of the first embodiment, only one of the first lottery game of the first special symbol and the second lottery game of the second special symbol can be executed, and the lottery game of the second special symbol can be executed preferentially, but the lottery game of the special symbol may be executed according to the order of winning (so-called winning order change), and the first lottery game of the first special symbol and the lottery game of the second special symbol may be executed simultaneously. Furthermore, the variable performance of the first special symbol and the variable performance of the second special symbol may be displayed simultaneously on the third symbol display device 81.
[0176] In the center of the cockpit display area Db, an execution symbol display area Db0 is provided in which an execution symbol indicating that a variable performance is being performed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the center of the cockpit display area Db, that is, on the right side of the first reserved symbol display area Db1a, and is configured to display an execution symbol larger than each reserved symbol displayed in the reserved symbol display areas Db1a to Db1d. In addition, in this execution symbol display area Db0, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as the execution symbol.
[0177] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable performance executed in the main display area Dm ends, and the displayed reserved symbol is moved and displayed as the reserved symbol on the lower side with the erasure of the execution symbol. Specifically, for example, in a situation where there are four reserved symbols of the first special symbol in the "normal game state A", if the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable performance of the first special symbol, the reserved symbol displayed in the first reserved symbol display area Db1a is moved (shifted) and displayed as the execution symbol in the execution symbol display area Db0. In addition, the reserved symbol displayed in the second reserved symbol display area Db1b is moved (shifted) and displayed as the reserved symbol in the first reserved symbol display area Db1a. Furthermore, the reserved symbol displayed in the third reserved symbol display area Db1c is moved (shifted) and displayed as the reserved symbol in the second reserved symbol display area Db1b. In addition, the reserved symbol that was displayed in the fourth reserved symbol display area Db1d is moved (shifted) and displayed as a reserved symbol in the third reserved symbol display area Db1c.
[0178] In the first embodiment, the number of reserved balls for the variable performance based on the ball entering the first starting hole 64 or the second starting hole 71 is configured to be reserved up to four times, but the maximum number of reserved balls is not limited to four times, and may be set to three times or less, or five times or more (e.g., eight times). Also, instead of displaying the reserved patterns in the cockpit display area Db, the number of reserved balls may be displayed in a part of the third pattern display device 81 as numbers, or the area divided into four may be displayed in a different manner (e.g., color or lighting pattern) according to the number of reserved balls. Also, since the number of reserved balls is indicated by the special pattern display device 37, it is not necessary to display the number of reserved balls on the third pattern display device 81. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each of which corresponds to the maximum number of reserved first special patterns and second special patterns, and the number of reserved balls may be displayed according to the number of reserved lamps in the lit state.
[0179] Returning to FIG. 3, the explanation will be continued. A through gate 67 is provided on the right side of the variable display unit 80 as viewed from the front. A through hole (not shown) for passing a ball is provided in the vertical direction in this through gate 67. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and the main control device 110 performs a lottery for a winning normal symbol due to the on-state. Note that this through gate 67 is configured to only trigger a lottery for variable display of a normal symbol, and does not pay out prize balls or the like even if a ball passes through it. Note that a normal winning port capable of acquiring a lottery trigger for a normal symbol may be provided, and the lottery trigger for a normal symbol may be acquired and a predetermined prize ball may be paid out.
[0180] A normal electric power supply 72 is disposed on the right side as viewed from the front of the variable display unit 80. The normal electric power supply 72 is mainly composed of a projecting plate 72a and a normal electric power solenoid (not shown) that drives the projecting plate 72a to project and retract.
[0181] The main control device 110 of the first embodiment (see Figure 5) normally maintains the appearance plate 72a of the normal electric device 72 in a state submerged within the surface of the game board 13, and a ball flowing down from the upper side of the second start port 71 when viewed from the front (the through gate 67 side) passes through the appearance plate 72a, which is submerged within the surface of the game board 13, and flows down to the bottom of the board (the variable winning device 65 side) without being detected by the second start port switch 71a, which serves as a start detection area. When a winning is won with the variable display of the normal symbol, the normal electric solenoid (not shown) is driven for a predetermined time, and the inlet / outlet plate 72a of the normal electric role 72 is driven to a state in which it protrudes from the game board 13 surface for a predetermined time, and the ball flowing down from the upper side (through gate 67 side) of the second start hole 71 in front view rolls from right to left on the upper surface of the inlet / outlet plate 72a in a state in which it protrudes from the game board 13 surface, and is detected as winning by the second start hole switch 71a. This allows the ball to flow into the second start hole 71, and the ball that is played from the right and flows down the right side of the variable display unit 80 in front view is easily able to win the second start hole 71, that is, it is configured to be in a winning assistance state.
[0182] In addition, in the pachinko machine 10 of the first embodiment, when the normal electric device 72 is opened and the appearance plate 72a is in a state where it protrudes from the surface of the game board 13, it is configured so that it takes about one second for a ball flowing down from the upper side (through gate 67 side) of the second start port 71 when viewed from the front, to roll all the way from the right end to the left end on the upper surface of the appearance plate 72a and be detected as a winning prize by the second start port switch 71a.
[0183] On the other hand, although details will be described later, in the "normal gaming state ("normal gaming state A" and "normal gaming state B")", the number of times that the normal electric role 72 is set to open when a normal symbol is won is one, and the opening time is specified in the normal electric role opening table 202k to be "0.1 seconds" (see Figure 23 (c)).
[0184] In other words, when right-hand play is performed in the "normal game state", even if the variable display of the normal pattern wins and the normal electric role 72 is in an open state and the inlet / outlet plate 72a protrudes from the surface of the game board 13, the normal electric role 72 becomes in a closed state before the ball flowing down from the upper side (through gate 67 side) of the second start port 71 when viewed from the front and rolling all the way from the right end to the left end on the top surface of the inlet / outlet plate 72a is detected as a winning entry by the second start port switch 71a, so that the ball rolling on the top surface of the inlet / outlet plate 72a flows down below the normal electric role 72 as the inlet / outlet plate 72a becomes submerged, and is not detected as a winning entry by the second start port switch 71a.
[0185] Here, if the opening mode of the normal electric feature 72 in the "normal gaming state" is configured so that a ball can enter the normal electric feature 72 by playing with a right hand when the normal electric feature 72 opens (for example, the opening time is "1.0 second"), a right hand play will be performed in the "normal gaming state A" to cause the normal symbol to win, and the opening of the normal electric feature 72 will cause the second start port switch 71a to detect the winning, and the dynamic display of the second special symbol will be executed.
[0186] As described above, the dynamic display of the second special pattern is configured so that a small win or a big win can occur on average about once every six spins. Therefore, even in the "normal game state A", the dynamic display of the second special pattern may be in a state in which a small win or a big win is likely to occur, resulting in a game result different from the payout rate based on the game specifications that were initially set, which may cause unexpected disadvantages to the game hall.
[0187] Therefore, by configuring the normal electric role 72 like the pachinko machine 10 of the first embodiment, it can be configured so that when a right-hand hit is played in the "normal game state", it is more difficult to win than the normal electric role 72 in a conventional pachinko machine. Also, when a ball shot in a right-hand hit game is detected in the "normal game state A" (for example, detection of the ball passing through the through gate 67), a predetermined alarm (for example, a voice output of "Please return to left-hand hit game" or a display of "Please return to left-hand hit game" on the third pattern display device 81) is output to indicate to the player and hall personnel that a game that is not recommended is being played, thereby suppressing the continued execution of a non-recommended right-hand hit game in the "normal game state A", and making it possible to realize game play according to the game specifications.
[0188] Furthermore, by arranging the second start port switch 71a in a position close to the left end of the retractable plate 72a, when the maximum number of winning balls (e.g., 10 balls) in one opening of the ordinary electric device 72 at a specific time is reached, the retractable plate 72a can be instantly put into a recessed state, making it difficult to win more than the maximum number of winning balls.
[0189] Furthermore, in the pachinko machine 10 of the first embodiment, the probability of winning in the variable display of the normal symbol is changed according to the game state. Specifically, in the "normal game state" and the "normal symbol low probability time shortening state", the probability of winning in the normal symbol is set to a low probability state (for example, 70 / 100), and it is made more difficult to win in the variable display of the normal symbol than in the "normal symbol high probability time shortening state", so that the appearance and disappearance plate 72a of the normal electric role 72 is made more difficult to protrude (open state), making it more difficult to win in the second starting hole 71 than in the "normal symbol high probability time shortening state". On the other hand, in the "normal symbol high probability time shortened state", the probability of winning the normal symbol is set to a high probability state (e.g., 99 / 100), and it is easier to win in the variable display of the normal symbol than in the "normal game state" and the "normal symbol low probability time shortened state", making it easier to put the appearance plate 72a of the normal electric role 72 into a protruding state (open state), and making it easier to win at the second starting hole 71.
[0190] In the pachinko machine 10 of the first embodiment, in the high probability state of the normal symbol, the variable display derives a hit with a high probability (i.e., 99%), so in the "normal symbol high probability time shortened state" in which the normal symbol is in a high probability state, most of the balls fired in right-hand play are configured to enter the second start hole 71. On the other hand, in the "normal play state" among the low probability states of the normal symbol, the variable display can derive a hit with a low probability (i.e., 70%), but since the opening time of the normal electric role 72 is short, it is configured so that the ball fired in right-hand play is unlikely to enter the second start hole 71. Also, in the "normal symbol low probability time shortened state" among the low probability states of the normal symbol, the variable display can derive a hit with a low probability (i.e., 70%), and since the opening time of the normal electric role 72 is long like the "normal symbol high probability time shortened state", it is configured so that the ball fired in right-hand play can enter the second start hole 71.
[0191] As a result, in the "normal high probability time shortened state" and the "normal low probability time shortened state", it is possible to play by having the ball fired by right-hand play enter the second starting hole 71, and by the payout of prize balls based on the balls entering the second starting hole 71, the player can play while minimizing the decrease in his or her own balls compared to the "normal game state".
[0192] Instead of changing the probability of winning a normal symbol from the "normal game state" like the "normal symbol high probability time shortening state", the time for which the appearance board 72a of the normal electric role 72 as a movable device sinks (opens) or the number of times the appearance board 72a of the normal electric role 72 sinks (opens) in one hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "normal symbol high probability time shortening state", the time for which the appearance board 72a of the normal electric role 72 sinks may be made longer than in the "normal game state", or the number of times the appearance board 72a of the normal electric role 72 sinks in one hit may be made more than in the "normal game state". Also, in the "normal symbol high probability time shortening state", at least two of the following may be performed simultaneously: increasing the probability of winning a normal symbol, lengthening the time for which the appearance board 72a of the normal electric role 72 sinks, and increasing the number of times the appearance board 72a of the normal electric role 72 sinks.
[0193] The normal symbol display device 83 performs a variable display by alternately lighting a symbol of "○" and a symbol of "X" as a display symbol (normal symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display in the normal symbol display device 83 stops at a predetermined symbol (a symbol of "○" in the first embodiment), the normal electric role 72 provided on the right side of the second starting hole 71 as viewed from the front is activated for a predetermined time, and when it stops at a symbol other than the predetermined symbol (a symbol of "X" in the first embodiment), the normal electric role 72 is deactivated (the closed state is maintained).
[0194] The number of reserved balls in the through gate 67 can be reserved up to four times, and the number of reserved balls is also displayed by lighting the second symbol reservation lamp 84 (hereinafter, for the sake of convenience, the second symbol reservation lamp 84 may be referred to as the "normal symbol reservation lamp 84"). There are four normal symbol reservation lamps 84, the maximum number of reserved balls, and they are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0195] In addition, the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the normal symbol reserved lamp 84 may be lit by a part of the third symbol display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, and may be set to three times or less, or five times or more (for example, eight times). In addition, since the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserved lamp 84 may not be lit.
