Gaming Machines
By providing a combination of selecting whether to output sound effects and background music in the game console, the problem that the existing technology is difficult to adapt to the diverse tastes of players is solved, and a personalized gaming experience is achieved.
Patent Information
- Application Number
- JP2021076633
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-28
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2041-04-28
AI Technical Summary
Existing consoles are difficult to adapt to the diverse tastes of players, especially in the combination of sound effects and background music.
Provides an option to allow players to choose whether to output a combination of sound effects and background music in the game, and to meet the preferences of different players through different background music types and sound effects settings.
It realizes customizing the gaming experience based on the player's personal preferences, improving the adaptability of the game console and player satisfaction.
Smart Images

Figure 0007658560000001 
Figure 0007658560000002 
Figure 0007658560000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine, and can be applied to so-called "pinball type gaming machines" and "slot machine type gaming machines." [Background technology]
[0002] Generally, a pinball type gaming machine has multiple winning holes such as a starting hole and a big winning hole, and executes a "win / lose judgment regarding a special symbol" based on the game ball entering the starting hole. When this win / lose judgment is executed, the symbol display device displays a variable special symbol for a certain period of time, and then displays a fixed stopped symbol indicating the result of the win / lose judgment. Then, if the fixed stopped symbol displayed on the symbol display device is a "jackpot symbol indicating that the result of the win / lose judgment is a jackpot," a jackpot game is executed to open the big winning hole.
[0003] In addition, this type of gaming machine is equipped with a presentation device (presentation pattern display device, speaker, etc.) in addition to the pattern display device, and executes game presentation in response to the changing display of the special pattern, thereby making the game more exciting. Among these types of gaming machines, there are some that can output background music (BGM) that is output during a specific state (such as during a jackpot gaming state) and sound effects (SE: "SOUND EFFECT") that are output in conjunction with a specified state (such as when a prize is won at a prize slot). In recent years, with the advancement of technology, machines that can output sound effects in conjunction with background music have appeared (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-029875 Summary of the Invention [Problem to be solved by the invention]
[0005] However, with this conventional gaming machine, there are cases where it is not possible to meet the various preferences of players.
[0006] The present invention has been made in consideration of the above-mentioned points, and an object of the present invention is to provide a gaming machine that meets the preferences of players. [Means for solving the problem]
[0007] The gaming machine of the present invention is A gaming machine including, as sounds to be output during a game, at least a sound effect to be output in response to the occurrence of a predetermined state and background music to be output during a specific state, It is possible to select whether or not to output the sound effects in conjunction with the output of the background music. This is the feature (hereinafter referred to as the first feature).
[0008] According to the first feature, for example, a player who does not want to listen to sound effects can select not to output sound effects together with the output of background music, thereby being able to listen to the background music without being disturbed by the sound effects. Also, a player who wants to listen to sound effects can select to output sound effects together with the output of background music, thereby being able to listen to the sound effects along with the background music. In this way, the gaming machine having the first feature can accommodate the preferences of the player.
[0009] The gaming machine according to the first feature may be a pinball type gaming machine or a reel type gaming machine. In the case of a pinball type gaming machine, for example, the occurrence of the "predetermined state" means that an event occurs (happens) in which a gaming ball flowing down the gaming area enters (wins) a predetermined ball entrance (winning entrance) arranged in the gaming area, or the gaming ball passes through a gate or area. In addition, in pinball type gaming machines and reel type gaming machines, the "predetermined state" may also occur when a predetermined pattern or character appears, a predetermined win (winning role) occurs, or a change (change in special pattern or performance pattern) occurs.
[0010] However, in a pinball type gaming machine, a "predetermined state" can be considered to have occurred when an event occurs, such as a gaming ball flowing down a gaming area entering a ball entrance (winning a prize) or a gaming ball passing through a gate or area. This event is an irregular event (an event whose occurrence is difficult for a player to accurately predict), such as a gaming ball entering a ball entrance. This prevents a sound effect (ball entrance sound) from being generated unexpectedly for a player who has selected not to output a sound effect in conjunction with the output of background music. In other words, the significance of the present invention is particularly great in that it prevents a situation in which a player who wants to enjoy background music is taken by surprise and suddenly receives a sound effect (ball entrance sound), causing discomfort (for example, being surprised).
[0011] Furthermore, in the gaming machine according to the first feature, the timing for selecting whether or not to output sound effects in conjunction with the output of background music is not particularly important, but this timing can also be determined as follows: For example, when making various settings related to background music (BGM) (at the time of making various settings), it may be selected whether or not to output sound effects in conjunction with the output of background music.
[0012] In this way, convenience is improved when various settings related to background music are made. Here, various settings related to background music include, for example, settings such as the volume of the background music, and settings (selection) for selecting one of a plurality of background music as the background music. For example, this is highly convenient when there is a need for the player's preferred background music to be output without being disturbed by sound effects, or when there is a need for quiet background music to be output without being disturbed by sound effects.
[0013] In addition, in the gaming machine according to the first feature, It has multiple types of background music that can be output. a selection screen display means for displaying a selection screen for selecting one of the plurality of types of background music; On the selection screen, it is possible to select background music and whether or not to output the sound effects in conjunction with the output of the background music. This may also be a feature.
[0014] When this feature is provided, it is possible to select whether or not to output sound effects while the selection screen is displayed, thereby further improving convenience.
[0015] In the present invention, the "specific state" may be any of the following: during a jackpot game, during a bonus game, or during a jackpot game and a bonus game. In addition, the "specific state" may be exemplified by a state in which a game has not been played for a certain period of time, or a game other than a jackpot game or a bonus game. Here, "during bonus play" may mean either during the time-saving state, during the special probability state, or during both the time-saving state and the special probability state.
[0016] The gaming machine of the present invention is In the gaming machine having the first feature, If you choose not to output the sound effects along with the background music, The sound effect is alternatively notified by a notifying means that is not executed when the sound information is other than the sound information and the sound effect is output in conjunction with the output of the background music. This may be provided as a feature (hereinafter, referred to as a second feature).
[0017] When the second feature is provided, it is possible to notify the occurrence of a predetermined state without outputting a sound effect.
[0018] Here, the "alternative notification to the alarm sound" in the second feature may be, instead of sound, a visually appealing image display, a light-emitting display, a moving object movement, a tactile vibration, etc. It is preferable that these alternative notifications are different from those performed when the sound effect is output.
[0019] The gaming machine of the present invention is In a gaming machine having at least one of the first and second features, When a selection is made not to output the sound effect in conjunction with the output of the background music, a sound effect non-output state is entered; The sound effect non-output state is released when the specific state changes. This may be provided as a feature (hereinafter referred to as the third feature).
[0020] When the third feature is provided, the player does not have to cancel the sound effect non-output state one by one, resulting in a hassle-free gaming machine.
[0021] Here, "a change in a specific state" which is a trigger for canceling the sound effect non-output state refers to, for example, the following cases. For example, examples of such occurrences include (1) the end of a specific state and a change to a non-specific state, (2) the content of the specific state, i.e., the end of a jackpot game and a transition to a bonus game, (3) the end of a bonus game, and (4) the content of a bonus game, i.e., the end of a special state and a transition to a time-saving state. Effect of the Invention
[0022] As described above, according to the present invention, a gaming machine that meets the preferences of players can be obtained. [Brief description of the drawings]
[0023] [Figure 1] 1A is a front view of a pachinko machine 50, and FIG. [Diagram 2] Front view of the game board 1. [Diagram 3] 1 is a rear view of the pachinko machine 50. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine 50. [Diagram 5] 1 is a diagram showing the operation of pachinko machine 50. [Figure 6] (a) and (b) are diagrams showing the relationship between the jackpot pattern of the pachinko machine 50 and the type of jackpot, (c) is a diagram showing the characteristics of the reached time-saving state in the pachinko machine 50, and (d) is a diagram showing the reset timing of the reached counter in the pachinko machine 50. [Figure 7] 1 is a diagram showing the relationship between the losing symbols on a pachinko machine 50 and the game state, etc. [Figure 8] A chart showing the time-saving status granted in pachinko machine 50 [Figure 9] (a) is a time chart showing the start timing of the jackpot time-saving state, (b) is a time chart showing the start timing of the arrival time-saving state, and (c) is a time chart showing the start timing of the specific time-saving state. [Figure 10] 4 is a flowchart showing an outline of a main routine executed by a main control device 80 of a pachinko machine 50. [Figure 11] 13 is a flowchart showing the control contents of the normal pattern start winning confirmation processing executed by the main control unit 80. [Figure 12] The first flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 13]A second flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 14] 1A is a third flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80, and FIG. 1B is a fourth flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 15] 11 is a first flowchart showing the control contents of the normal symbol game processing executed by the main control device 80. [Figure 16] 6A is a second flowchart showing the control contents of the normal symbol game processing executed by the main control device 80; FIG. 6B is a third flowchart showing the control contents of the normal symbol game processing executed by the main control device 80; [Figure 17] 13 is a flowchart of the special pattern winning confirmation process executed by the main control unit 80. [Figure 18] 13 is a first flowchart of the special symbol win / loss determination process executed by the main control unit 80. [Figure 19] Second flowchart of special symbol winning / losing determination process executed by the main control device 80 [Figure 20] 13 is a flowchart of a miss setting process. [Figure 21] 3 is a third flowchart of the special pattern winning / losing determination process executed by the main control unit 80. [Figure 22] 4th flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Diagram 23] 5. A fifth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Figure 24] The sixth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Diagram 25] A diagram for explaining the command to enter the time-saving state and the command to end the time-saving state, etc. [Figure 26] 13 is a first flowchart of the jackpot game processing executed by the main control device 80. [Figure 27] 5 is a second flowchart of the big win game processing executed by the main control device 80. [Figure 28]3 is a third flowchart of the jackpot game processing executed by the main control device 80. [Figure 29] 1A is a flowchart of a detection information transmission process executed by a main control device 80, and FIG. 1B is a diagram showing the relationship between detection information and sound effects. [Diagram 30] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 31] FIG. 4 is an explanatory diagram showing the contents of a selection screen. [Diagram 32] 11A and 11B are explanatory diagrams for explaining the contents of a selection screen, alternative notifications, etc.; [Diagram 33] 11 is a flowchart showing the performance start processing executed by the sub-integrated control device 83. [Diagram 34] 13 is a flowchart showing the performance stop processing executed by the sub-integrated control device 83. [Diagram 35] 13A is a flowchart showing the jackpot start command reception processing executed by the sub-integrated control device 83, and FIG. 13B is a flowchart showing the custom screen display start processing executed by the sub-integrated control device 83. [Diagram 36] 11 is a flowchart showing a song determination process executed by the sub integrated control device 83. [Figure 37] 11 is a flowchart showing an output permission determination process executed by the sub-integrated control device 83. [Figure 38] 13A is a flowchart showing the jackpot main performance start processing executed by the sub-integrated control device 83, and FIG. 13B is a flowchart showing the detection information reception processing executed by the sub-integrated control device 83. [Figure 39] A flowchart showing the jackpot end presentation processing executed by the sub-integrated control device 83. [Diagram 40] FIG. 11 is an explanatory diagram showing the contents of a second embodiment. [Diagram 41] 13A and 13B are explanatory diagrams showing the contents of a second embodiment, and FIG. 13C is an explanatory diagram for explaining a first modified example. [Diagram 42] FIG. 11 is an explanatory diagram for explaining Modification 2. [Diagram 43] FIG. 13 is an explanatory diagram showing the content of Modification 3. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0024] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. Note that the present invention is not limited to the following embodiments, and various modifications may be made within the scope of the present invention.
[0025] (1) Example 1 As shown in Fig. 1(a), a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which is a vertically long fixed outer shell holding frame. Hinges 53 are provided on the top and bottom of the left side of the outer frame 51, and an inner frame 70 shown in Fig. 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be openable and closable relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so as to be freely removable, and a game board 1 shown in Fig. 2 is attached to the inner frame 70 behind the glass plate 61.
[0026] The front frame 52 is configured to be openable and closable with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums. When the inner frame 70 is closed with respect to the outer frame 51 and the front frame 52 is closed with respect to the inner frame 70, a game can be played. When the front frame 52 is opened with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums, the front surface 1a of the game board 1 is opened, and a staff member of the pachinko parlor or the like can carry out work to eliminate any malfunctions that have occurred with the front surface 1a (such as work to eliminate ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.
[0027] Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sounds generated by the pachinko machine 50 are outputted to improve the player's entertainment. In addition, in order to improve the player's entertainment, a plurality of frame side decorative lamps 65 that emit light according to the game status are also provided on the front frame 52. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, a launching device (not shown) is operated, and the game balls supplied from the upper tray 55 are launched toward the game board 1. A performance button 67 that can be operated by the player is provided at approximately the center of the upper part of the upper tray 55. When the player operates the performance button 67 during the valid period, the performance content displayed on the performance pattern display device 6 (described later) changes, and the game sound output by the speaker 66 changes. The performance button 67 is also provided with a jog dial 68 around it, and is configured so that the image for the performance can be changed by rotating the jog dial 68.
[0028] 1(a) and (b), a cross key 69 is disposed to the left of the effect button 67. This cross key 69 includes a central button 69a disposed approximately in the center, a left button 69b disposed to the left of the central button 69a, a right button 69c disposed to the right of the central button 69a, an upper button 69d disposed behind the central button 69a, and a lower button 69e disposed in front of the central button 69a.
[0029] Here, in this embodiment, the cross key 69 is activated during the jackpot start interval. Among the cross key 69, the center button 69a is a button to be pressed when one of the alternative items displayed on the performance pattern display device 6 is to be determined to be the item surrounded by the "selection specific part (select pointer) R" (see Figs. 31 and 32, etc.). The left button 69b is a button to be pressed when one wishes to move the position of the "selection specific part R" to the left. On the surface of the left button 69b, a guide display P1 is provided that indicates the moving direction (i.e., leftward) of the "selection specific part R" when the button is pressed. Furthermore, the right button 69c is a button to be pressed when one wishes to move the position of the "selection specific part R" to the right. On the surface of the right button 69c, a guide display P2 is provided that indicates the moving direction (i.e., rightward) of the "selection specific part R" when the button is pressed.
[0030] Additionally, the up button 69d is a button that is pressed when it is desired to move the position of the "selected specific part R" upward. A guide display P3 is provided on the surface of this up button 69d, indicating the direction in which the "selected specific part R" will move when the button is pressed (i.e., upward). Additionally, the down button 69e is a button that is pressed when it is desired to move the position of the "selected specific part R" downward. A guide display P4 is provided on the surface of this down button 69e, indicating the direction in which the "selected specific part R" will move when the button is pressed (i.e., downward).
[0031] This pachinko machine 50 is a so-called CR machine, and is equipped with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is equipped with a CR settlement display device having a loan button 57, a settlement button 58, and a balance display 59.
[0032] FIG. 2 is a front view of the game board 1 of the pachinko machine 50 of this embodiment. This game board 1 has a roughly circular game area 3 surrounded by known guide rails 2a, 2b, which is divided into a first game area portion 3L and a second game area portion 3R by a center case 5 located approximately in the center. The left side of the center case 5 is the first game area (hereafter referred to as the left hitting area) 3L, and the right side is the second game area (hereafter referred to as the right hitting area) 3R. A game ball that reaches the T part shown in the figure with a launch power of a predetermined force or more rolls on the guide path 3p, reaches the right hitting area 3R, and flows down the right hitting area 3R. On the other hand, a game ball that does not reach the T part because the launch power of the game ball is less than the predetermined value flows down the left hitting area 3L (the left side of the center case 5). Note that a large number of game nails are planted in the game area 3 (left hitting area 3L, right hitting area 3R) (not shown).
[0033] The center case 5, like known ones, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen 6a of the performance pattern display device 6. A special drawing 1 start port (hereinafter referred to as the first start port) 11 is located under the center case 5. In addition, four regular winning ports 13 are provided to the left of the first start port 11. These regular winning ports 13 are regular winning ports in which the winning rate does not change and balls can always be won. A normal symbol activation gate 17 is located in the right-hand hitting area 3R on the right side of the center case 5. In the right-hand hitting area 3R, a normal electric device 12A is arranged under the normal symbol operation gate 17. In addition, a special symbol 2 start hole (hereinafter referred to as the second start hole) 12 is provided inside the normal electric device 12A, so that a game ball that has entered inside the normal electric device 12A can enter the second start hole 12.
[0034] The normal electric prop 12A is provided with a pair of left and right wings 12t for opening and closing it, and these wings 12t are rotatable about a fulcrum on the lower end side, and the normal electric prop 12A is closed by narrowing the gap between the upper ends of the pair of wings 12t. When the normal electric device 12A is in the closed state, a gap is formed between the upper ends of the pair of wing pieces 12t that allows the passage of approximately one game ball, but an obstacle member 12s that prohibits the passage of the game ball is provided directly above the gap formed by the upper ends. Therefore, when the normal electric device 12A is in the open state, the game ball that has flowed down the right hitting area 3R may enter the normal electric device 12A and enter the second starting hole 12, but when the normal electric device 12A is in the closed state, it is impossible for the game ball to enter the normal electric device 12A (second starting hole 12). However, the obstacle member 12s may be removed from the upper part of the pair of wing pieces 12t, etc., so that the game ball can enter the normal electric device 12A (second starting hole 12) even when the normal electric device 12A is in the closed state.
[0035] In addition, when the interval between the upper ends of the pair of wings 12t is widened, the normal electric device 12A is opened. In other words, when the normal electric device 12A is opened, the pair of wings 12t is in a substantially inverted-H state when viewed from the front, the interval between the upper ends is widened to a number of diameters of a game ball, and the interval between the upper ends of each wing piece 12t and the obstacle member 12s is wider than the diameter of a game ball. Moreover, the opposing surfaces of the pair of wings 12t on the left and right constitute guide surfaces that guide the game ball that has reached the upper periphery of the second starting hole 12 into the inside of the second starting hole 12. Therefore, when the normal electric device 12A is opened, the game ball that flows down to the upper periphery of the normal electric device 12A (the upper ends of the pair of wings 12t) is more likely to enter the second starting hole 12.
[0036] In addition, a large prize opening 14 is located to the lower left of the normal electric device 12A (second starting opening 12), and a first starting opening (first starting winning device) 11 is located directly below the center case 5 and to the left of the large prize opening 14. The first starting hole 11 is configured to make it difficult for game balls that have flowed down the right hitting area 3R to enter the hole, due to the installed game nails (not shown) and the large center case 5 arranged in the approximate center of the game area 3. As a result, only game balls that have flowed down the left hitting area 3L can enter the hole. In other words, the possibility of game balls that have flowed down the right hitting area 3R entering the hole 11 is low.
[0037] At the bottom of the right-hand hitting area 3R, there are arranged a normal symbol display device 7 consisting of multiple LEDs, a normal symbol reserved number display device 8, a first special symbol display device 9 consisting of a 7-segment display device, a second special symbol display device 10, a first special symbol reserved number display device 18 consisting of multiple LEDs, and a second special symbol reserved number display device 19. It becomes difficult for the player to reliably recognize the display contents of the various display devices arranged in this position, and the player will play while paying attention to the display contents of the performance symbol display device 6.