[0196] A first starting hole 64 into which a ball can enter is provided below the variable display unit 80. Game nails and the like are planted around the first starting hole 64 so that about six balls (so-called S1=6) shot in a left-handed game enter the first starting hole 64 per minute. When a ball enters the first starting hole 64 as a start detection area, a first starting hole switch (not shown) provided on the back side of the game board 13 is turned on, and the first starting hole switch is turned on to draw a lottery for a first special symbol by the main control device 110 (see FIG. 5). Then, a dynamic display according to the lottery result is displayed by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37 as a result notification device, and a variable performance based on the first special symbol is executed by the third symbol display device 81 as a movable device according to the game state. The first starting hole 64 is also one of the winning holes from which three balls are paid out as prize balls when a ball enters the first starting hole 64.
[0197] A second starting hole 71 is provided on the right side of the variable display unit 80 when viewed from the front, into which a ball can enter only when the normal electric role 72 is in an open state. Game nails are planted around the second starting hole 71 so that about 90 balls shot in a right-hand play enter the hole per minute when the normal electric role 72 is in an open state. As described above, the second starting hole switch 71a is configured to easily detect the winning when the normal electric role 72 is in an open state, and the main control device 110 (see FIG. 5) draws a lottery for a jackpot of the second special symbol when the second starting hole switch 71a is turned on. Then, a display according to the lottery result is displayed by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37 as a result notification device, and a variable performance based on the second special symbol is executed by the third symbol display device 81 according to the game state. In addition, the second starting hole 71 also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the second starting hole 71.
[0198] A variable winning device 65 is disposed on the lower right side of the game board 13 when viewed from the front. The variable winning device 65 includes a large prize opening plate 65a that can appear and disappear from the surface of the game board 13, a large prize opening solenoid 65b (see FIG. 5) that can open and close the large prize opening plate 65a, a large prize opening switch 65c provided in the variable winning device 65, a specific area 65d, and an outlet 65h for discharging balls that have flowed into the variable winning device 65. The specific area 65d is also composed of a specific area opening plate 65e that can appear and disappear from the surface of the game board 13, a specific area solenoid 65f (see FIG. 5) that can open and close the specific area opening plate 65e, and a specific area switch 65g that can detect balls passing through the specific area 65d.
[0199] The large prize opening opening plate 65a is formed in a horizontally long plate shape, and is configured to be able to change between a protruding state and a immersed state, thereby changing the flow direction of the balls. That is, the large prize opening opening plate 65a is configured to maintain a state protruding from the game board 13 surface (i.e., a closed state) in a normal state, and to roll the upper surface of the large prize opening opening plate 65a to make the balls flowing down from the upstream side of the variable prize winning device 65 (the right side when viewed from the front of the variable prize winning device 65) flow down to the downstream side of the variable prize winning device 65 (the left side when viewed from the front of the variable prize winning device 65), thereby preventing the flow of the balls into the variable prize winning device 65. Then, when a small prize or a large prize is won in the first special pattern or the second special pattern, the large prize opening opening plate 65a is driven to be immersed in the game board 13 surface by the large prize opening solenoid 65b (see FIG. 5) for a predetermined time, and the balls are allowed to flow into the variable prize winning device 65.
[0200] The balls that flow into the variable winning device 65 are detected by a large winning port switch 65c as a start detection area provided in the variable winning device 65, and then flow down to a specific area 65d also provided in the variable winning device 65. When the balls are detected by the large winning port switch 65c, 15 balls are paid out as prize balls.
[0201] In the pachinko machine 10 of the first embodiment, the opening mode of the variable winning device 65 as a movable device is configured to differ depending on the type of special symbol that wins the small prize. Specifically, when the small prize type "Time-saving B (small prize A)" or the small prize type "Time-saving C (small prize A)" is won in the dynamic display of the first special symbol, the number of times that the variable winning device 65 opens in one round is set to 6 times, the opening time is set to "0.1 seconds", and the interval time (i.e., the closing time) until the next opening after the variable winning device 65 is closed is set to "1.2 seconds" (see FIG. 19). That is, the total opening time of the variable winning device 65 due to the small prize of the first special symbol is set to "0.6 seconds". On the other hand, when the small win type "Time-saving D (small win B)" is won in the dynamic display of the second special symbol, the number of times the variable winning device 65 opens in one round is set to 10 times, the opening time is set to "0.1 seconds" as in the small win of the first special symbol, and the interval time until the next opening after the variable winning device 65 is closed is set to "1.2 seconds" (see FIG. 19). In other words, the total opening time of the variable winning device 65 due to the small win of the second special symbol is set to "1.0 second".
[0202] Therefore, in the case where the small win type "Time-saving B (small win A)" or the small win type "Time-saving C (small win A)" is won in the dynamic display of the first special pattern, the total opening time of the variable winning device 65 is configured to be shorter than the case where the small win type "Time-saving D (small win B)" is won in the dynamic display of the second special pattern. This is because, as described above, in the rescue priority notification period of the "normal game state A", if the special pattern 1 small win is won, the right-hit game is not played, and the game may return to the "normal game state A" without generating a big win game.
[0203] More specifically, if the player does not play the right hand shot when the special chart 1 small win is won in the "normal game state A" and returns to the "normal game state A" as it is, the player will stop shooting the ball as a profit-granting condition during the execution time of the small win game and wait for the end of the small win game. Therefore, if the opening time when the special chart 1 small win is won is set to a long time, the period during which the ball shooting is suspended will also be long, which may cause stress to the player and may lead to a decrease in the operation of the pachinko machine 10.
[0204] Therefore, in the pachinko machine 10 of the first embodiment, when a special chart 1 small jackpot is won, a period during which the ball can pass through the specific area 65d by performing a right-hand hit game is set, and even if a right-hand hit game is not performed when a special chart 1 small jackpot is won, the period during which the ball's release is interrupted is not too long.
[0205] On the other hand, since the total time of opening the variable winning device 65 when the special symbol 1 small win is won is configured to be short, some players may have trouble performing a right-hit game while the variable winning device 65 is open, and may not be able to pass the ball through the specific area 65d, and may not be able to generate a big win game against their will. For this reason, in the pachinko machine 10 of the first embodiment, the opening time when the special symbol 1 small win is won in the "normal game state A" is set to be long (i.e., "10 seconds"), and the right-hit game is notified sufficiently during the opening time, so that such a failure is unlikely to occur. In addition, in the case of a small win of either the first special symbol or the second special symbol, the maximum number of winnings to the variable winning device 65 in one round is set to "10" (see FIG. 19).
[0206] The specific area opening / closing plate 65e disposed downstream of the large winning port switch 65c in the variable winning device 65 is formed in a horizontally long plate shape and is configured to be able to change between a protruding state and a sunk state, thereby changing the flow direction of the ball. That is, the specific area opening / closing plate 65e is configured to maintain a state protruding from the game board 13 surface (i.e., a closed state) in a normal state, and roll the upper surface of the specific area opening / closing plate 65e to make the ball flowing down from the upstream side of the specific area 65d (the left side of the specific area opening / closing plate 65e when viewed from the front) to the discharge port 65h side in the variable winning device 65 (the right side of the specific area opening / closing plate 65e when viewed from the front), thereby preventing the ball flowing into the variable winning device 65 from flowing into the specific area 65d. Then, based on the satisfaction of a predetermined condition (in the first embodiment, after the initial opening of the large prize opening opening plate 65a based on a small prize win with the first special pattern or the second special pattern), the specific area opening / closing plate 65e is driven to be immersed within the surface of the game board 13 by the specific area solenoid 65f (see Figure 5), allowing balls to flow into the specific area 65d (the side of the specific area switch 65g).
[0207] That is, when a small prize is won in the dynamic display of the first special symbol or the second special symbol, the specific area opening / closing plate 65e opens at the same time as the opening of the large prize opening opening plate 65a starts, and the specific area 65d is opened in a state in which balls can flow into the variable prize-winning device 65. Therefore, when a small prize is won in the dynamic display of the first special symbol or the second special symbol, the ball can flow into the specific area 65d by performing a right-hit game.
[0208] The ball that has flowed into the specific area 65d is detected by the specific area switch 65g provided in the specific area 65d, and then flows down to the outlet (not shown) provided downstream. In the pachinko machine 10 of the first embodiment, when the ball is detected by the specific area switch 65g, a jackpot game is started in the same way as when a jackpot is won with the second special symbol (so-called one-type two-type mixed machine). The type of jackpot that occurs when the ball is detected by the specific area switch 65g is determined according to the value of the small jackpot type counter CK (see FIG. 6), which will be described later. It is configured so that the specific area switch 65g does not pay out prize balls.
[0209] On the other hand, when a small win is won in the dynamic display of the first special pattern or the second special pattern, the right-hand hit game is not executed, and if the ball is not detected by the specific area switch 65g, the big win game is not started and the game state at the time of the small win is returned to.
[0210] In the pachinko machine 10 of the first embodiment, when the lottery of the second special symbol in the main control device 110 (see FIG. 5) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit to show the jackpot stop symbol, and the third symbol display device 81 is caused to display the stop symbol corresponding to the jackpot (for example, three of the same symbol (such as "777")), thereby indicating the occurrence of a jackpot game. In addition, when a small jackpot is won in the lottery of the first or second special symbol, and the ball passes through a specific area 65d in the variable winning device 65 as a movable device based on the small jackpot while the variable winning device 65 is open, the special LED group 37b of the special symbol display device 37 as a result notification device is lit, and the third symbol display device 81 is caused to display a display indicating that the ball has passed through the specific area 65d (for example, "V acquired"), thereby indicating the occurrence of a jackpot game. After that, depending on the type of big win (in the case of a big win based on a small win, the small win type), the big win opening opening plate 65a provided on the variable winning device 65 is opened (driven to sink into the surface of the game board 13), and the game state transitions to a special game state (big win game) in which the ball is likely to win in the big win opening. In this special game state, the big win opening opening plate 65a, which is normally closed (protruding from the surface of the game board 13), is opened until a predetermined condition is met (for example, until "30 seconds" have passed, or until 10 balls have won).
[0211] When the large prize opening opening plate 65a is opened, it is closed when a predetermined time has elapsed since the opening or when a predetermined number of winnings are detected, and after the closing, the large prize opening opening plate 65a is opened again. The opening and closing operation of the large prize opening opening plate 65a is configured to be repeated up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is being performed is one form of a special game state (large prize state) that is advantageous to the player, and the player is paid out a larger number of prize balls than usual as a grant of game value (game value) by making a ball win in the variable winning device 65. Note that, during a large prize game, if a right-hand play is not performed while the large prize opening opening plate 65a is open and a ball does not enter the variable winning device 65, the large prize round ends when "30 seconds" have elapsed since the opening of the large prize opening opening plate 65a, and the large prize opening opening opening plate 65a is closed. Therefore, if no ball enters the variable winning device 65 for ten rounds, the big win ends without generating a winning ball, and dynamic display of each special symbol is started.
[0212] At the left and right corners of the lower side of the game board 13, there are provided attachment spaces K1 for attaching stamps, identification labels, etc., and the stamps, etc. affixed to the attachment spaces K1 can be viewed through a small window 35 in the front frame 14 (see Figure 1).
[0213] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning holes (ball entry holes) 63, 64, 65, 71 are guided through the outlet 66 to a ball discharge path (not shown). A large number of nails are planted on the game board 13 to appropriately distribute and adjust the falling direction of the balls, and various components (gimmicks) such as windmills are also arranged. Note that balls that enter each winning hole 63, 64, 65, 71 are also guided to the ball discharge path and discharged outside the pachinko machine 10, just like balls that pass through the outlet 66.
[0214] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0215] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer that is an arithmetic device. The MPU 201 has built-in read only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, random access memory (hereinafter abbreviated as "RAM") 203 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 202, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0216] In addition, in order to instruct sub-control devices such as the dispensing control device 111 and the voice lamp control device 113 to operate, various commands are sent from the main control device 110 to the sub-control devices via a data transmission / reception circuit, but such commands are sent only in one direction, from the main control device 110 to the sub-control devices.
[0217] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the setting of the dynamic display and variable performance of each special symbol on the special symbol display device 37 and the third symbol display device 81, and the lottery for the display result of the variable display of the normal symbol on the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.
[0218] In addition, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a small jackpot type table 202c, a reserved number table 202d, a stop pattern table 202e, a fluctuation pattern table 202f, a jackpot release table 202g, a small jackpot release table 202h, a normal jackpot random number table 202i, a normal fluctuation table 202j, a normal electric role release table 202k, and a time-saving end condition table 202m. The main control device 110 executes the above main control by various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0219] Here, the counters and the like provided in the RAM 203 of the main control device 110 will be described with reference to Fig. 6. These counters and the like are used by the MPU 201 of the main control device 110 to perform the lottery for the big win, the setting of the dynamic display of the special symbol display device 37 as the result notification device, the setting of the variable performance of the third symbol display device 81, the lottery for the display result of the variable display in the normal symbol display device 83, and the like. In addition, in the explanation of the various counters, the various tables stored in the ROM 202 of the main control device 110, the various control timings, the transition of the game state, and the like will also be described with reference to Figs. 7 to 24.
[0220] For the setting of the jackpot lottery, the dynamic display of the special pattern display device 37, and the variable presentation of the third pattern display device 81, a jackpot random number counter C1 used to draw the jackpot or small jackpot, a jackpot type counter C2 used to select the stop type of the jackpot pattern, a stop pattern selection counter C3 used to select the presentation mode of the variable presentation, a first initial value random number counter CINI1 used to set the initial value of the jackpot random number counter C1, a variable type counter CS1 used to select the variable pattern, and a small jackpot type counter CK used to select the stop type of the small jackpot pattern are used.
[0221] In addition, a normal symbol winning counter C4 is used for the lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the normal symbol winning counter C4.
[0222] Each of these counters is a loop counter that adds 1 to the previous value each time it is updated, and returns to "0" after it reaches a maximum value at a specific time.
[0223] Each counter is updated, for example, at an interval of "2 milliseconds", which is the execution interval of the timer interrupt processing (see FIG. 40). Some counters are updated irregularly during the main processing (see FIG. 39), and the updated values are appropriately stored in the counter buffer 203c set in a specified area of the RAM 203. Details will be described later, but the RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special pattern, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special pattern, and the first reserved ball storage area 203d stores the values of a jackpot random number counter C1, a stop pattern selection counter C3, a variable type counter CS1 and a small win type counter CK in accordance with the timing of the ball entering the first start port 64, which serves as a start detection area, and the second reserved ball storage area 203e stores the values of a jackpot random number counter C1, a jackpot type counter C2, a stop pattern selection counter C3, a variable type counter CS1 and a small win type counter CK in accordance with the timing of the ball entering the second start port 71.
[0224] Each counter will be described in detail. The jackpot random number counter C1 is configured to be incremented by 1 within a predetermined range (for example, "0 to 9999") and to return to "0" at a predetermined time after reaching a maximum value (for example, "9999" for a counter that can take values of "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of update, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.
[0225] The first initial value random number counter CINI1 is configured as a loop counter that is updated in the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take a value of "0 to 9999", the first initial value random number counter CINI1 is also a loop counter that can take a value of "0 to 9999". This first initial value random number counter CINI1 is updated once every execution of the timer interrupt process (see FIG. 40), and is repeatedly updated within the remaining time of the main process (see FIG. 39).
[0226] The value of the jackpot random number counter C1 is updated periodically (in the first embodiment, once for each timer interrupt process (see FIG. 40)). Then, when the ball wins (start winning) in the first start hole 64 as the start detection area, it is stored in the jackpot random number counter storage area 203d1 of the first reserved area of any one of the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start hole 64 (first special symbol). Also, when the ball wins (start winning) in the second start hole 71, it is stored in the jackpot random number counter storage area 203e1 of the second reserved area of any one of the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start hole 71 (second special symbol).
[0227] The random number value that the jackpot random number counter C1 uses to become a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. In other words, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserved area of the second reserved ball storage area 203e matches the random number value that becomes a jackpot set by the jackpot random number table 202a corresponding to the second special symbol.
[0228] As described above, in the pachinko machine 10 of the first embodiment, the random number value for the jackpot is not set in the jackpot random number table 202a corresponding to the first special symbol. This is because only the jackpot based on the small jackpot can occur in the "normal game state A" where the dynamic display of the first special symbol is mainly performed, that is, in the game state where the rescue condition can be established.
[0229] Here, the details of the jackpot random number table 202a corresponding to each special symbol will be described with reference to Fig. 7. Fig. 7(a) is a schematic diagram showing an example of the jackpot random number table 202a1 (hereinafter referred to as the "special symbol 1 jackpot random number table 202a1") corresponding to the first special symbol stored in the ROM 202, and Fig. 7(b) is a schematic diagram showing an example of the jackpot random number table 202a2 (hereinafter referred to as the "special symbol 2 jackpot random number table 202a2") corresponding to the second special symbol stored in the ROM 202.
[0230] As described above, in the special jackpot random number table 202a1 of the first embodiment, the value of the random number that will result in a jackpot is not set regardless of the setting value. On the other hand, in the special jackpot random number table 202a2, the number of jackpot random numbers is set differently for each setting value. In addition, the increase in the number of jackpot random numbers required to shift for each setting is configured to be compensated for from the number of miss random numbers corresponding to misses. That is, when the number of jackpot random numbers is increased to shift for each setting, the number of miss random numbers is reduced, and the reduced amount is assigned as the number of jackpot random numbers. In this way, the probability of a jackpot being obtained for each setting is changed by making the number of jackpot random numbers different depending on the game state.
[0231] On the other hand, for each special symbol, the number of small prize random numbers is set to be the same for each setting value. That is, the number of small prize random numbers for the first special symbol is configured to be the same for each setting value. Similarly, the number of small prize random numbers for the second special symbol is configured to be the same for each setting value. In this way, by making the number of small prize random numbers the same for each special symbol for each setting value, the award rate of the game value considering only the small prize game for all setting values for each special symbol becomes equal.
[0232] In this way, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers for each setting of the second special symbol is compensated for by the number of miss random numbers at all setting values. Also, the number of small win random numbers for the first special symbol or the second special symbol is not changed for each setting. That is, the increase in the number of jackpot random numbers due to the setting change is compensated for by reducing the number of miss random numbers and allocating the reduced amount to the jackpot random number, and the number of small win random numbers for the first special symbol and the second special symbol is made the same for each setting of the first special symbol or the second special symbol. By configuring in this way, it is possible to calculate the payout rate for each setting value by considering only the increase in the number of jackpot random numbers, and the increase in the number of steps during the design of the game specifications can be suppressed.
[0233] In addition, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers due to the setting change is compensated for by the most frequent random number other than the jackpot random number that can be obtained when it is easiest to stay in the game among the jackpot random number counter C1 as game information (i.e., the losing random number). By configuring in this way, for example, it is possible to make it difficult to determine the setting from the number of appearances of the losing role, which is the most frequent role in the variable performance of the second special pattern. Therefore, the setting determination element by the player is limited to the appearance rate of the jackpot, which has a lower appearance probability than the losing role, making it difficult to detect the setting value of the pachinko machine 10. As a result, even if the setting is low (i.e., setting value 1, etc.), the player can continue playing without detecting the setting, and the operation of the pachinko machine 10 can be promoted.
[0234] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random number values resulting from a setting change is configured to be compensated for by the number of losing random number values in the jackpot random number counter C1 that correspond to losing roles that do not award game value to the player.
[0235] Unlike the big win role and the small win role, the losing role is a role that does not impart a game value, and is therefore provided for each pachinko machine 10, and is not clearly (largely) displayed on the data lamp (not shown) that displays the game results of the pachinko machine 10. If the number of big win random numbers corresponding to the big win game, which is likely to be clearly (largely) displayed on the data lamp, and the number of small win random numbers corresponding to the small win game are both changed for each setting, the setting of the pachinko machine 10 can be easily guessed by the player glancing at (checking) the data lamp to see the occurrence rates of the two elements of the big win game and the small win game. As a result, for example, if the setting of the pachinko machine 10 set to a low setting (for example, the setting value "1") is discovered by the player, the player may not play the pachinko machine 10, and the operation of the pachinko machine 10 may decrease.
[0236] Therefore, by configuring the increase in the number of jackpot random numbers resulting from the change in the setting of the probability setting value to be compensated for by the number of losing random numbers corresponding to losing combinations that do not give the player a game value and are not clearly (largely) displayed on the data lamp in the jackpot random number counter C1, the setting discrimination factor for the player is the appearance rate of the jackpot, making it difficult to detect the setting value of the pachinko machine 10 from the appearance rate of the small win. Therefore, by limiting the discrimination factor of the probability setting value to the appearance rate of a combination based on one random number value, for example, even if the setting is low with a low ball payout rate (i.e., the setting value "1" etc.), the player can continue playing without being able to detect the setting, and the operation of the pachinko machine 10 can be promoted.
[0237] As shown in Fig. 7(a), in the special symbol 1 jackpot random number table 202a1 of the first embodiment, the random number value for the jackpot is not set regardless of the set value. In other words, regardless of the set value, it is configured so that a jackpot (a jackpot based on the jackpot type) cannot occur in the dynamic display of the first special symbol.
[0238] In detail, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won in the "normal game state A", depending on the number of times that the dynamic display of the special symbol is executed when the small win is won (the number of times remaining until the rescue condition is established), the left-hand play method when the small win is won is configured to increase the average number of balls that the player can win. And, when the left-hand play method is executed when a small win is won, the right-hand play is not executed when a small win is won in normal times, and the ball is not passed through the specific area 65d, so that a jackpot is not generated, and the game returns to the "normal game state A" and the left-hand play is continued, and the dynamic display of the first special symbol is executed until the number of times the rescue condition is established, which is the update end state, and the game transitions to the "normal symbol low probability time shortening state" as the granted benefit.
[0239] Here, if a random number value that results in a jackpot is set in the jackpot random number table 202a corresponding to the first special pattern, and if the jackpot type can be won in the "normal gaming state A", there is a possibility that the dynamic display of the first special pattern will win the jackpot type while trying to achieve the rescue condition by executing the left-hand hit gaming method when a small jackpot is won.
[0240] Furthermore, when the dynamic display of the first special pattern is a jackpot type, unlike a small jackpot type, the jackpot game will begin regardless of the player's playing method. Therefore, there is a risk that the occurrence of a jackpot will be avoided by using a left-hand play method when a small jackpot is won, and the balls that would have been consumed by the left-hand play to achieve the rescue condition will be wasted.
[0241] Furthermore, if a player continues playing with a left-handed hit in accordance with the suggestion to hit right when a small jackpot is won during normal play (in this case, the rescue priority notification display (see Figure 89 (d))), aiming to achieve the rescue condition, a jackpot occurs in the middle of the play, and the player may become skeptical of the pachinko machine 10 and stop playing the pachinko machine 10.
[0242] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, the random number value that results in a jackpot is not set in the jackpot random number table 202a corresponding to the first special pattern.
[0243] In addition, when the set value is "1", the number of random numbers (small win random numbers) that become small wins in the special 1 big win random number table 202a1 is 33, and the values "0 to 32" are specified (set) in the special 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the set value "1" is set to be 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0244] Therefore, when the set value is "1", the number of random numbers (missing random numbers) that are misses in the special chart 1 big win random number table 202a1 is the remaining 9967 numbers other than the big win random number number and the small win random number number, and the value "33 to 9999" is specified (set) in the special chart 1 big win random number table 202a1. In other words, the miss probability of the first special pattern in the first special pattern with the set value "1" is set to be 9967 / 10000=99.67 / 100 (i.e., 99.67%).