[0038] By configuring the game board 1 as described above, the first special pattern (hereinafter also referred to as the first special pattern) in the first special pattern display device 9 starts to change based on the game ball that has flowed down into the left hitting area 3L entering the first start hole 11 (the first start hole switch 11a (see Figure 4) detects the game ball), and stops after a predetermined time. When a game ball is made to flow down into the right-hand hitting area 3R, the game ball enters the normal symbol operation gate 17 (the normal symbol operation switch 17a (see FIG. 4) detects the game ball), and based on this, the normal symbol (hereinafter also referred to as the normal symbol) starts to be displayed variably on the normal symbol display device 7, and the normal electric role solenoid 12b (see FIG. 4), which will be described later, is driven according to the state of the normal symbol (won or lost) that stops after a predetermined time. In other words, when the normal symbol winning state (winning symbol) is displayed stopped on the normal symbol display device 7 and the normal electric role solenoid 12b is driven, the wing piece 12t of the second start hole (normal electric role 12A) opens almost synchronously, and the ball enters the second start hole 12 (detection of the second start hole switch 12a (see FIG. 4)) is made possible. When a game ball enters the second start hole 12 (the second special pattern start switch 12a (see Figure 4) detects the game ball), the second special pattern (hereinafter also referred to as the second special pattern) begins to change and is displayed in the second special pattern display device 10, and stops after a predetermined time.
[0039] During the fluctuation of the first special pattern and the second special pattern, the performance mode linked to the fluctuation of each special pattern (hereinafter also referred to as special pattern) is displayed on the performance pattern display device 6. In addition, the first special pattern and the second special pattern do not change at the same time, and the fluctuation of the second special pattern (win / lose judgment) is carried out with priority regardless of the order of balls entering the first starting hole 11 and the second starting hole 12. Specifically, if there is a reserved memory of the first special pattern, the fluctuation of the second special pattern stops, and the state becomes one in which there is no reserved memory of the second special pattern, and the fluctuation of the reserved memory of the first special pattern (win / lose judgment) begins. This point will be described later. However, unlike this embodiment, the first special pattern and the second special pattern may be changed in the order in which the balls enter the first starting hole 11 and the second starting hole 12, or the first special pattern and the second special pattern may be changed simultaneously.
[0040] A large prize opening solenoid 14b (see FIG. 4), which will be described later, is driven according to the state in which the first special symbol and the second special symbol are determined and displayed. When the large prize opening solenoid 14b is driven, the door member 14t of the large prize opening 14 opens almost synchronously, and the game ball can enter the large prize opening 14 (the count switch 14a (see FIG. 4) detects the game ball). That is, a door member (opening / closing member) 14t is supported at the bottom end of the big prize opening 14 so as to be tiltable, and in a non-special game state (when neither a big prize game nor a small prize game described later is being played), the big prize opening 14 is closed by the door member 14t and game balls cannot be inserted. On the other hand, in a special game state (a big prize game, etc.), the door member 14t tilts (tilts toward the player facing the game board 1), and the big prize opening 14 is opened and game balls can be inserted.
[0041] As described above, since the normal symbol operation gate 17, the second start hole 12, and the big prize hole 14 are arranged in the right-hand hitting region 3R (to the right of the center case 5), when the special game state (big win game state, etc.) and the time-saving state (big win time-saving state, specific time-saving state, and arrival time-saving state) are entered, the launch handle 64 is adjusted (the launch power of the game balls is adjusted to a predetermined force or more) so that all of the launched game balls reach the right-hand hitting region 3R. On the other hand, since the first start hole 11 is arranged almost directly below the center case 5, and in the non-open extension state (non-time-saving state, i.e., normal state), the frequency of the normal electric role 12A (second start hole 12) being in the open state is low (much lower than the open extension state (time-saving state)), the launch handle 64 is adjusted (the launch power of the game balls is adjusted to less than a predetermined force) so that all of the launched game balls reach the left-hand hitting region 3L. In the present pachinko machine 50, the opening extension function operates in the time-saving state (jackpot time-saving state, specific time-saving state, and reach time-saving state), and therefore, the time-saving state is sometimes referred to as the opening extension state. A large number of game pegs (not shown) are planted in the game area 3 of the game board 1, and an outlet 2d is provided at the bottom of the board surface.
[0042] As shown in FIG. 3, the back side of the pachinko machine 50 has an inner frame 70, which is detachably attached to the game board 1, housed in the outer frame 51. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 through the tank rail 72 by the payout device 73 to the upper tray 55. In addition, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided on the back side of the pachinko machine 50. The performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control devices.
[0043] The main control device 80, the performance symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Although the launch control device 84 is not shown in FIG. 3, the launch control device 84 is provided below the payout control device 81. An external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent to a hall computer (not shown) from this external connection terminal 78. Conventionally, two types of external connection terminals 78 for sending signals to the hall computer are used: one for the board (a terminal for outputting signals output from the game board side to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). In this embodiment, a signal indicating the game status and game results is sent to the hall computer via one external connection terminal 78.
[0044] In addition, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. When the inner frame 70 is closed relative to the outer frame 51, the inner frame opening switch 36 (see FIG. 4) is turned ON, and when the inner frame 70 is open relative to the outer frame 51, the inner frame opening switch 36 is turned OFF. Furthermore, the glass frame opening switch 35 can be provided on the back side of the inner frame 70.
[0045] The electrical configuration of this pachinko machine 50 is centered around the main control device 80, as shown in the block diagram of Figure 4. Although not shown in detail, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input port, output port, etc. In addition, in response to an interrupt signal with a 2 ms or 4 ms cycle, the CPU of each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM, and various controls are executed. The main control device 80 also has a random number counter that extracts (generates) various random numbers, etc. In addition, in this embodiment, the launch control device 84 is not provided with a CPU, ROM, or RAM. However, this is not limited to this, and the launch control device 84 may be provided with a CPU, ROM, RAM, etc.
[0046] The main control device 80 receives detection signals from a first start port switch 11a which detects a game ball that has entered the first start port 11, a second start port switch 12a which detects a game ball that has entered the second start port 12, a normal pattern activation switch 17a which detects a game ball that has entered a normal pattern activation gate 17 which activates a normal pattern, a count switch 14a for counting game balls that have entered the special prize port 14, and a general prize port switch 13a which detects game balls that have entered the general prize port 13.
[0047] The main control unit 80 operates according to a program installed therein, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. In addition, the main control device 80 controls the display of the first special pattern display device 9 and the second special pattern display device 10, which are connected via the pattern display device relay terminal board 90, and the lighting of the first special pattern reserved number display device 18, the second special pattern reserved number display device 19, the normal pattern display device 7, and the normal pattern reserved display device 8.
[0048] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the normal electric device (second starting opening 12) by controlling the normal electric device solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing the fluctuation of symbols, the big win (also called special game), etc. are output to the external connection terminal 78 and sent to the hall main computer 87. The main control device 80 and the payout control device 81 are capable of two-way communication.
[0049] The payout control device 81 operates the payout motor 20 in response to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a detection signal from the payout switch 21 may be input to the main control device 80 and the payout control device 81, and the payout balls may be counted by both the main control device 80 and the payout control device 81.
[0050] The payout control device 81 stops the payout motor 20 and stops the payout operation of the prize balls when the full switch 22 and the ball out switch 23 input a signal indicating that the lower tray 63 is full, and when the ball out switch 23 inputs a signal indicating that there are few or no game balls in the ball tank. The full switch 22 and the ball out switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.
[0051] The payout control device 81 also communicates with the prepaid card unit via the CR unit terminal board 24 to operate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.
[0052] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are paid out, but the game balls generated in response to winning or the like may be stored without being paid out.
[0053] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.
[0054] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, and sends the commands for performance display control to the performance pattern control device 82, and distributes the commands for sound control and lamp control to each control part contained in it (functional parts as sound control device and lamp control device).
[0055] The functional unit as a voice control device (represented as a voice control unit 83a in FIG. 4) controls the voice output from the speaker 66 by operating the sound LSI based on the data for voice control, that is, controls the volume and the type of sound (for example, the type of notification sound, control of setting suggestion sound, etc.) etc. The functional unit as a lamp control device (represented as a lamp control unit 83b in FIG. 4) controls various LEDs and lamps 26 by operating a lamp driver based on the data for lamp control.
[0056] In addition, the sub-integrated control device 83 is connected to the effect button 67, the jog dial 68, and the cross key 69, and when the player operates the effect button 67, the jog dial 68, or the cross key 69, the operation signal is input to the sub-integrated control device 83. The jog dial 68 may be configured to be connected to the effect symbol control device 82. The sub-integrated control device 83 and the performance pattern control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and displays performance images such as performance patterns on the screen 6a of the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance pattern control device 82 are separated into separate devices, but they may also be integrated into a single device.
[0057] The power supply board 85 (see FIG. 3) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power supply, and supplies power to each component of the pachinko machine 50 by operating a power switch provided on the power supply board 85. The power supply board 85 is equipped with a backup power supply consisting of a capacitor and the like, and stores power in the backup power supply while power is being supplied from the AC power supply. As a result, during a power outage, power is supplied to the main control device 80 and the like (for example, the RAM of the main control device 80, etc.), and data in the RAM of the main control device 80 is retained for a certain period of time even after the power supply from the AC power supply is stopped. The backup power supply may be provided in the main control device 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to a device equipped with a backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with a backup power supply when the power supply is stopped.
[0058] The basic specifications of the pachinko machine 50 of this embodiment will be described with reference to FIG. The pachinko machine 50 of this embodiment is a so-called "high probability machine," and the probability of a jackpot for the first special symbol and the second special symbol in a high probability state is about 10 times that of a jackpot for the first special symbol and the second special symbol in a normal probability state (where the jackpot determination probability is normal). In other words, the jackpot determination probability in the normal probability state is "1 / 300," and the jackpot determination probability in the high probability state is "1 / 30."