[0245] Next, when the setting value is "2", the random number value that will result in a jackpot is not set, just like when the setting value is "1".
[0246] In addition, when the setting value is "2", the number of random numbers (small win random numbers) that become small wins in the special chart 1 big win random number table 202a1 is 33, as in the case of the setting value "1", and the values "0 to 32" are specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "2" is set to be 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0247] Therefore, when the set value is "2", the number of random numbers (missing random numbers) that are misses in the special 1 big win random number table 202a1 is the remaining 9967 numbers other than the small win random number numbers, and the value "33 to 9999" is specified (set) in the special 1 big win random number table 202a1. In other words, the miss probability of the first special symbol in the first special symbol with the set value "2" is set to be 9967 / 10000=99.67 / 100 (i.e., 99.67%).
[0248] Next, when the setting value is "3", the random number value that results in a jackpot is not set, just like when the setting value is "1" or "2".
[0249] In addition, when the setting value is "3", the number of random numbers (small win random numbers) that become small wins in the special chart 1 big win random number table 202a1 is 33, as in the case of the setting value "1" and the setting value "2", and the values "0 to 32" are specified (set) in the special chart 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "3" is set to be 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0250] Therefore, when the set value is "3", the number of random numbers that are misses (missing random numbers) in the special 1 big win random number table 202a1 is the remaining 9967 numbers other than the big win random number number and the small win random number number, and the value "33 to 9999" is specified (set) in the special 1 big win random number table 202a1. In other words, the miss probability of the first special pattern in the first special pattern with the set value "3" is set to be 9967 / 10000=99.67 / 100 (i.e., 99.67%).
[0251] Therefore, in the pachinko machine 10 of the first embodiment, in the dynamic display of the first special symbol, a jackpot based on the jackpot type cannot occur, and only a jackpot based on the small jackpot type can occur.
[0252] By configuring it in this manner, in the "normal game state A" where the dynamic display of the first special pattern is primarily performed, i.e., in the game state where the rescue condition can be established, it is possible for only a jackpot based on a small jackpot to occur.
[0253] Then, in the "normal game state A", when a small win on special symbol 1 is won as a result of the control judgment, right-hand play is not executed, and the ball is not allowed to pass through the specific area 65d, so that a big win as an added value is not generated, and the game returns to the "normal game state A" where left-hand play is continued, and the dynamic display of the first special symbol is executed until the number of times the rescue condition is met, which is the update end state, and a transition is made to the "normal symbol low probability time shortened state" as an added benefit.
[0254] As a result, when a special chart 1 small win is won during "normal game state A", the player can determine the content of the right-hit notification effect executed on the third pattern display device 81 and judge whether or not to perform a right-hit play during the small win play to generate a big win, thereby predicting which hitting method will increase the expected number of balls that can be won, creating new gameplay and increasing the excitement of the game.
[0255] Next, as shown in Fig. 7(b), in the special 2 jackpot random number table 202a2 of the first embodiment, when the set value is "1", the number of values (jackpot random value values) of the jackpot random number counter C1 that become a jackpot in the special 2 jackpot random number table 202a2 is 2, and the value "0, 1" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special pattern in the second special pattern with the set value "1" is set to be 2 / 10000=0.02 / 100 (i.e., 0.02%), similar to the first special pattern.
[0256] Here, when the set value is "1", the number of random numbers (small win random numbers) that become small wins in the special 2 big win random number table 202a2 is 1550, and the values "2 to 1551" are specified (set) in the special 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the set value "1" is set to be 1550 / 10000=15.50 / 100 (i.e., 15.50%).
[0257] Therefore, when the set value is "1", the number of random numbers (missing random numbers) that are misses in the special 2 big win random number table 202a2 is the remaining 8448 numbers other than the big win random number number and the small win random number number, and the value "1552 to 9999" is specified (set) in the special 2 big win random number table 202a2. In other words, the miss probability of the second special pattern with the set value "1" is set to be 8448 / 10000=84.48 / 100 (i.e., 84.48%).
[0258] That is, when the setting value is set to "1", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0259] In this way, the probability of the small win of the second special symbol is set to a number that is much easier to select than the probability of the big win. That is, in the lottery game with the second special symbol, the order of the likelihood of selection is set to be miss → small win → big win, and when a big win occurs in the dynamic display of the second special symbol that can be executed in the "time-shortened state" and "normal game state B", the proportion of big wins based on winning the small win game is configured to be high.
[0260] Next, when the set value is "2", the number of values (jackpot random value values) of the jackpot random number counter C1 that become a jackpot in the special 2 jackpot random number table 202a2 is 3, and the values "0 to 2" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special pattern in the second special pattern with the set value "2" is set to be 3 / 10000=0.03 / 100 (i.e., 0.03%), similar to the first special pattern.
[0261] Here, when the setting value is "2", the number of random numbers (small win random numbers) that become small wins in the special 2 big win random number table 202a2 is 1550, as in the case of the setting value "1", and the values "3 to 1552" are specified (set) in the special 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "2" is set to be 1550 / 10000=15.50 / 100 (i.e., 15.50%).
[0262] Therefore, when the set value is "2", the number of random numbers (missing random numbers) that are misses in the special 2 big win random number table 202a2 is the remaining 8447 numbers other than the big win random number number and the small win random number number, and the value "1553 to 9999" is specified (set) in the special 2 big win random number table 202a2. In other words, the miss probability of the second special pattern with the set value "2" is set to be 8447 / 10000=84.47 / 100 (i.e., 84.47%).
[0263] That is, at the setting value "2", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0264] Therefore, the setting value "2" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "1" (both 15.50%), but the probability of a jackpot is slightly improved (0.02% → 0.03%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0265] Next, when the set value is "3", the number of values (jackpot random value values) of the jackpot random number counter C1 that become a jackpot in the special 2 jackpot random number table 202a2 is 4, and the values "0 to 3" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special pattern in the second special pattern with the set value "3" is set to be 4 / 10000=0.04 / 100 (i.e., 0.04%), similar to the first special pattern.
[0266] Here, when the setting value is "3", the number of random numbers (small win random numbers) that become small wins in the special 2 big win random number table 202a2 is 1550, as in the case of the setting values "1" and "2", and the values "4 to 1553" are specified (set) in the special 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "3" is set to be 1550 / 10000=15.50 / 100 (i.e., 15.50%).
[0267] Therefore, when the set value is "3", the number of random numbers (missing random numbers) that are misses in the special 2 big win random number table 202a2 is the remaining 8446 numbers other than the big win random number number and the small win random number number, and the value "1554 to 9999" is specified (set) in the special 2 big win random number table 202a2. In other words, the miss probability of the second special pattern with the set value "3" is set to be 8446 / 10000=84.46 / 100 (i.e., 84.46%).
[0268] That is, at the setting value "3", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0269] Therefore, the setting value "3" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of small win as the setting value "2" (both 15.50%), but the probability of a jackpot is slightly improved (0.03% → 0.04%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "2".
[0270] In the first embodiment, in the special chart 1 jackpot random number table 202a1, the value of the random number that will result in a jackpot is not set regardless of the set value, but it may be configured to set a random number value that will result in a jackpot for each set value, similar to the special chart 2 jackpot random number table 202a2.
[0271] Returning to Fig. 6, the explanation will be continued. The big win type counter C2 determines the big win type when a big win occurs, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and return to "0" after reaching a maximum value (for example, "99" in the case of a counter that can take a value of "0 to 99"). The value of the big win type counter C2 is updated periodically (once for each timer interrupt process (see Fig. 40) in the first embodiment), for example.
[0272] Then, at the moment the ball enters the second starting hole 71, it is stored in the jackpot type counter storage area 203e2 of the second reserved area, which is the same as the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second starting hole 71.
[0273] As described above, in the pachinko machine 10 of the first embodiment, the value of the random number that results in a jackpot is not set in the special pattern 1 jackpot random number table 202a1 regardless of the set value, and the dynamic display of the first special pattern cannot result in a jackpot (see Figure 7), so no storage area for the jackpot type counter C2 is provided in the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203.
[0274] Here, for example, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a small jackpot (small jackpot random number value), that is, if the random number is a miss (miss random number value) as a control judgment result, the variation pattern in the variation performance and the type of the stopped pattern (hereinafter referred to as "stop type") will be those at the time of a miss. Also, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a small jackpot (small jackpot random number value), the variation pattern in the variation performance and the type of the stopped pattern (hereinafter referred to as "stop type") will be those at the time of a small jackpot. On the other hand, if the value of the jackpot random number counter C1 stored in one reserved area in the second reserved ball storage area 203e is a random number (jackpot random number value) that results in a jackpot, the variation pattern and stop type in the variation performance will be those at the time of the jackpot. In this case, the variation pattern and stop type at the time of the jackpot are determined according to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same reserved area.
[0275] As described above, the value of the jackpot type counter C2 as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202.
[0276] Here, the big win type table 202b will be described with reference to Fig. 8. Fig. 8 is a diagram showing an example of the special symbol 2 big win type table 202b corresponding to the second special symbol stored in the ROM 202.
[0277] As shown in FIG. 8, the big win type table 202b is a table in which the gaming state is associated with the value of the big win type counter C2.
[0278] In the pachinko machine 10 of the first embodiment, there is a jackpot type "time-saving A" in which the maximum number of rounds is 10, and the state transitions to a "normal symbol high probability time-saving state" in which the probability of hitting a normal symbol is higher than that in the "normal game state" until the special symbol is displayed a specified number of times (in the first embodiment, mainly the dynamic display of the second special symbol is performed five times).
[0279] In the big win type table 202b, the big win types are associated with possible values of the big win type counter C2 that determines the big win type.
[0280] In the example of the jackpot type table 202b shown in FIG. 8, when a jackpot occurs in all game states, the jackpot type "time-saving A" is associated with the value "0 to 99" of the jackpot type counter C2.
[0281] In other words, in the lottery for determining whether the second special pattern will be won or lost in all game states, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a jackpot, a jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second holding area can be selected from the jackpot type table 202b, and the jackpot type "time-saving A" can be selected regardless of the value of the jackpot type counter C2.
[0282] Therefore, when the jackpot is won with the dynamic display of the second special symbol, the jackpot type "time-saving A" is won with a probability of 99 / 99. In other words, when the jackpot is won with the dynamic display of the second special symbol, only the jackpot type "time-saving A" can be selected.
[0283] Returning to Fig. 6, the explanation will be continued. The small win type counter CK determines the type of small win (content of big win) that is awarded when the ball passes through the specific area 65d during the small win game after winning the small win, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and to return to "0" to reach a specific time after reaching a maximum value (for example, "99" in the case of a counter that can take the value of "0 to 99"). The value of the small win type counter CK is updated periodically (in the first embodiment, once for each timer interrupt process (see Fig. 40)).
[0284] Then, at the timing when the ball enters the first start port 64, the ball is stored in the small win type counter storage area 203d5 of the first reserved area, which is the same as the first reserved area where the big win random number counter C1 is stored, among the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first start port 64 as the start detection area. Also, at the timing when the ball enters the second start port 71, the ball is stored in the small win type counter storage area 203e5 of the second reserved area, which is the same as the second reserved area where the big win random number counter C1 is stored, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start port 71.
[0285] Here, for example, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a small jackpot (small jackpot random number value), that is, if it is a random number that results in a miss (miss random number value), the variation pattern in the variation performance and the type of the stop pattern (hereinafter referred to as "stop type") will be those at the time of a miss. Also, if the value of the jackpot random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern in the variation performance and the type of the stop pattern (hereinafter referred to as "stop type") will be those at the time of a jackpot. On the other hand, if the value of the big win random number counter C1 stored in one reserved area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number (small win random number value) that results in a small win, the variation pattern and stop type in the variation performance will be those for a small win. In this case, the variation pattern and stop type for the small win are determined according to the small win type indicated by the value of the small win type counter CK stored in the same reserved area.
[0286] As described above, the value of the small win type counter CK as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the small win type is determined based on the small win type counter CK and the small win type table 202c stored in the ROM 202. This small win type table 202c is provided with a special symbol 1 small win type table 202c1 referred to in the first lottery game of the first special symbol, and a special symbol 2 small win type table 202c2 referred to in the second lottery game of the second special symbol.
[0287] Here, the special chart 1 small win type table 202c1 and the special chart 2 small win type table 202c2 will be described with reference to Fig. 9. Fig. 9(a) is a diagram showing an example of the special chart 1 small win type table 202c1 corresponding to the first special pattern stored in the ROM 202, and Fig. 9(b) is a diagram showing an example of the special chart 2 small win type table 202c2 corresponding to the second special pattern also stored in the ROM 202.
[0288] In the pachinko machine 10 of the first embodiment, as described above, when a small win is won in a lottery game of each special symbol, the variable winning device 65 (see FIG. 3) as a movable device is opened and a specific area 65d in the variable winning device 65 is opened at a timing according to the type of each special symbol. When a ball passes through the specific area 65d during a small win game, a big win game according to the value of the small win type counter CK is started.
[0289] As shown in Figures 9(a) and 9(b), the small win type table 202c is divided into a table for a first special pattern and a table for a second special pattern, which are further divided according to the game status, and within this table, the small win type corresponding to the type of special pattern is associated with the value of the small win type counter CK depending on whether or not a specific area 65d has been passed through during the small win.
[0290] In the pachinko machine 10 of the first embodiment, when the ball does not pass through the specific area 65d, the small prize types are "small prize A" and "small prize B" with a maximum number of rounds of 1 round, while when the ball passes through the specific area 65d, "time-saving B" with a maximum number of rounds of 1+4 rounds, "time-saving C" with a maximum number of rounds of 1+6 rounds, and "time-saving D" with a maximum number of rounds of 1+9 rounds are provided.
[0291] Specifically, in the lottery game of the first special pattern, when a small win is won in the "normal game state (mainly, "normal game state A")" in which the "time-saving function" is not activated, the small win type is "small win A" for small win play only when the ball does not pass through the specific area 65d, while the small win type is "time-saving B" or "time-saving C" when the ball passes through the specific area 65d, and after the big win game associated with the passage into the specific area 65d, the "high-probability time-saving function" is granted mainly until the dynamic display of the second special pattern is executed "once." In addition, in the "normal high probability time shortening state" and the "normal low probability time shortening state", if a small jackpot is won, when the ball does not pass through the specific area 65d, the small jackpot type will be "small jackpot A" for small jackpot play only, whereas when the ball passes through the specific area 65d, the small jackpot type will be "time shortening B" or "time shortening C", and after the jackpot play resulting from passing through the specific area 65d, the "high probability time shortening function" is granted mainly until the dynamic display of the second special pattern is executed "five times".
[0292] In the "normal high probability time shortened state" and "normal low probability time shortened state" in this embodiment, right-hand play is recommended, and while it is possible to win the second starting hole 71 and dynamically display the second special pattern, it is difficult to win the first starting hole 64, making it difficult to dynamically display the first special pattern.
[0293] Next, in the lottery game of the second special pattern, if a small win is won in all game states, when the ball does not pass through the specific area 65d, the small win type is “small win B” for small win game only, whereas when the ball passes through the specific area 65d, the small win type is “time-saving D”, and after the big win game associated with passing through the specific area 65d, a “time-saving function” is granted mainly until the dynamic display of the second special pattern is executed “five times”.
[0294] In addition, as will be described in more detail later, when the number of times the rescue condition is met in the "normal game state" ("800 times" in the first embodiment), the "low probability time shortening function" is granted as the "normal pattern low probability time shortening state" mainly for the period until the dynamic display of the second special pattern is executed "100 times" (see FIG. 24).
[0295] Therefore, after a big win game in which a small win on special symbol 1 is won in the "normal game state A" and the ball passes through the specific area 65d, the "high probability time-saving function" is granted mainly until the dynamic display of the second special symbol is executed "once", while, when the number of times that the rescue condition is met in the "normal game state" is reached, the "low probability time-saving function" is granted mainly until the dynamic display of the second special symbol is executed "100 times".
[0296] In other words, in the "normal game state (mainly, "normal game state A")", the "normal symbol low probability time shortening state" to which the player enters when the rescue condition is met the number of times is configured so that the probability of winning a jackpot (including a jackpot based on winning a small jackpot) with the dynamic display of the second special symbol is higher than the "normal symbol high probability time shortening state" to which the player enters after a jackpot game when a special symbol 1 small jackpot is won and the ball passes through the specific area 65d.
[0297] For this reason, in the pachinko machine 10 of the first embodiment, the expected value of the balls that the player can get is higher in the "normal game state" when the number of times the rescue condition is established is reached than in the "normal game state" when the special game state 1 small prize is won and the ball passes through the specific area 65d and the "normal game state" when the "normal game state" is entered and the "normal game state" is entered after the big win game when the ball passes through the specific area 65d. Details of the expected value of the balls that the player can get in each case will be described later in FIG. 27.
[0298] In the special chart 1 small win type table 202c1 and the special chart 2 small win type table 202c2, each small win type is associated with a possible value of a small win type counter CK that determines the small win type.
[0299] In the example of the special pattern 1 small win type table 202c1 shown in Figure 9 (a), in all game states, when a small win of the first special pattern occurs, the value of the small win type counter CK "0 to 99" is associated with "small win A", "time reduction B" or "time reduction C" depending on whether or not the specific area 65d has been passed through.
[0300] In other words, in the lottery for determining whether the first special pattern is a win or lose, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first holding areas of the first holding ball storage area 203d is a value that results in a small win, the small win type corresponding to the value of the small win type counter CK stored in the small win type counter storage area 203d5 of the same first holding area is determined from the special pattern 1 small win type table 202c1, and for example, depending on whether or not a specific area has been passed, if the value of the small win type counter CK is "7", "time reduction B" is determined as the small win type, and if the value of the small win type counter CK is "95", "time reduction C" is determined as the small win type.
[0301] Therefore, if the second special symbol is displayed dynamically and the player wins a small prize, the player will win the small prize type "small prize A" with a probability of 100% if the player does not pass through the specific area 65d. Also, if the player passes through the specific area 65d, the player will win the small prize type "time-saving B" with a probability of 50.0%, and the small prize type "time-saving C" with a probability of 50.0%.
[0302] Next, in the example of the special symbol 1 small win type table 202c1 shown in Figure 9 (b), in all game states, when a small win of the second special symbol occurs, the value of the small win type counter CK "0 to 99" is associated with "small win B" or "time reduction D" depending on whether or not the specific area 65d has been passed through.
[0303] In other words, in the lottery to determine whether the second special pattern is a winning combination, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a small win, the small win type corresponding to the value of the small win type counter CK stored in the small win type counter storage area 203e5 of the same second holding area is determined from the special pattern 2 small win type table 202c2, and for example, regardless of the value of the small win type counter CK, the small win type is determined to be "small win B" or "time reduction D" depending on whether or not the specific area 65d has been passed through.
[0304] Therefore, if a small prize is won with the dynamic display of the second special pattern, depending on whether or not the specific area 65d is passed through, the small prize type of “small prize B” or “time-saving D” will be won with a 100% probability.
[0305] Here, referring to FIG. 10 and FIG. 11, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be described. FIG. 10 is a list explaining the transition trigger to the game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the recommended ball launch mode, the main winning destination, the variable time of the first special symbol, the variable time of the second special symbol, and the right-hit possibility in each game state. FIG. 11 is a diagram showing the launch mode in each game state and the transition destination of the game state based on the type of jackpot won. Note that FIG. 11 also shows the transition of the game state when playing in a non-recommended launch mode, but for convenience of explanation, the explanation is omitted here. Also, the electric support count described in FIG. 10 and FIG. 11 is the execution count of the dynamic display of the second special symbol that can be mainly executed by right-hitting play, and the time-saving end condition will be described in detail later in FIG. 24.
[0306] As shown in FIG. 10, the trigger for transition to the "normal game state A" is when the game is in the initial state at the time of shipment from the factory, when the RAM is cleared, when the small win type "small win A" is won with the dynamic display of the first special pattern in the "normal game state A" (i.e., when the ball is not passed through the specific area 65d during the small win game), or when all dynamic displays of the second special patterns that were reserved in the "normal game state B" are executed.
[0307] Also, as shown in FIG. 10, in the "normal game state A", as described above, the probability of a big win of the special symbol is low, and the probability of a win of the normal symbol is also low. Furthermore, in the "normal game state A", left-handed play is encouraged, and the balls shot in the left-handed play mainly enter the first starting hole 64. The time period during which the dynamic display of the first special symbol 1 changes is in the range of "5 seconds to 210 seconds", and the time period during which the dynamic display of the second special symbol 1 changes is in the range of "5 seconds to 190 seconds" (see FIG. 12 to FIG. 17 described later). In addition, in this "normal game state A", when a right-handed play is performed, the firing mode is detected by the through gate 67, etc., and a right-handed play prohibition notification is executed by the sound output device 226 (see FIG. 5) or the like in order to suppress the firing in the right-handed play based on the detection.
[0308] Next, the trigger for transition to the "normal high probability time-shortened state A" is when the dynamic display of the first special pattern in the "normal game state A" results in the small win type "time-shortened B" or the small win type "time-shortened C" (i.e., when the ball passes through the specific area 65d during a small win game) (see Figure 11).
[0309] In this "normal high probability time shortening state A", as described above, the probability of a big win of the special symbol is in a low probability state, while the probability of a hit of the normal symbol is in a high probability state. Furthermore, in the "normal high probability time shortening state A", right-hand play is encouraged, and the ball shot in the right-hand play can enter the second starting hole 71 where the high probability time shortening function is activated. And, the change time of the dynamic display of the 1 of the second special symbol is performed in "70 seconds" or "80 seconds", while the change time of the dynamic display of the 1 of the first special symbol is performed in the range of "2 seconds to 190 seconds" (see Figures 12 to 17 described later). In addition, since right-hand play is encouraged in this "normal high probability time shortening state A", the right-hand hit prohibition notification is not executed.
[0310] Next, the trigger for transition to the "normal high probability time-shortened state B" is when either the jackpot type "time-shortened A" or the small jackpot type "time-shortened D" is won in all game states, or when the small jackpot type "time-shortened B" or "time-shortened C" is won in the "time-shortened state" (i.e., "normal high probability time-shortened state A," "normal high probability time-shortened state B," or "normal low probability time-shortened state") (see Figure 11).
[0311] In this "normal high probability time shortening state B", as described above, the probability of winning the jackpot of the special symbol is in a low probability state, while the probability of winning the jackpot of the normal symbol is in a high probability state. Furthermore, in the "normal high probability time shortening state B", right-hand play is encouraged, and the ball shot in the right-hand play can enter the second starting hole 71 where the high probability time shortening function is activated. And, the change time of the dynamic display of the 1 of the second special symbol is performed in the range of "15 seconds to 190 seconds", while the change time of the dynamic display of the 1 of the first special symbol is performed in the range of "2 seconds to 190 seconds" (see Figures 12 to 17 described later). In addition, since right-hand play is encouraged in this "normal high probability time shortening state B", the right-hand hit prohibition notification is not executed.