[0059] The number of winning balls that can be won by winning the first starting hole 11 and the second starting hole 12 is four, and the number of winning balls that can be won by winning the other winning hole 13 is ten. Also, the number of winning balls that can be won by winning the large winning hole 14 is ten. Furthermore, the number of winning balls that can be won by winning the large winning hole 14 is ten, and the number of winning balls that can be won by winning the normal electric role (second starting hole 12) is nine (not shown in FIG. 5).
[0060] The winning probability of a normal pattern is set to 1 / 6 in the non-open extended state (non-time-saving state), and 5 / 6 in the open extended state (time-saving state). The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-open extension state (non-time-saving state), and "twice every 1 second" in the open extension state (time-saving state). The normal pattern change time is an average of 5 seconds in a non-open extended state and 1 second in an open extended state.
[0061] In the pachinko machine 50, a hit / miss judgment of a first special symbol (hereinafter referred to as a first hit / miss judgment) is executed based on a ball entering the first starting hole 11. Also, a hit / miss judgment of a second special symbol (hereinafter referred to as a second hit / miss judgment) is executed based on a ball entering the second starting hole 12.
[0062] When the first hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the first special pattern and the change pattern (a change pattern that specifies the time during which the first special pattern is changed and displayed) are determined by random number lottery, and the first special pattern display device 9 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the first special pattern has elapsed, the stopping pattern (confirmed pattern) of the first special pattern is displayed on the first special pattern display device 9, and the performance pattern corresponding to the first special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the first hit / miss judgment is notified.
[0063] In addition, when the second hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the second special pattern and the change pattern (a change pattern that specifies the time during which the second special pattern is changed and displayed) are determined by random number lottery, and the second special pattern display device 10 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the second special pattern has elapsed, the stopping pattern (confirmed pattern) of the second special pattern is displayed on the second special pattern display device 10, and the performance pattern corresponding to the second special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the second hit / miss judgment is notified.
[0064] When the result of the first special symbol hit / miss judgment (first hit / miss judgment) or the second special symbol hit / miss judgment (second hit / miss judgment) is a jackpot, the special symbols are displayed in a variable manner for a predetermined time, and then the special symbols (first special symbol, second special symbol) are displayed as a jackpot symbol (special symbol 1_jackpot symbol 1, special symbol 1_jackpot symbol 2, special symbol 2_jackpot symbol 1, or special symbol 2_jackpot symbol 2). This causes the condition device to operate, which in turn operates the role-playing device to open the jackpot opening 14 in a predetermined manner, thereby executing a jackpot game.
[0065] When the result of the first special symbol hit / miss judgment (first hit / miss judgment) or the second special symbol hit / miss judgment (second hit / miss judgment) is a jackpot, the special symbols are displayed in a variable manner for a predetermined time, and then the special symbols (first special symbol, second special symbol) are displayed as a jackpot symbol (special symbol 1_jackpot symbol 1, special symbol 1_jackpot symbol 2, special symbol 2_jackpot symbol 1, or special symbol 2_jackpot symbol 2). This causes the condition device to operate, which in turn operates the role-playing device to open the jackpot opening 14 in a predetermined manner, thereby executing a jackpot game.
[0066] In the pachinko machine 50 of this embodiment, when the result of the first hit / miss judgment is a hit, as shown in FIG. 6(a), there is a 50% chance that the stopping pattern (the jackpot pattern that is displayed as a confirmed hit) will be "Special pattern 1_jackpot pattern 1 (8R jackpot pattern)," and there is a 50% chance that the stopping pattern will be "Special pattern 1_jackpot pattern 2 (8R jackpot pattern)." In addition, if the result of the second hit / miss judgment is a hit, there is a 50% chance that it will be designated as "Special chart 2_jackpot pattern 1 (10R jackpot pattern)" and a 50% chance that it will be designated as "Special chart 2_jackpot pattern 2 (10R jackpot pattern)."
[0067] Here, "Special chart 1_jackpot pattern 1" and "Special chart 2_jackpot pattern 1" are so-called "probable jackpot patterns", and when these probable jackpot patterns are displayed, the corresponding jackpot game is executed, and then the game state of the pachinko machine 50 transitions to a high probability state and an extended open state (time-saving state). This high probability state and extended open state (hereinafter referred to as the high probability / time-saving state) will continue after a jackpot game until the number of times the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) for the special pattern is performed reaches 50, or until the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot.
[0068] After transitioning to the high probability / time-saving state, when the number of times the hit / miss judgment regarding the special symbol is performed reaches 50 times, the game state of the pachinko machine 50 transitions to the normal probability state and open extension state (hereinafter referred to as the normal probability / time-saving state). This normal probability / time-saving state continues after a jackpot game until the number of times the hit / miss judgment for the special symbol is performed reaches 100 or the result of the hit / miss judgment is a jackpot. Then, when the normal probability / time-saving state ends, the game state returns to the normal probability / non-open extension state (hereinafter referred to as the normal probability / non-time-saving state), that is, the normal state.
[0069] In addition, "Special chart 1_jackpot pattern 2" and "Special chart 2_jackpot pattern 2" are so-called "normal jackpot patterns", and when these normal jackpot patterns are stopped and displayed, the corresponding jackpot game is executed, and then the game state of the pachinko machine 50 transitions to the normal probability / time-saving state. This normal probability / time-saving state will continue until the number of times the special symbol hit / fail judgment is performed after the jackpot game reaches 100 or the result of the hit / fail judgment is a jackpot. Then, when the normal probability / time-saving state ends, the game state will return to the "normal probability / non-time-saving state", that is, the normal state.
[0070] In the following explanation, when the result of the win / loss judgment is a jackpot and the jackpot game is played, the time-saving state to which the player enters may be referred to as the "jackpot time-saving state (a time-saving state)" based on the cause of the transition. In addition, this jackpot time-saving state (a time-saving state) is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the variable time-saving function that shortens the average fluctuation time of the special and normal patterns is activated (i.e., a state in which time-saving control is performed), and the non-time-saving state is a state in which the opening extension function and variable time-saving function are not activated (i.e., a state in which time-saving control is not performed).
[0071] Also, as shown in Figure 6(c) in this pachinko machine 50, when the game state is in the normal probability state (whether it is in the non-time-saving state or the time-saving state) and the number of times that the "win / lose judgment regarding the special pattern (first win / lose judgment or second win / lose judgment)" is executed without resulting in a jackpot reaches "900 times (prescribed number of times reached)," the game state transitions to the normal probability / time-saving state (hereinafter, this time-saving state may be referred to as the b-time-saving state) (see Figure 9(b)).
[0072] In other words, when the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed in the normal probability state reaches the specified number of times, the game will transition to the normal probability / extended open state (b time-saving state) without going through a jackpot game. This normal probability / time-saving state (b time-saving state) will continue until the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed after the transition to the normal probability / time-saving state (b time-saving state) reaches "900 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot.
[0073] In the following explanation, the time-shortening state (time-shortening state b) to which a transition occurs when the number of correct / incorrect judgments (first correct / incorrect judgment or second correct / incorrect judgment) reaches a specified number of times may be referred to as the ``reached time-shortening state'' based on the cause of the transition. Here, as shown in FIG. 6(d), the specified number of times reached is the number of times the special pattern changes counted from the "RAM clear process" that initializes the RAM installed in the main control unit 80 or "after a jackpot occurs (after a jackpot game is executed)", that is, the number of "win / lose determinations regarding the special pattern" that are executed under normal probability conditions without the result of the win / lose determination resulting in a jackpot.
[0074] In the embodiment, the number of times the specified number of times is reached is not particularly limited as long as it is a value (a value exceeding 300) that exceeds the "reciprocal" of the jackpot probability (1 / 300). In other words, if a jackpot is not generated even if the hit / miss judgment is performed a number of times that exceeds the "reciprocal" of the jackpot probability in the normal probability state, the player is considered to be "stuck" and is shifted to a time-saving state in order to rescue the player who continues to play normally. More specifically, when the jackpot probability is "1 / 300", for example, the number of times can be 301 times or more, particularly 700 times or more, or any number between 750 and 900 times.
[0075] In this embodiment, when the game transitions to the "reach time reduction (b time reduction state)", it is possible to obtain a much larger number of time reductions than in the big win time reduction (a time reduction state). Here, the number of hit / miss judgments that can be performed while maintaining the b time reduction state (900 times) is referred to as the number of time reductions in the b time reduction state. However, unlike this embodiment, when transitioning to the jackpot time-saving state (a time-saving state), a greater number of time-saving periods may be awarded than in the "attainment time-saving state (b time-saving state)."
[0076] The arrival time-saving state (b time-saving state), like the jackpot time-saving state (a time-saving state), is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-saving function that shortens the average fluctuation time of the special and normal patterns is activated.
[0077] In the pachinko machine 50 of this embodiment, when the game state is not in the time-saving state as shown in Fig. 7(a) and when the game state is in the time-saving state as shown in Fig. 7(b), if the result of the first win / loss judgment is a miss, "special chart 1_missing pattern 1" or "special chart 1_missing pattern 2" is displayed as the missing pattern. Also, when the result of the first win / loss judgment is a miss, the probability that the missing pattern is set to "special chart 1_missing pattern 1" (probability of being selected by random number lottery) is "149 / 150", and the probability that the missing pattern is set to "special chart 1_missing pattern 2" (probability of being selected by random number lottery) is "1 / 150". Here, "Special chart 1_missing pattern 1" constitutes a specific example of a non-specific missing pattern (non-specific pattern), and "Special chart 1_missing pattern 2" constitutes a specific example of a specific missing pattern (specific pattern).
[0078] Then, as shown below, when a specific losing symbol (specific symbol) is displayed under a predetermined condition (non-time-saving state), a specific losing symbol occurs. Here, the occurrence of a specific losing symbol, that is, the selection of a specific losing symbol as a losing symbol under a predetermined condition (non-time-saving state), corresponds to a "specific time-saving winning".
[0079] Here, in this embodiment, the specific pattern is set as one aspect of the losing pattern (special pattern 1_losing pattern 2), but in the present invention, the specific time-saving pattern may be set regardless of the losing pattern. For example, if the result of the hit / miss judgment regarding the special pattern is not a big hit, it may be judged whether or not the specific time-saving winning is a win, and if it is a win, the specific pattern may be selected as the stopping pattern, and if it is not a win, a non-specific time-saving pattern may be selected as the stopping pattern.
[0080] In addition, if the result of the second hit / miss judgment is a miss, as shown in Fig. 7(c), "Special chart 2_missing chart 1" is displayed as a miss pattern. Note that, if the result of the second hit / miss judgment is a miss, the probability that the miss pattern is set to "Special chart 2_missing chart 1" is "100%, and this "Special chart 2_missing chart 1" constitutes a specific example of a non-specific miss pattern. In this embodiment, the first special symbol includes a specific losing symbol (specific losing symbol), but the second special symbol does not include a specific losing symbol (specific symbol). However, the second special symbol may include a specific losing symbol.
[0081] When the game state is in the non-time-saving state, if a specific losing symbol (special symbol 1_losing symbol 2) is stopped (determined), a specific losing occurs (i.e., a specific time-saving win occurs), and as shown in FIG. 6(a), the game state of the pachinko machine 50 transitions to a normal probability state and time-saving state (time-saving state c) without executing a jackpot game (without going through a jackpot game). This normal probability and time-saving state (time-saving state c) continues after transitioning to the state (time-saving state c) until the number of times that the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) regarding the special symbol is executed reaches 50 times or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot (see FIG. 9(c)). Here, the number of hit / miss judgments that can be executed while maintaining the time-saving state c (50 times) is called the number of time-saving times in the time-saving state c.
[0082] Based on the specific losing pattern (specific pattern) being displayed, the "normal probability state and time-saving state" to which the game transitions without going through a jackpot game is the specific time-saving state (c time-saving state). Note that even if a non-specific losing pattern is stopped (determined), this does not trigger a transition to the time-saving state. Then, when this normal probability / time-saving state (c time-saving state) ends, the game state becomes a normal probability / non-time-saving state (normal state).
[0083] This specific time-saving state (c time-saving state), like the jackpot time-saving state (a time-saving state), is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-saving function that shortens the average fluctuation time of the special and normal patterns is activated. Here, the time-saving state (c time-saving state) in which the specific loss pattern (special pattern 1_loss pattern 2) is displayed as a confirmed one and the transition is made without executing a jackpot game is called the "specific time-saving state" and may be distinguished from other time-saving states (a time-saving state and b time-saving state) that have different activation triggers.
[0084] On the other hand, in this embodiment, as shown in Fig. 7(b), when the game state is in the time-saving state (either the a time-saving state, the b time-saving state, or the c time-saving state), even if the specific miss pattern (special pattern 1_miss pattern 2) is displayed as a confirmed display, it is not treated as a specific miss, but as a simple miss. In other words, even if the specific miss pattern (special pattern 1_miss pattern 2) is displayed as a confirmed display when the game state is in the time-saving state, it does not become the specific time-saving state. That is, in this embodiment, when the game state is in the time-saving state (either the a time-saving state, the b time-saving state, or the c time-saving state), if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as confirmed, the number of time-saving times is maintained as it is, and is not newly added with 50 times. For example, when the number of win / loss judgments that can be performed while maintaining the time-saving state (remaining number of times) is 20, even if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as stopped (confirmed), the number of time-saving times is not "20 times + 50 times" but is maintained as "20 times".
[0085] In addition, when the game state is in the time-saving state (time-saving state a, time-saving state b, or time-saving state c), if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as confirmed, it may not be treated as a simple loss. For example, when the game state is in the time-saving state (time-saving state a, time-saving state b, or time-saving state c), when a specific losing symbol is displayed as confirmed, the remaining number of times of winning / losing judgment that can be performed in the ongoing time-saving state and the number of time-saving times of the time-saving state (specific time-saving state) that are granted when the specific losing symbol is stopped and displayed may be compared, and if the number of time-saving times is greater than the remaining number, the remaining number of times may be updated with the number of time-saving times (50 times) that are to be granted when the game state transitions to the time-saving state c.
[0086] For example, when the remaining number of times that can be performed in the ongoing time-saving state is "60 times," the remaining number is maintained even if a specific loss symbol is displayed as a confirmed result, and when the remaining number of times that can be performed in the ongoing time-saving state is "20 times," the remaining number may be updated to "50 times" even if a specific loss symbol is displayed as a confirmed result. In this way, even if a specific loss symbol is displayed as a confirmed result, the remaining number of times that can be performed in the ongoing time-saving state is not reduced, so the player is not disadvantaged.
[0087] However, unlike this embodiment, when the game state is in the time-saving state, the specific losing symbol (special symbol 1_losing symbol 2) itself may not be selected and may not be displayed as confirmed. For example, when the game state is in the time-saving state, if the result of the first win / loss judgment is a loss, the probability of setting "special symbol 1_losing symbol 1" as the losing symbol (probability of being selected by random number lottery) may be "150 / 150".
[0088] Here, with reference to FIG. 8, the "game state at the time when a trigger for transition to the time-saving state occurs" and the "type of time-saving state to be transitioned to" will be described. Regardless of whether the game state is "normal probability / non-time-saving state (so-called normal state)", "a time-saving state", "b time-saving state", or "c time-saving state", when the jackpot pattern is confirmed and displayed, it is possible to transition to "a time-saving state" via the jackpot game.
[0089] In addition, when the game state is "normal probability non-time-saving state (so-called normal state)", "time-saving state a", or "time-saving state c", if a transition opportunity to the reached time-saving state (time-saving state b) occurs, it is possible to transition to the reached time-saving state (time-saving state b) without going through a jackpot game. Note that when the game state is the reached time-saving state (time-saving state b), it is considered unrealistic to generate a transition opportunity to the reached time-saving state (time-saving state b). In other words, the possibility of a situation where the probability of a jackpot is 1 / 300, the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over 900 times, the game transitioning to a time-saving state (time-saving state b), and in this time-saving state (time-saving state b), the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over another 900 times, in other words, the possibility of a situation where the probability of a jackpot is 1 / 300 and there being no jackpot over 1,800 times, is quite low.
[0090] It is also possible to set up the time-saving state to only operate once before a jackpot (jackpot game) occurs, in which case the result of 900 hit / miss judgments (hit / miss judgments regarding the special pattern) in the time-saving state will not result in a jackpot, and a configuration is conceivable in which the state will not transition to the time-saving state even if hit / miss judgments (hit / miss judgments regarding the special pattern) are made again for 900 times after the time-saving state ends. Furthermore, when the game state is in the "normal probability non-time-saving state (so-called normal state)", if a transition opportunity to the specific time-saving state (time-saving state c) occurs, it is possible to transition to the specific time-saving state (time-saving state c) without going through a jackpot game. In contrast, when the game state is in the "time-saving state a" or "time-saving state b", even if a specific miss pattern is displayed, the game does not transition to the "time-saving state c" anew, but rather the continuous time-saving state is maintained.
[0091] In this embodiment, even if special chart 1_missing pattern 2 is displayed as a confirmed symbol in the time-saving state, there is no transition to a new specific time-saving state (c time-saving state). However, if special chart 1_missing pattern 2 (specific missing pattern) is displayed as a confirmed symbol in the final change of the time-saving state (the final change in which a change display can be executed in the time-saving state, i.e., a change started with one remaining turn), a transition to the c time-saving state may be made.
[0092] Next, using Figures 6(a) and (b), we will explain the content of the jackpot game that is executed when the result of the hit / miss judgment (first hit / miss judgment, second hit / miss judgment) regarding the special pattern is a jackpot, and the game state to which the player enters after the jackpot game is executed.
[0093] As shown in Fig. 6(a), when the result of the first hit / miss judgment is a hit, and "Special chart 1_hit pattern 1 (8R hit pattern)" is displayed, an 8R hit pattern occurs, and an "8R hit game" is executed. Also, when the result of the first hit / miss judgment is a hit, and "Special chart 1_hit pattern 2 (8R normal hit pattern)" is displayed, an 8R normal hit occurs, and an "8R hit game" is executed.
[0094] As shown in Fig. 6(b), when the result of the second hit / miss judgment is a hit and "Special chart 2_hit pattern 1 (10R normal hit pattern)" is displayed, a 10R sure hit occurs and a "10R hit game" is executed. Also, when the result of the second hit / miss judgment is a hit and "Special chart 2_hit pattern 2 (10R normal hit pattern)" is displayed, a 10R normal hit occurs and a "10R hit game" is executed. Here, in the "8R jackpot game", a round game in which the large prize opening 14 is opened (1 round is opened for a maximum of 30 seconds or 10 counts) is played 8 times with a specified interval in between, and in the "10R jackpot game", a similar round game is played 10 times with a similar interval in between.