[0312] Next, the trigger for transition to "normal game state B" is when the time-saving end condition is met in "normal high probability time-saving state A" (i.e., when any of the following is met: the first special pattern is dynamically displayed 7 times, the second special pattern is dynamically displayed 1 time, or the first special pattern and the second special pattern are dynamically displayed a total of 8 times), or when the time-saving end condition is met in "normal high probability time-saving state B" (i.e., when any of the following is met: the first special pattern is dynamically displayed 7 times, the second special pattern is dynamically displayed 5 times, or the first special pattern and the second special pattern are dynamically displayed a total of 12 times), and a reserved ball for the second special pattern remains (see Figure 11).
[0313] In addition, even if the time-saving end condition is met in the "normal low-probability time-shortened state" (i.e., when the first special symbol is dynamically displayed 100 times, the second special symbol is dynamically displayed 100 times, or the first special symbol and the second special symbol are dynamically displayed 100 times in total), the game can transition to the "normal game state B". However, as described above, when right-handed play is performed in the "normal low-probability time-shortened state", the dynamic display of the second special symbol is configured to cause a jackpot to occur on average about once every six spins. Therefore, in the "normal low-probability time-shortened state", the probability of a jackpot occurring before the dynamic display of the second special symbol is executed 100 times is high, and the next jackpot is essentially guaranteed, making it a game state in which it is difficult to transition to the "normal game state B". Therefore, the relevant transition trigger is not shown in Figures 10 and 11.
[0314] In this "normal game state B", as described above, the probability of winning the jackpot of the special symbol is low, and the probability of winning the normal symbol is also low. Furthermore, in the "normal game state B", since the game is waiting for the game result of the dynamic display of the second special symbol remaining as a reserved ball, the right-hand hit notification lamp 37c (see FIG. 3) is not lit and the left-hand hit game is encouraged, but the third symbol display device 81 and the like are not encouraging any firing mode. And, when the dynamic display of the first special symbol is executed, the game transitions to the "normal game state A", so the dynamic display of the first special symbol is not executed, and the change time of the dynamic display of the second special symbol 1 is performed in the range of "15 seconds to 190 seconds" (see FIG. 12 to FIG. 17 described later).
[0315] Next, the trigger for transition to the "normal low probability time shortened state" is when, after a jackpot, a jackpot state does not occur a predetermined number of times (in the first embodiment, "800 times") in succession in the low probability state of the special pattern, that is, when misses continue to be extracted while a predetermined number of dynamic displays are performed in the low probability state of the special pattern, or when the ball does not pass through the specific area 65d when a small jackpot is won (see Figure 11).
[0316] In addition, in the "normal low probability time shortening state", as described above, the probability of winning the special symbol is low, and the probability of winning the normal symbol is also low, but the opening time of the normal electric role 72 is long (see FIG. 23). Furthermore, in the "normal low probability time shortening state", right-hand play is encouraged, and the ball shot in the right-hand play can enter the second starting hole 71 in which the low probability time shortening function is activated. And, the change time of the dynamic display of the second special symbol 1 is performed in the range of "15 seconds to 190 seconds", while the change time of the dynamic display of the first special symbol 1 is performed in the range of "2 seconds to 190 seconds" (see FIG. 12 to FIG. 17 described later). In addition, since right-hand play is encouraged in this "normal low probability time shortening state", the right-hand hit prohibition notification is not executed even if the ball passes through the through gate 67.
[0317] Also, as described above, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small jackpot is won as a result of control judgment in the "normal game state A", a right-hand hit is performed during the small jackpot game of the first round, causing the ball to pass through the specific area 65d as a profit-granting condition, generating a jackpot game and transitioning to the "normal symbol high probability time reduction state A", and when the number of times the dynamic display of the special symbol is executed in the "normal game state A" reaches the number of times the rescue condition is established, which is the end of the update state, and the state transitions to the "normal symbol low probability time reduction state" as a profit-granting state. In comparison, the latter case of transitioning to the "normal symbol low probability time reduction state" is configured to have a higher expected value of the balls that the player can win (see FIG. 27).
[0318] Therefore, when a small special symbol 1 win is won in the "normal game state A", depending on the number of spins remaining until the rescue condition is met at that time, it may be possible to return to the "normal game state A" without generating a jackpot game when the small special symbol 1 win is won, and to execute the dynamic display of the first special symbol again until the rescue condition is met, thereby transitioning to the "normal symbol low probability time shortened state", thereby increasing the expected value of the balls that can be won.
[0319] For this reason, in conventional pachinko machines, when a small prize type that can generate a big prize game is won (i.e., when a small prize type that allows the ball to pass through a specific area is won), a performance is implemented by the third pattern display device or the like such that a ball is shot during the small prize game to enter the variable prize device and pass through the specific area to generate a big prize game, and the ball is shot toward the variable prize device. However, in the pachinko machine 10 of the first embodiment, the content of the right-hit notification performance executed by the third pattern display device 81 during the small prize opening time is configured to differ depending on the number of times the special pattern is executed (the number of spins remaining until the rescue condition is met) when the special pattern 1 small prize is won in the "normal game state A".
[0320] Specifically, when the right-hit playing method results in a higher expected number of balls when a small jackpot is won (i.e., when a small jackpot on Special Chart 1 is won during the jackpot priority notification period), the right-hit notification performance is configured to strongly suggest right-hit playing and emphasize the occurrence of a jackpot (see Figure 89(b)).
[0321] On the other hand, when the expected value of the balls that can be obtained is higher with the left-hand play method when a small jackpot is won (i.e., when a small jackpot is won on special chart 1 during the rescue priority notification period), the right-hand play notification performance is configured to perform a performance that does not strongly suggest right-hand play and does not emphasize the occurrence of a jackpot (i.e., rescue priority notification performance) as the second notification mode (see FIG. 89(d)). Details of the right-hand play notification performance when a small jackpot is won on special chart 1 in the "normal game state A" will be described later in FIG. 28, FIG. 70, and FIG. 89.
[0322] Returning to Fig. 6, the various counters will be described. The stop pattern selection counter C3 is configured to increment by "1" within a range of "0 to 99", for example, and to return to "0" at a predetermined time after reaching a maximum value (i.e., "99").
[0323] In the first embodiment, the general presentation mode of the variable presentation at the time of a big win and a miss displayed on the third symbol display device 81 is selected by the number of reserved variable presentations and the value of the stop pattern selection counter C3. In addition, in the pachinko machine 10 of the first embodiment, a long pattern (hereinafter, sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter, sometimes referred to as "middle") in which a shorter variable time than the long pattern is likely to be selected, and a short pattern (hereinafter, sometimes referred to as "short") in which a shorter variable time than the middle pattern is likely to be selected are prepared.
[0324] Specifically, any of ten presentation modes can be selected: a "non-reach (long)" presentation mode in which no "reach display" occurs, a "non-reach (middle)" or "non-reach (short)" presentation mode, a "normal reach" presentation mode in which only the variable elements of a "normal reach" are executed as a "reach display", a "super reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "super reach", a "special reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "special reach", a "normal reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of the "normal reach", a "super reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of a "super reach", a "special reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of a "special reach", and a "special variation" presentation mode in which a fixed effect is executed in a specified game state.
[0325] Here, each performance mode will be explained in detail. Among the performance modes, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode (hereinafter, the "non-reach (long)" performance mode, the "non-reach (middle)" performance mode, and the "non-reach (short)" performance mode may be collectively referred to as "non-reach" performance modes) are performance modes in which the same third symbol does not stop in the two symbol sequences Z1 and Z3 that stop first, and a "reach display" does not occur after a "high-speed change" variable element that shuffles each of the symbol sequences Z1 to Z3 at high speed is performed in the third symbol display device 81 in which the three symbol sequences Z1 to Z3 change as a special symbol change performance.
[0326] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 4) are scrolled vertically downward on the display screen at high speed in the third symbol variation performance performed on the third symbol display device 81. In this "high-speed variation", the third symbol is varied so that the player cannot clearly recognize the display contents of the third symbol, and a performance is executed in which the stop results of the previously stopped and displayed variation performance are randomly mixed (shuffled).
[0327] In the pachinko machine 10 of the first embodiment, after the "high-speed fluctuation" variable element is performed, the "low-speed fluctuation" variable element is performed except for certain presentation modes ("non-reach (middle)" presentation mode and "non-reach (short)" presentation mode).
[0328] The "slow-speed fluctuation" variable element refers to a variable element that scrolls the third symbol at a speed that is visible to the player after the "high-speed fluctuation" variable element in the third symbol fluctuation performance performed by the third symbol display device 81. In this "slow-speed fluctuation" variable element, each symbol row Z1 to Z3 is stopped and displayed in order while the player is made to recognize the display contents of the third symbol. If the same third symbol stops in the two symbol rows that are stopped and displayed first (for example, the left symbol row Z1 and the right symbol row Z3 (see FIG. 4)), it is considered that a "reach display" has occurred and the variable element develops into a "normal reach" variable element, while if different third symbols stop in the two symbol rows that are stopped and displayed first, the remaining symbol row Z2 is stopped and the variable performance is terminated. Details of the "high-speed fluctuation" variable element and each variable element including the "slow-speed fluctuation" variable element will be described later.
[0329] Therefore, in the "non-reach (long)" presentation mode, the variable element of "high-speed fluctuation" is performed, and then the variable element of "low-speed fluctuation" is performed, and each of the symbol rows Z1 to Z3 stops in order, and different third symbols stop in the two symbol rows Z1 and Z3 that stop first, and the remaining one symbol row Z2 stops, and the variable presentation of 1 ends. On the other hand, in the "non-reach (middle)" presentation mode and the "non-reach (short)" presentation mode, the variable element of "low-speed fluctuation" is not performed after the "high-speed fluctuation" is performed, and after the variable element of the "high-speed fluctuation" ends, each of the symbol rows Z1 to Z3 stops simultaneously, and different third symbols stop in the two symbol rows Z1 and Z3 (for example, the two symbol rows that stop first in the "non-reach (long)" presentation mode), and the other symbol rows Z2 also stop, and the variable presentation of 1 ends.
[0330] Among the presentation modes, the "normal reach" presentation mode is one of the presentation modes of the "reach display" in which, in the presentation of the third pattern variation in the third pattern display device 81, the variable elements of the "normal reach" are executed immediately after the same third pattern stops in the two pattern rows Z1, Z3 that are displayed first, and the "reach display" does not develop into other "reach displays", i.e., the variable elements of the "super reach" or the variable elements of the "special reach".
[0331] Among the presentation modes, the "Super Reach" presentation mode is one of the "Reach Display" presentation modes in which the variable elements of the "Normal Reach" are developed and the variable elements of the "Super Reach" are executed.
[0332] Among the presentation modes, the "special reach" presentation mode is one of the "reach display" presentation modes in which the variable elements of the "normal reach" are developed and the variable elements of the "special reach" are executed.
[0333] Among the presentation modes, the "normal reach (promotion presentation)" presentation mode is one of the presentation modes of the "reach display" in which, after announcing that a small win has been won in the variable element of the "normal reach" (i.e., any of the same third patterns among "0", "2", "4", "6" or "8" stops in the pattern columns Z1 to Z3, or the same third pattern stops in the pattern columns Z1 and Z3 and a third pattern with the letters "challenge pattern" attached to it stops in the middle pattern column Z2), a variable element of the "promotion presentation" is executed in which any of the same third patterns with the numbers among "1", "3", "5", "7" or "9" stops in each of the pattern columns Z1 to Z3.
[0334] Among the presentation modes, the "Super Reach (Promotion Presentation)" presentation mode is one of the "Reach Display" presentation modes in which the variable element of the "Promotion Presentation" is executed after announcing that a small win has been won in the variable element of the "Super Reach."