[0095] Returning to Fig. 5 for further explanation, the number of winning balls resulting from balls entering the first starting hole 11 and the second starting hole 12 is 4, and the number of winning balls resulting from balls entering the other winning holes 13 is 10. For this reason, when the game ball is shot toward the right hitting area 3R in the open extended state (time-saving state a, time-saving state b, time-saving state c), the balls will frequently enter the second starting hole 12, and by frequently winning "4" winning balls based on balls entering the second starting hole 12, the so-called "ball loss" can be suppressed. The number of winning balls that can be won by entering the big winning hole 14 is 10. Furthermore, the number of winning balls that can be won by entering the big winning hole 14 is 10, and the number of winning balls that can be won by entering the normal electric device (second starting hole 12) is 9.
[0096] The winning probability of the normal pattern is set to 1 / 6 in the non-time-saving state (non-open extended state), and 5 / 6 in the time-saving state (time-saving a state, time-saving b state, time-saving c state). The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-time-saving state, and "twice every 1 second" in the time-saving state (time-saving state a, time-saving state b, time-saving state c). The normal pattern change time is an average of 5 seconds in the non-time-saving state, and an average of 1 second in the time-saving state (time-saving state A, time-saving state B, time-saving state C).
[0097] In this embodiment, there are multiple types of time-saving states (time-saving state a, time-saving state b, time-saving state c), but in the present invention, only a specific time-saving state (time-saving state c) may be provided as the time-saving state. Furthermore, in the present invention, when multiple types of time-saving states are provided as shown in this embodiment, the time-saving performance may be the same regardless of the type of time-saving state, or may differ depending on the type of time-saving state.
[0098] Here, the time-saving performance is specified by, for example, (a) the degree of improvement of the probability of the ball entering the variable start hole in the time-saving state (extension of the opening time of the variable start hole), (b) the average fluctuation time of the special symbol in the time-saving state (degree of shortening of the average fluctuation time of the special symbol in the time-saving state), (c) the winning probability of the normal symbol, and (d) the average fluctuation time of the normal symbol. When the time-saving performance is different, any of the performance evaluation items (a) to (d) will be different. Note that, regardless of which of the time-saving performances shown in (a) to (d) is provided, the frequency of execution of the hit / miss judgment (hit / miss judgment of the special symbol) per unit time is improved, so the state provided with the time-saving performance is called the "time-saving state". Here, the state having time-saving performance refers to (A) a state in which the probability of the ball entering the variable starting hole is improved compared to the normal state, (B) a state in which the average fluctuation time of the special symbols is shortened compared to the normal state, (C) a state in which the winning probability of the normal symbols is made higher than the normal state, (D) a state in which the average fluctuation time of the normal symbols is shortened compared to the normal state, or a state that has at least two of (A) to (D). When the time-saving performance is different, any one of the performance evaluation items (a) to (d) will be different.
[0099] With the above-mentioned configuration, in the pachinko machine 50 of this embodiment, when the game state is in the non-time-saving state, the player first shoots the game ball aiming at the left-hand hitting area 3L (hits from the left) and aims to generate a jackpot by the first hit / miss judgment by the ball entering the first starting hole 11. Then, after the jackpot is generated and the jackpot game is executed, the game moves to the jackpot time-saving state (time-saving state a), and the opening time of the normal electric role 12A (second starting hole 12) is extended, so the game ball launch mode is switched (made stronger) and the game ball is shot toward the right-hand hitting area 3R (hits from the right to aim for the ball to enter the second starting hole 12).
[0100] In addition, regardless of whether the game state is in the non-time-saving state or the time-saving state, when a hit / miss judgment (a hit / miss judgment regarding a special pattern) that is executed without the occurrence of a jackpot is performed a predetermined number of times (in this embodiment, "900 times"), the game transitions to the reached time-saving state (b time-saving state), and the opening time of the normal electric device 12A (second starting hole 12) is extended.
[0101] Furthermore, when the game state is in a non-time-saving state and a specific loss symbol is displayed, the game transitions to a specific time-saving state (time-saving state c) without a jackpot game, and the opening time of the normal electric device 12A (second starting hole 12) is extended. Even if a specific loss symbol is displayed as a confirmed symbol in a time-saving state (time-saving state a, time-saving state b, time-saving state c), it is treated as a normal loss (non-specific loss), and the game does not transition to the specific time-saving state based on the confirmed display of the specific loss symbol.
[0102] Furthermore, in this gaming machine 50, the amount of prize balls usually increases in proportion to the number of rounds of play, so in the pachinko machine 50 of this embodiment, there is a higher chance of winning a larger number of prize balls when the result of the second win / loss determination is a jackpot than when the result of the first win / loss determination is a jackpot.
[0103] In this embodiment, there is no difference in the bonus given after the jackpot game between the case where the result of the first hit / miss judgment is a jackpot and the case where the result of the second hit / miss judgment is a jackpot, but unlike this embodiment, a difference may be given between the two cases. For example, more bonuses may be given after the jackpot game when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot. In other words, the period of the time-saving state (time-saving state a) to which the game transitions after the jackpot game may be longer when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot.
[0104] Furthermore, the method of providing a difference in payoff when the result of the second win / loss determination is a jackpot and when the result of the first win / loss determination is a jackpot is not limited to this, and for example, the bonus awarded after a jackpot game may be the same and a difference in payoff may be provided depending on the amount of prize balls awarded when the jackpot game is played, or conversely, the amount of prize balls awarded after a jackpot game may be the same and a difference in payoff provided to the player may be provided depending on the amount of bonus awarded after the jackpot game.
[0105] As described above, in this pachinko machine 50, the second starting hole 12 etc. are arranged in the right-hand hitting area 3R, and since the frequency of winning at the second starting hole 12 increases in the time-saving state (time-saving state a, time-saving state b, time-saving state c), the configuration induces the launch of the game ball into the right-hand hitting area 3R in the time-saving state (jackpot time-saving state, reach time-saving state, specific time-saving state).
[0106] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described with reference to the flowchart in FIG. 10. This main routine is executed periodically by a hardware interrupt that occurs approximately every 2 ms. In this embodiment, the process from S10 to S70, which is executed only once, is called the "main process", and the process of S75, which is executed repeatedly as long as time permits within the time remaining after executing this main process, is called the "remaining process". The "main process" is executed periodically by the above interrupt.
[0107] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not the value in a specified area of the RAM as memory is a specified value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing. Cases when the interrupt is not normal include when the power is turned on or when the microcomputer goes out of control due to noise, etc., but since microcomputer runaway is considered to be almost nonexistent due to recent technological improvements, it usually occurs when the power is turned on. When the power is turned on, the value in the specified area of the RAM is different from the specified value.
[0108] If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a specified value to a specified area of the memory, writing each initial value to the working area of the memory, etc., setting the special and normal patterns as the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S75).
[0109] If a positive judgment is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.
[0110] The random number update process for determining a jackpot (S25) following S20 is an increment process that increments by +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966", is reached, the next process returns to the initial value, "0", and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250", "251", "252", ..., "3966", "0", "1", ...
[0111] When the random number for determining a jackpot goes through one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot goes through another cycle, the value of the initial random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the above example, when the random number for determining a jackpot becomes "249", it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number is "87", it will change to "249", "87", "88", ... "3966", "0", "1", ... "86", and after "86" it will become a new value of the initial random number. The random number update process for determining the winning symbol (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0".
[0112] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0". The random number update process for determining a win is used to draw normal patterns, while the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching a reach, and random numbers for determining a variation pattern are used to draw special patterns. The reach judgment random number update process (S40) following S35 is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process, and returns to the initial value of "0" when it exceeds the maximum value. Note that the number of values that are reach when the variable time shortening function is not activated in the normal probability state is 21, with values ranging from "0" to "20", the number of values that are reach when the variable time shortening function is activated in the normal probability state is 5, with values ranging from "0" to "4", and the number of values that are reach when the high probability state is 6, with values ranging from "0" to "5".
[0113] The random number update process for determining the fluctuation pattern (S45) following S40 is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", and is incremented by +1 for each process, returning to the initial value of "0" when it exceeds the maximum value.
[0114] The random number update process for determining losing symbols (S46) is configured as a counter that repeatedly creates 3967 integers from "0" to "3966", and is incremented by +1 for each process, and when it exceeds the maximum value, it returns to the initial value of "0".
[0115] In the subsequent winning confirmation process (S50), winnings at the first start port 11, the second start port 12, winnings at the large winning port 14, the general winning port 13, and balls entering the normal pattern activation gate 17 are confirmed, and input processing is performed for each switch provided in the pachinko machine 50 and connected to the main control unit 80. The process of confirming whether a ball has entered each starting port and operating port (starting winning process) will be described later.
[0116] In this embodiment, when a game ball enters the first starting hole 11 or the second starting hole 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a variation pattern, and a random number for determining whether or not there is a reach. However, the number that can be reserved and stored is limited to four for each of the first starting hole 11 and the second starting hole 12, so even if the reserved memory is full of four balls and a game ball enters the first starting hole 11 or the second starting hole 12, only the prize balls (four balls) are paid out, and the multiple random numbers are not reserved and stored.
[0117] Next, a hit / miss determination process (S55) is performed as a condition satisfaction determination means for determining whether or not a hit has occurred. When this hit / miss determination process (S55) is completed, a hit game process (S60) is performed to control a hit game to be performed when the hit / miss determination result for the special symbol indicates a hit.
[0118] The subsequent fraud monitoring process (S65) is a process for monitoring whether or not fraud has been committed against the normal winning opening 13, and judges whether or not the number of game balls entering the winning opening within a specified time is more than a predetermined number, and if so, judges that fraud has occurred and notifies the user of that fact. In other words, the fraud judgment means is provided in the main control device 80. Then, the main control device 80 subsequently executes various output processes (S70) for transmitting various information to the hall computer 87 and the like.