[0335] Among the presentation modes, the "Special Reach (Promotion Presentation)" presentation mode is one of the "Reach Display" presentation modes in which the variable element of the "Promotion Presentation" is executed after notifying that a small win has been won in the variable element of the "Special Reach."
[0336] Among the presentation modes, the "special variation" presentation mode is a presentation mode that can be selected when the final dynamic display of the second special pattern is executed in the "normal high probability time shortened state", and as a limited presentation mode, a right-hand hit play is executed to execute a notification presentation on the third pattern display device 81 so as to store reserved balls for the dynamic display of the second special pattern, and then a notification is given as to whether the variation presentation is successful or not.
[0337] The value of the stop pattern selection counter C3 is updated periodically (once for each timer interrupt process (see FIG. 40) in the first embodiment), for example. Then, when the ball enters the first start hole 64, the value is stored in the stop pattern selection counter storage area 203d3 of the first reserved area in which the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start hole 64 as the start detection area. Also, when the ball enters the second start hole 71, the value is stored in the stop pattern selection counter storage area 203e3 of the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start hole 71.
[0338] In the pachinko machine 10 of the first embodiment, the stop pattern table 202e that refers to the value of the stop pattern selection counter C3 is configured to differ depending on whether the variable performance is a hit or miss, the current game state, and the number of variable performances (number of reserved balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202e are provided, and are configured to be selected depending on the number of variable performances (number of reserved balls) of both special symbols on hold, etc.
[0339] In the first embodiment, when determining the detailed variation pattern of the variation performance, first, based on the reserved number table 202d provided in the ROM 202, one of the stop pattern tables 202e corresponding to the winning or losing of the variation performance, the current game state, and the current number of the variation performance (reserved ball number) is selected. Then, based on the selected stop pattern table 202e and the value of the stop pattern selection counter C3, a performance mode that is a rough mode of the variation performance is selected. After that, based on the selected performance mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation performance is determined.
[0340] The multiple stop pattern tables 202e are set so that the range of the random number value of the stop pattern selection counter C3 from which the performance mode is selected is different for each stop pattern table 202e. The reason why multiple stop pattern tables 202e are prepared is to change the selection ratio of the performance mode of the variable performance depending on whether the variable performance is a hit or miss, the game state, and the number of reserved balls. That is, the selection ratio of the performance mode is changed depending on (1) whether a jackpot occurs in the variable performance of the acquired third pattern, (2) whether the current game state of the pachinko machine 10 is "normal high probability time shortening state", "normal low probability time shortening state", or "normal game state", and (3) how many reserved balls there are for the reserved variable performance.
[0341] The first reason is to change the expectation of a jackpot for each presentation mode. That is, by configuring the ratio of selection of the stop patterns, i.e., the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between when the jackpot lottery is won and when it is lost, the expectation of a jackpot is changed for each presentation mode. Specifically, for example, when the jackpot lottery is won, the "super reach" presentation mode or the "special reach" presentation mode is easily selected, and when the jackpot lottery is not won, the "non-reach" presentation mode or the "normal reach" presentation mode is easily selected.
[0342] By configuring it in this way, the "super reach" presentation mode and the "special reach" presentation mode can be made to be presentations that are easy to hit, and the "normal reach" presentation mode and the "non-reach" presentation mode can be made to be presentations that are difficult to hit or that do not result in a hit, and the expectation of a hit can be differentiated for each presentation mode. Therefore, when a presentation that is easy to hit appears in the variable presentation, it is suggested to the player that there is a high possibility of a hit occurring while that presentation that is easy to hit is being performed, thereby increasing the interest of the game.
[0343] Specifically, in the pachinko machine 10 of the first embodiment, when the obtained lottery result is a jackpot, the performance mode (stop pattern) which is the general content of the variable performance is selected based on the stop pattern table 202e which makes it easy to select a performance that is likely to result in a jackpot and makes it difficult to select a performance that is unlikely to result in a jackpot. On the other hand, when the obtained lottery result is a miss, the performance mode (stop pattern) of the variable performance is selected based on the stop pattern table 202e which makes it difficult to select a performance that is likely to result in a jackpot and makes it easy to select a performance that is unlikely to result in a jackpot. In this way, when the lottery result of the third symbol is notified to the player in the variable performance, if a performance that is likely to result in a jackpot is being executed, the variable performance makes it easy to generate a jackpot, and if a performance that is unlikely to result in a jackpot is being executed, the variable performance makes it difficult to generate a jackpot, and by providing a difference in the jackpot expected value for each performance mode (stop pattern), the interest in the game can be increased during the execution of the variable performance.
[0344] The second reason is to minimize the number of wasted balls (so-called overflow winnings resulting in no special pattern being drawn) that result from a ball entering the first starting hole 64 when the number of waiting times for the first special pattern changing performance has reached its upper limit, or a ball entering the second starting hole 71 when the number of waiting times for the second special pattern changing performance has reached its upper limit.
[0345] Specifically, the number of waiting times for the first special symbol and the second special symbol variation effects is set to a maximum of four times, and the variation effects are executed for at least a certain time, so that in the game states in which balls are likely to enter the second starting hole 71 in the "normal symbol high probability time shortening state" and the "normal symbol low probability time shortening state", the maximum number of reserved balls for the second special symbol is likely to be reached. In these game states, if a variation effect with a long variation time is selected, balls will frequently enter the second starting hole 71 when the maximum number of reserved balls for the second special symbol has been reached, and even if a ball enters the second starting hole 71 as a condition for granting a profit, the lottery opportunity for the second special symbol cannot be obtained. Also, in the "normal game state", if a variation effect with a long variation time is selected when the maximum number of reserved balls for the first special symbol has been reached, the reserved number of balls for the first special symbol is not consumed during the execution of the variation effect, so that even if a ball enters the first starting hole 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In such a state, the player will judge that he will not get any game value by putting the ball into the first starting hole 64, and will stop shooting balls and suspend the game until the variable performance is exhausted and he can get the reserved balls again. If the game is suspended, the operating rate of the pachinko machine 10 will decrease, which will affect the business of the game center.
[0346] Therefore, in the pachinko machine 10 of the first embodiment, in a game state where the maximum number of reserved balls of the third pattern (first special pattern or second special pattern) is easily reached, or in a number of reserved balls close to (or equal to) the maximum number of reserved balls, the presentation mode of the variable presentation is selected based on the stop pattern table 202e in which a short variable time is likely to be selected. This makes it possible to suppress balls from entering the first start hole 64 or the second start hole 71 in a state where the maximum number of reserved balls of the third pattern (first special pattern or second special pattern) has been reached.
[0347] Furthermore, the third reason is to set the execution time long and delay the end of the variable performance to maintain the state in which the variable performance is being executed for a long time. To be more specific, when the number of reserved balls for the variable performance is small (none), unless a ball is newly inserted into either the first start hole 64 or the second start hole 71 within the variable time of the variable performance being executed, the next variable performance cannot be started, and a demo screen or the like must be displayed on the third pattern display device 81. If the third pattern display device 81 does not perform a variable performance even though the player is playing by shooting a ball, the player cannot get the interest related to the lottery for the big win that the player is looking for, and loses interest in the game. Also, since the third pattern display device 81 does not perform a variable performance, the player may recognize that the pachinko machine 10 is one in which it is difficult to insert a ball into the first start hole 64 or the second start hole 71, and may judge that it is a machine in which it is difficult to obtain game value, and may stop playing with the pachinko machine 10.
[0348] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variable performance is small, the performance mode of the variable performance is selected based on the stop pattern table 202e in which a long variable time is likely to be selected. This makes it difficult for a situation to occur in which the variable performance is not being performed in the third pattern display device 81, and the execution state of the variable performance in the third pattern display device 81 can be maintained for a long time.
[0349] The fourth reason is that in a game state where a right-hand play is performed, the execution time of the variable display of the first special symbol is set to be short, thereby shortening the execution period of the dynamic display of the first special symbol in the game state where the right-hand play is performed. As described above, in the pachinko machine 10 of the first embodiment, right-hand play is recommended in the "normal symbol high probability time shortening state" and the "normal symbol low probability time shortening state", and when the normal electric role 72 is in an open state by the right-hand play, the ball can enter the second starting hole 71, so that the dynamic display of the second special symbol is easily executed. And, the dynamic display of the second special symbol is configured so that a big win (small win) can occur at a rate of about once every six rotations on average.
[0350] On the other hand, during right-hand play, it is difficult to enter the first starting hole 64, and the dynamic display of the first special symbol is difficult to execute. The dynamic display of the first special symbol is configured so that a big win (small win) can only occur once every 300 spins on average. For this reason, during right-hand play, the dynamic display of the first special symbol is difficult to execute compared to the dynamic display of the second special symbol, and is a dynamic display that is difficult to cause a big win (small win). Therefore, in the pachinko machine 10 of the first embodiment, when the dynamic display of the first special symbol that is a miss in the "normal high probability time shortening state" and the "normal low probability time shortening state" is executed, the performance mode of the variable performance is selected based on the stop pattern table 202e in which a short variable time is likely to be selected.
[0351] As a result, in the "normal symbol high probability time shortened state" and the "normal symbol low probability time shortened state", the execution period of the dynamic display of the first special symbol, which is a losing symbol, is shortened, thereby allowing the player to focus only on the changing presentation of the dynamic display of the second special symbol, which is more likely to result in a big win or small win, and preventing the game from dragging on.
[0352] Here, the details of the reserved number table 202d will be described with reference to Fig. 12. Fig. 12(a) is a diagram showing a reserved number table 202d1 for special symbol 1 corresponding to the first special symbol, and Fig. 12(b) is a diagram showing a reserved number table 202d2 for special symbol 2 corresponding to the second special symbol.
[0353] As described above, in the pachinko machine 10 of the first embodiment, when performing a first special symbol variation performance based on the ball entering the first starting hole 64, the reserved number table 202d1 for special symbol 1 is referred to based on the success or failure of the variation performance, the game state at that time, and the total reserved number of the variation performance of the first special symbol at that time, and one of the stop pattern tables 202e1 to 202e5 is selected. Also, when performing a second special symbol variation performance based on the ball entering the second starting hole 71, the reserved number table 202d2 for special symbol 2 is referred to based on the success or failure of the variation performance, the game state at that time, and the total reserved number of the variation performance of the second special symbol at that time, and one of the stop pattern tables 202e1 to 202e6 is selected. Then, the rough performance mode of the variation performance is determined based on one of the selected stop pattern tables 202e1 to 202e6 and the value of the stop pattern selection counter C3.
[0354] Specifically, as shown in the reserved number table 202d1 for special symbol 1 in FIG. 12(a), when a miss is extracted in the "normal game state" and the reserved ball number of the first special symbol is "1 to 3", the A table 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. Also, when a miss is extracted in the "normal game state" and the reserved ball number of the first special symbol is "4", the B table 202e2 (see FIG. 13(b)) of the stop pattern table 202e is selected. On the other hand, when the small win type "time-saving C" is extracted in the "normal game state", the C table 202e3 (see FIG. 14(a)) of the stop pattern table 202e is selected regardless of the reserved ball number. Furthermore, when the small win type "time-saving B" in the "normal game state" is extracted, the D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0355] Next, when a miss is extracted in the "normal high probability time shortening state" or the "normal low probability time shortening state", the E table 202e5 (see FIG. 15(a)) of the stop pattern table 202e is selected regardless of the number of reserved balls. Also, when a small win is extracted in the "normal high probability time shortening state" or the "normal low probability time shortening state", the D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0356] Next, as shown in the reserved number table 202d2 for special symbol 2 in FIG. 12(b), when a miss is extracted in the "normal game state A" and the reserved ball number of the second special symbol is "1 to 3", the A table 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. Also, when a miss is extracted in the "normal game state A" and the reserved ball number of the second special symbol is "4", the B table 202e2 (see FIG. 13(b)) of the stop pattern table 202e is selected. On the other hand, when a big win or small win is extracted in the "normal game state A", regardless of the reserved ball number, the C table 202e3 (see FIG. 14(a)) of the stop pattern table 202e is selected.