[0119] The remaining process following this process is composed of an initial value random number update process (S75), which is exactly the same as the above-mentioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the main process from S10 to S70 described above differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special pattern, etc. As a result, the number of times the remaining process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process shown in FIG. 10 once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values of the initial value random number (3967 ways from 0 to 3966) when the random number for determining a jackpot goes through one cycle are generated at the same rate, the probability of synchronization is only 1 / 3967. In addition, the above-mentioned random number for determining a jackpot update process (S35) may also be configured to be executed within the remaining process.
[0120] Next, the start winning confirmation process for the normal symbol (hereinafter, sometimes referred to as the normal symbol start winning confirmation process) will be described with reference to Fig. 11. This normal symbol start winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 10. The start winning confirmation process for the normal symbol shown in FIG. 11 (normal symbol start winning confirmation process) judges whether or not there is a ball entering the normal symbol operation gate 17 (S100), and if there is a ball entering (S100: yes), judges whether or not the reserved memory for the normal symbol is full (S102). If the judgment is negative (S102: no), various random numbers such as a random number for determining whether or not the normal symbol is a winning symbol and a random number for determining a winning symbol (random number for determining a normal symbol) are extracted in the process of S104, and the various extracted random numbers are stored as reserved memories in the memory of the main control device 80 (a reserved memory process for normal symbols provided in the built-in RAM, not shown in FIG. 11) (maximum of four). Then, the display control of the normal symbol reserved number display device 8 and the normal symbol reserved number command transmission process to the performance symbol display device 82 and the sub integrated control device 83 are performed (S106), and this process is terminated (returned).
[0121] Also, if the processing of S100 determines that no game ball has entered the normal symbol activation gate 17 (S100: no) or if the reserved memory for normal symbols is full (S102: yes), the process returns.
[0122] Next, the winning / losing judgment process for the normal symbol (hereinafter, sometimes referred to as the normal symbol winning / losing judgment process) will be described with reference to Figures 12 to 14. This normal symbol winning / losing judgment process is one of the subroutines of the winning / losing judgment process (S55) of the main routine of Figure 10. In the normal symbol hit / miss judgment process (normal symbol hit / miss judgment process), first, it is judged whether the normal electric device 12A for opening the second starting hole 12 is operating (S110). If the normal electric device 12A is operating (S110: yes), it proceeds directly to the normal symbol game process. Also, if the normal electric device 12A is not operating (S110: no), it is judged whether the normal symbol is changing (S112). If it is not changing (S112: no), it is judged whether the fixed symbol is displayed (S114).
[0123] If the confirmed symbol is not being displayed (S114: no), it is determined whether or not there is a reserved memory of a normal symbol (S116), and if there is a reserved memory of a normal symbol (S116: yes), the number of reserved memories of normal symbols is decremented (S118), and the process proceeds to S120. If there is no reserved memory of a normal symbol (S116: no), the process proceeds directly to normal symbol game processing.
[0124] In S120, the oldest reserved memory is read (and the reserved memory is erased) and it is determined whether the time-saving flag is set (i.e., 1). If the result of S120 is positive (S120: yes), the random number for determining whether or not the normal symbol is a winning symbol is compared with the winning value recorded in the time-saving table (S122), and the process proceeds to S130 in Fig. 13. If the result of S120 is negative (S120: no), the random number for determining whether or not the winning symbol is a winning symbol is compared with the winning value recorded in the normal table in S124, and the process proceeds to S130 in Fig. 13.
[0125] In this embodiment, when the game state is a normal probability (time-saving flag is "0"), the winning probability of the normal pattern is "1 / 6", and when the game state is a time-saving state (time-saving flag is "1"), the winning probability of the normal pattern is "5 / 6". When the time-saving flag is 1, the game state is a normal state in which the normal pattern probability variation function is activated.
[0126] The hit probability of the normal symbol (the probability that the result of the hit / miss judgment regarding the normal symbol is a hit) changes from the normal probability (in this embodiment, "1 / 6") to the high probability (in this embodiment, "5 / 6") on the premise that the continuous operation device of the accessory that started operating when the jackpot game started (see S392 in FIG. 22) has stopped operating. In other words, it is generally assumed that the hit probability of the normal symbol changes to the high probability on the premise that the continuous operation device of the accessory that was operating during the jackpot game has stopped operating after the jackpot game ends. Therefore, the probability of winning the normal pattern is not necessarily changed from the normal probability to a high probability when the time-saving flag becomes "1", but the probability of winning the normal pattern may be changed to a high probability when the following two conditions are met: (1) the operation of the continuous operation device of the reel has stopped, and (2) the time-saving flag has become "1".
[0127] In S130 of Fig. 13, it is determined whether the normal symbol is a winning symbol, and if it is a winning symbol (S130: yes), the winning symbol is determined based on the winning symbol determination random number (S132), and the variation pattern is determined (S134). After that, the normal symbol winning symbol setting process is executed (S136), and the process proceeds to S140. On the other hand, if the normal symbol is not a winning symbol (S130: no), the variation pattern for losing is determined (S138), and the process proceeds to S140. In the pachinko machine 50 of this embodiment, the normal symbol fluctuation time (the fluctuation time specified by the fluctuation pattern determined in S134 or S138) is always 5.0 seconds if the game state of the pachinko machine 50 is the normal game state (non-open extended state), regardless of whether the result of the normal symbol hit / miss judgment is a hit or a miss, and regardless of the winning symbol, and is always 1.0 second if the game state of the pachinko machine 50 is the open extended state.
[0128] Then, the process proceeds to S140, where the normal symbol display device 7 starts to change, and a normal symbol change start command is sent to the sub-integrated control device 83 (S140), and the process proceeds to normal symbol game processing. In the normal symbol winning setting process (S136) of this embodiment, if a positive judgment is made in S130 during the non-open extension state, the normal electric role 12A is set to "opening pattern once in 0.3 seconds (opening pattern in which the normal electric role 12A is opened once for 0.3 seconds)". Also, if a positive judgment is made in S130 during the open extension state, the normal electric role 12A is set to "opening pattern twice in 1 second (opening pattern in which the role is opened twice for 1 second)". In S112 of FIG. 12, if the normal symbol is changing (S112: yes), the process proceeds to S146 shown in FIG. 14(a). In S146, it is determined whether the normal symbol change time has elapsed. If the determination is positive (S146: yes), a fixed symbol display process for the corresponding normal symbol is performed (S148), and the process proceeds to normal symbol game processing. In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop it at the fixed symbol. Note that if the symbol change time has not elapsed (S146: no), the process proceeds directly to normal symbol game processing.
[0129] In S114 of FIG. 12, if the fixed symbol is being displayed (S114: yes), the process proceeds to S150 shown in FIG. 14(b). In S150, it is determined whether the fixed symbol display time has ended. If the fixed symbol display time has ended (S150: yes), the display of the fixed symbol is ended (S152), and it is determined whether the normal symbol combination is a winning combination (S154). If the normal symbol combination is a winning combination (S154: yes), a normal symbol winning start performance process is performed (S156), and the process proceeds to normal symbol game process. If the fixed symbol display time has not ended (S150: no), or if the normal symbol combination is a losing combination (S154: no), the process proceeds directly to normal symbol game process.
[0130] 15 to 16, the normal symbol game process performed by opening the normal electric role 12A (the second start hole 12) will be described. The normal symbol game process is a process executed after the execution of the normal symbol hit / miss determination process. As shown in Fig. 15, when the normal symbol game process is started, first, it is determined whether the normal electric device 12A is in operation (S160). If the normal electric device 12A is in operation (S160: yes), it is determined whether the normal electric device 12A is open (S162). On the other hand, if the normal electric device 12A is not in operation (S160: no), this process ends (returns).
[0131] If the normal electric role device 12A is not open (S162: no), it is determined whether the normal symbol hit end performance is in progress (S164). If the normal symbol hit end performance is not in progress (S164: no), it is confirmed whether the normal symbol hit start performance time has elapsed (S166). If the normal symbol hit start performance time has elapsed (S166: yes), the process proceeds to the normal electric role device opening process (S168) and ends. The normal electric device opening process (S168) in this embodiment opens the normal electric device 12A (second starting port 12) based on the opening pattern of the normal electric device 12A set in S136 described above (changing from a closed state to an open state).
[0132] If the normal electric role 12A is open in the process of S162 in FIG. 15 (S162: yes), the process proceeds to S170 in FIG. 16(a). Then, it is determined whether or not 9 balls (prescribed number) have entered the normal electric role 12A (second starting hole 12) (S170). If the prescribed number has been reached (S170: yes), a normal electric role closing process (S174) is performed, and a normal symbol winning end performance process is executed (S176), and the process ends. On the other hand, if 9 balls (prescribed number) have not entered the normal electric role 12A (second starting hole 12) (S170: no), it is determined whether or not the opening time of the normal electric role 12A has ended (S172). If the determination is affirmative (S172: yes), the process proceeds to S174. If the determination is negative (S172: no), the process ends as it is.
[0133] If the normal symbol hit end performance is in progress in the process of S164 in FIG. 15 (S164: yes), the process proceeds to S180 shown in FIG. 16(b), and it is confirmed whether the normal symbol hit end performance time has elapsed (S180). If the normal symbol hit end performance time has elapsed (S180: yes), a normal symbol hit end command transmission process (S182) is executed, and in this process, a normal symbol hit end command is transmitted to the sub-integrated control device 83, and the normal symbol game is ended. Note that if the normal symbol hit end performance time has not elapsed (S180: no), the normal symbol game process is ended as it is.
[0134] Next, the winning confirmation process for the special symbol (hereinafter, sometimes referred to as the special symbol winning confirmation process) will be described with reference to Fig. 17. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 10. When the special symbol winning confirmation process is started, the main control device 80 judges whether or not a game ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S200). If the judgment is affirmative (S200: yes), the random numbers for determining a big win, for determining a big win symbol, for judging a reach, for determining a variation pattern, and for determining a losing symbol are read from the corresponding counters, and it is judged whether or not the reserved memory for the first special symbol (hereinafter referred to as the first reserved memory) is full (four in this embodiment) (S202). Also, if it is judged that a game ball has entered the first start hole 11 (S200: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (four balls).