[0357] Next, in the fifth spin of the second special symbol in the "normal high probability time shortening state A" or the "normal high probability time shortening state B", the F table 202e6 (see FIG. 15(b)) of the stop pattern table 202e is selected regardless of the lottery result and the number of reserved balls. In addition, in the first to fourth spins of the "normal high probability time shortening state B", when a miss is extracted in the "normal low probability time shortening state" or the "normal game state B", the A table 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected regardless of the number of reserved balls. On the other hand, in the first to fourth spins of the "normal high probability time shortening state B", when a big win or small win is extracted in the "normal low probability time shortening state" or the "normal game state B", the D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0358] In addition, the stop pattern table 202e may be configured to be different according to the number of reserved balls even when the first special symbol is extracted as a miss in the "normal game state" and when the second special symbol is extracted as a miss in the "normal game state A". For example, when the number of reserved balls is large in the case of winning a jackpot, the stop pattern table 202e in which a relatively short variation pattern is likely to be selected may be configured to be selected.
[0359] In this case, for example, in each performance mode in which the "reach display" is executed, a performance mode in which only the time of the variable element of the "high-speed fluctuation" is changed from 10 seconds to only 5 seconds is selected. By configuring in this way, for example, when the variable performance is started in a state in which the maximum reserved ball number of the first special pattern is 4 times, even if the variable element of the "high-speed fluctuation" is executed for 5 seconds, at the time when the variable element of the "high-speed fluctuation" for the 5 seconds ends (the time when the variable element of the "high-speed fluctuation" for the 5 seconds is recognized), the "reach display" may occur in the variable performance. Therefore, even if the variable element of the "high-speed fluctuation" for 5 seconds is executed, by configuring so that a performance mode in which the "reach display" is executed other than the "non-reach (short)" performance mode is executed, it is possible to make it unclear whether the variable element of the "high-speed fluctuation" for 5 seconds is a big hit or a miss at the time of execution of the variable element of the "high-speed fluctuation" for 5 seconds.
[0360] Next, each stop pattern table 202e will be described with reference to Fig. 13. Fig. 13(a) is a diagram showing an example of the A table 202e1 of the stop pattern table 202e, Fig. 13(b) is a diagram showing an example of the B table 202e2 of the stop pattern table 202e, and Fig. 14(a) is a diagram showing an example of the C table 202e3 of the stop pattern table 202e. Fig. 14(b) is a diagram showing an example of the D table 202e4 of the stop pattern table 202e, Fig. 15(a) is a diagram showing an example of the E table 202e5 of the stop pattern table 202e, and Fig. 15(b) is a diagram showing an example of the F table 202e6 of the stop pattern table 202e.
[0361] As shown in Figure 13(a), in table A 202e1 of stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98", "99".
[0362] In addition, in table A 202e1, values of the stop pattern selection counter C3 are not assigned to the ``non-reach (middle)'' presentation mode, the ``non-reach (short)'' presentation mode, the promotion presentation mode, and the ``special change'' presentation mode, and it is set so that none of the ``non-reach (middle)'' presentation modes, ``non-reach (short)'' presentation modes, the promotion presentation mode, and the ``special change'' presentation mode are selected.
[0363] Next, as shown in FIG. 13(b), in table B 202e2 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98, 99".
[0364] In addition, in table B 202e2, values of the stop pattern selection counter C3 are not assigned to the ``non-reach (long)'' presentation mode, the ``non-reach (short)'' presentation mode, the promotion presentation mode, and the ``special change'' presentation mode, and it is set so that none of the ``non-reach (long)'' presentation mode, the ``non-reach (short)'' presentation mode, the promotion presentation mode, and the ``special change'' presentation mode are selected.
[0365] That is, in the A table 202e1, the selection ratios are set as follows: "non-reach (long)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%. Also, in the B table 202e2, the selection ratios are set as follows: "non-reach (middle)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%.
[0366] That is, in the A table 202e1, the "non-reach (long)" presentation mode is selected, and in the B table 202e2, the "non-reach (middle)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in the A table 202e1 and the B table 202e2, each "reach display" is selected at the same rate.
[0367] Therefore, since the A table 202e1 and the B table 202e2 are selected so that the long presentation mode or the middle presentation mode differs only in the "non-reach" presentation mode, it can be said that the A table 202e1 is more likely to have a relatively long variable presentation time than the B table 202e2. In other words, it can be said that the B table 202e2 is more likely to have a short variable presentation time than the A table 202e1.
[0368] In this way, in the "normal game state A" where left-handed play is encouraged, when a losing lottery result is extracted, the presentation mode of the variable performance is selected based on the number of reserved balls of the reserved variable performance. For example, when the number of reserved balls of the variable performance is large, the "non-reach (middle)" presentation mode, which has a relatively short variable performance time, is selected. This makes it possible to increase the execution efficiency of the variable performance by shortening the execution time of the variable performance and increasing the number of executions of the variable performance when the number of reserved balls of the variable performance is large.
[0369] Also, for example, when the number of reserved balls for the variable performance is small, the "non-reach (long)" performance mode, which has a longer variable performance time than the "non-reach (middle)" performance mode, is selected in order to secure the time for the ball to enter the first start port 64 (second start port 71). This makes it possible to perform the "non-reach (long)" performance mode, which has a longer variable performance time than when the "non-reach (middle)" performance mode is selected, making it easier to secure the time for the ball to enter the first start port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variable performance in the third pattern display device 81, the situation in which the variable performance is being executed can be maintained.
[0370] In the first embodiment, when selecting the presentation mode in a missing variable presentation, the stop pattern table 202e selected based on the number of reserved balls in the variable presentation is configured to be different, but the presentation mode is configured to be substantially the same when determining the variable presentation based on the ball entering the first starting hole 64 or the second starting hole 71 and when determining the variable presentation based on the start of the variable presentation based on the ball entering the hole.
[0371] Specifically, for example, in the case of a missing variable presentation, either A table 202e1 or B table 202e2 is selected based on the number of reserved balls for the variable presentation, but the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" presentation mode or the "non-reach (middle)" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, or the "special reach" presentation mode are set to be the same in A table 202e1 and B table 202e2.
[0372] That is, the only difference is whether the "non-reach (long)" presentation mode or the "non-reach (middle)" presentation mode in the "non-reach" presentation mode is selected based on the number of reserved balls in the variable presentation, and the only difference is the time of the variable element of the "high-speed fluctuation," but substantially the same presentation mode is selected. Therefore, the presentation mode selected at the start of winning and the presentation mode selected at the start of fluctuation are substantially the same (same type) presentation modes, even if the game state transitions (for example, the number of reserved balls increases). As a result, even if a pre-reading notice such as a "reserved change notice" is made based on the presentation mode selected at the start of winning, the contents of the variable presentation executed are substantially the same (same type), and it is possible to execute a presentation that does not cause any discrepancy with the contents of the pre-reading notice in the variable presentation that is the subject of the pre-reading notice.
[0373] Next, as shown in FIG. 14(a), in the C table 202e3 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "0" to "2", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "3" to "20", the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "21" to "50", the range of the stop pattern selection counter C3 corresponding to the "normal reach (promotion presentation)" presentation mode is set to "51, 52", the range of the stop pattern selection counter C3 corresponding to the "super reach (promotion presentation)" presentation mode is set to "53" to "69", and the range of the stop pattern selection counter C3 corresponding to the "special reach (promotion presentation)" presentation mode is set to "70" to "99".
[0374] In addition, the C table 202e3 is a stop pattern table 202e selected when a small win occurs in the dynamic display of the first special pattern in the "normal gaming state A", and since a "reach display" always occurs, the "non-reach" presentation mode and the "special variation" presentation mode are set not to be selected.
[0375] Next, as shown in FIG. 14(b), in D table 202e4 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "40" to "99".
[0376] In addition, D table 202e4 is a stop pattern table 202e selected at the time of a small win with the dynamic display of the first special pattern and at the time of a big win with the dynamic display of the second special pattern in the "normal gaming state A", and since a "reach display" always occurs, it is set so that the "non-reach" presentation mode, the promotion presentation mode and the "special variation" presentation mode are not selected.
[0377] Here, as shown in Fig. 14(a) and Fig. 14(b), even if a small win and a big win that can generate a big win state are won in the dynamic display of the first special pattern, the selectable stop pattern table 202e is configured to be different. That is, when a big win state is reached, a maximum of 10 rounds of balls can be won, and when a big win type "time reduction A" that transitions to "normal high probability time reduction state B" after the big win is won, the C table 202e3 of the stop pattern table 202e is referenced, and when a small win type "time reduction C" that transitions to "normal high probability time reduction state A" after the big win is reached, a maximum of 5 rounds of balls can be won, and when a small win type "time reduction C" that transitions to "normal high probability time reduction state A" after the big win is won, the D table 202e4 of the stop pattern table 202e is referenced.
[0378] Therefore, when the dynamic display of the first special pattern, which is mainly executed in the "normal game state A", is won as a small win, more balls can be won through the jackpot game, and the game state to which it transitions after the jackpot is also likely to be a "consecutive win" state, only when it is won that the "normal reach (promotion effect)" presentation mode, the "super reach (promotion effect)" presentation mode and the "special reach (promotion effect)" presentation mode can be selected.
[0379] By configuring it in this way, after the variable element of "Normal Reach", "Super Reach" or "Special Reach" notifies that a small win has been won (i.e., any of the same third symbols among "0", "2", "4", "6" or "8" stops in the pattern columns Z1 to Z3, or the same third symbo...
Claims
[Claim 1] A launching means capable of launching a game ball; A starting ball entry area provided in the game area where the game ball can flow down; A determination means for executing a predetermined determination based on the game ball entering the start ball entry area; A display means for variably displaying a predetermined pattern when a gaming ball enters the starting ball entry area; a variable ball entry means provided in the game area, which can switch between a second state in which it is difficult or impossible for the game ball to enter the game area and a first state in which the game ball can enter the game area from the second state when a specific judgment result is made by the judgment means; and an update means for updating specific information based on the establishment of a predetermined update condition in the variable display, This gaming machine is In a specific game state in which the specific information can be updated by the update means, when the specific information reaches a predetermined updated state, a specific display is performed; When a profit state generating condition is satisfied after the specific display, a predetermined profit state is generated. a notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display, This gaming machine is A specific benefit is generated when the game ball launched by the launching means enters the variable ball entry means in the first state and a predetermined game condition is established, in a predetermined gaming state before the occurrence of the predetermined advantageous state, when the specific judgment result is reached by the judgment means, executing a first predetermined gaming operation thereafter may be more disadvantageous to the player than executing a second predetermined gaming operation; The notification control means a notification switching means for switching the notification mode display so that, when the determination means has reached the specific determination result, the first notification mode display is executed at a predetermined timing that is a predetermined period before the specific information reaches the specific update state, and the second notification mode display is executed at a specific timing that is after the predetermined timing and before the specific information reaches the specific update state, The notification switching is configured to be executable when the game state becomes the predetermined game state, This gaming machine is When the specific determination result is reached in the specific game state, the specific notification mode display is executed in the second notification mode display for the specific determination result, thereby encouraging the player to execute the second specific game operation; This gaming machine is At least, between the predetermined timing and the specific timing when the notification switching is executed, a predetermined game operation notification display that is different from the first notification mode display and the second notification mode display and notifies the player that a predetermined game operation can be executed based on the player's judgment, rather than a game operation instruction display from the gaming machine to the player, can be executed; The notification mode display is The display includes at least a first display element constituting a part of the notification mode display, and a second display element different from the first display element, When the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element is switched and displayed. A gaming machine characterized by:
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