[0135] If the first reserved memory is not full (S202: no), the process proceeds to S204, where the random numbers are stored in the memory area as the first reserved memory, the number of lights on the first special symbol reserved number display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserved memories, and the number of lights on the first special symbol reserved number display device 18 is increased. Then, a reserved number command (hereinafter referred to as the first reserved number command) indicating the number of reserved memories (hereinafter referred to as the first reserved memories) related to the first special symbol that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S206.
[0136] In S206, the main control device 80 executes a look-ahead determination process for the reserved memory (first reserved memory) related to the newly generated first special symbol, and shifts the process to S210. On the other hand, if it is determined in S202 that four first reserved memories have been stored (S202: yes), the reserved memories (first reserved memories) are not stored, and the process proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special pattern reserved number display device 18.
[0137] If it is determined that a game ball has not entered the first starting hole 11 (S200: no) or if a positive judgment is made in S202 (S202: yes), after execution of S206, the process proceeds to S210, and it is determined whether or not a game ball has entered the second starting hole 12 based on the detection signal of the second starting hole switch 12a. If the answer is positive (S210: yes), the random numbers for determining a jackpot, for determining a jackpot pattern, for judging a reach, for determining a variation pattern, and for determining a losing pattern are read from the corresponding counters, and it is determined whether the reserved memory for the second special pattern (hereinafter referred to as the second reserved memory) is full (four in this embodiment) (S212). Also, if it is determined that a game ball has entered the second starting hole 12 (S210: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (four balls).
[0138] If the second reserved memory is not full (S212: no), the process proceeds to S214, where the random numbers are stored as second reserved memories, "1" is added to the counter indicating the number of second reserved memories, and the number of lights on the second special symbol reserved number display device 19 is increased. Then, a reserved number command (hereinafter referred to as the second reserved number command) indicating the number of reserved memories (hereinafter referred to as the second reserved memories) related to the second special symbol that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S216.
[0139] In S216, the main control device 80 executes a look-ahead determination process for the reserved memory (second reserved memory) related to the newly generated second special symbol. Then, after executing S216, this process ends (returns). On the other hand, if there are four second reserved memories in S212 (S212: yes), the reserved memories (second reserved memories) are not stored, and this process ends (returns) without increasing the counter indicating the number of second reserved memories or the number of lights on the second special symbol reserved number display device 18. Also, if no game ball has entered the second starting hole 12 (S210: no), this process ends.
[0140] Next, the special symbol hit / miss judgment process (hereinafter, sometimes referred to as the special symbol hit / miss judgment process) will be described with reference to Figures 18 to 24. This special symbol hit / miss judgment process is one of the subroutines of the hit / miss judgment process (S55) of the main routine shown in Figure 10. As shown in Fig. 18, when the special symbol hit / miss judgment process is started, the main control device 80 judges whether the special electric role is in operation based on the big hit flag (S320). If the special electric role is in operation (S320: yes), the process proceeds to the big hit game process. If the judgment of S320 is a negative judgment (S320: no), the special symbol is not changing (S322: no), and the fixed symbol is not being displayed (S324: no), the process proceeds to S330 in Fig. 19, and judges whether there is a second reserved memory (reserved memory by S214 in Fig. 17 above) (S330).
[0141] If this reserved memory exists (S330: yes), the second reserved memory count is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second reserved memory (S330: no), it is determined whether there is a first reserved memory (reserved memory by S204 in FIG. 17) (S334). If there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336) and the process proceeds to S338.
[0142] If there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S337), and then the process proceeds to the big win game process. This standby command is a command indicating that the special symbol has not changed and the pachinko machine 50 is in a "standby state (a so-called "waiting for customers state)". Also, in this pachinko machine 50, when both the first reserved memory and the second reserved memory are not "zero", the second reserved memory is processed preferentially.
[0143] In S338, it is determined whether or not the probability variable flag is set (i.e., 1). Here, the probability variable flag being 1 means that the current pachinko machine 50 is in a high probability state. If the result of the process of S338 is affirmative (S338: yes), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the probability change table (S340). On the other hand, if the result of the process of S338 is negative (S338: no), the random number for determining a jackpot read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether or not a jackpot has been reached (S350).
[0144] Here, the pachinko machine 50 of the first embodiment is provided with a probability variation function for special symbols, but may not be provided with a probability variation function for special symbols. In this case, the determination in S338 is always negative. In addition, the pachinko machine 50 of Example 1 does not have a function that allows the probability of a jackpot for determining whether or not a special pattern is a hit to be set in stages, but in a pachinko machine 50 that has such a setting function, a jackpot is determined (jackpot determination) in S350 with a probability that differs in stages depending on the setting value at that time.
[0145] If it is determined in S350 that a jackpot has been reached (S350: yes), the jackpot symbol is determined by random number lottery using the random numbers for determining the jackpot symbol (S352). If the result of the "first hit / miss determination" is a hit, the first reserved memory is decremented and the hit symbol is determined by random number lottery using the read-in hit symbol determination random number (S352).
[0146] In addition, if the result of the "second hit / miss determination" is a hit, the hit symbol is determined by a random number lottery using the hit symbol determination random number read by decrementing the second reserved memory. Here, the main control device 80 compares the random number for determining a jackpot read by decrementing the first reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "first win / loss determination." Also, the main control device 80 compares the random number for determining a jackpot read by decrementing the second reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "second win / loss determination."
[0147] As shown in Fig. 6(a) and (b), in the process of S352, which is transferred through the first hit / miss judgment, the jackpot pattern is determined to be "Special chart 1_jackpot pattern 1 (8R sure-win pattern)" or "Special chart 1_jackpot pattern 2 (8R normal jackpot pattern)". In addition, in the process of S352, which is transferred through the second hit / miss judgment, the jackpot pattern is determined to be either "Special chart 2_jackpot pattern 1 (10R sure-win pattern)" or "Special chart 2_jackpot pattern 2 (10R normal jackpot pattern)".
[0148] Then, when the big winning symbol is determined in the process of S352, the process proceeds to a variation pattern determination process (S354). In this variation pattern determination process (S354), in the case of the first hit / miss determination, the big win variation pattern is determined by random number lottery using the random number for determining the variation pattern read by decrementing the first reserved memory. In the case of the second hit / miss determination, the big win variation pattern is determined by random number lottery using the random number for determining the variation pattern read by decrementing the second reserved memory.
[0149] Here, the change time (change time of special symbols) until the big win symbol is stopped and displayed is specified by the change pattern, but the performance display (change display of performance symbols) corresponding to the change executed when the result of the hit / miss judgment is a big win (hereinafter, called a big win change) uniformly performs a reach (a reach display followed by a reach performance). Therefore, regardless of the game state (open extension state, non-open extension state) of the pachinko machine 50, it is highly likely that a long change time (longer than when the result of the hit / miss judgment is a miss) will be determined.
[0150] Then, after the fluctuation pattern determination process, the jackpot setting process is performed (S356), and then the process proceeds to S364. Here, the jackpot setting process is a process for obtaining the game state after the jackpot game is executed (whether it will be a time-saving state in Example 1, or a high probability state or a time-saving state in a pachinko machine 50 equipped with a special probability function, etc.) and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) based on the determined jackpot pattern (see Figures 5(a) and (b)).
[0151] On the other hand, if it is determined in S350 that the winning combination is a loss (S350: no), a loss symbol is determined (S358). Then, when the loss symbol is determined, in the case of the first winning / losing judgment, a variation pattern is determined by random number drawing using the random number for determining the variation pattern read by decrementing the first reserved memory (S360). Also, in the case of the second winning / losing judgment, a variation pattern is determined by random number drawing using the random number for determining the variation pattern read by decrementing the second reserved memory (S360). Once the fluctuation pattern has been set in this manner, a miss setting process is performed (S362), and then the process proceeds to S364.
[0152] Here, the out-of-range setting process of S362 will be described with reference to FIG. When the miss setting process is started, it is determined whether or not the value of the probability change flag (a flag indicating that the probability of a big win in the hit / miss determination regarding the special symbol has changed to a high probability) is "1" (S362a). If the result of the determination in S362a is negative (S362a: no), the process from S362e onwards is carried out.
[0153] On the other hand, if the value of the probability change flag is "1" (S362a: yes), the process of decrementing the probability change count by "1" is performed in S362b. In other words, the remaining number of hit / miss judgments that can be performed in a high probability state (probability change count) is decremented by "1". After that, in S362c, it is determined whether the value of the time-saving flag is "1" or not (S362c). Then, if a positive determination is made in S362c (S362c: yes), a process is performed in S362d to decrement the number of time-saving times by "1". After that, the miss setting process is returned. On the other hand, if a negative determination is made in S362c (S362c: no), S362d is skipped and the miss setting process is returned. However, in this embodiment, if the value of the probability change flag is "1", the value of the time-saving flag is also "1", so a positive determination is always made in S362c. In this way, in the pachinko machine 50 of this embodiment, when the probability of a jackpot is fluctuating, even if the result of the hit / miss judgment regarding the special symbol is a miss, the counting means (attainment counter) is not incremented.
[0154] Also, when a negative judgment is made in S362a (S362a:no), the process proceeds to S362e, where it is judged whether the value of the time-saving flag is "1" (S362e). Here, in this embodiment, the time-saving flags are a first time-saving flag that is set when the game state is "time-saving state a", a second time-saving flag that is set when the game state is "time-saving state b", and a third time-saving flag that is set when the game state is "time-saving state c". If the determination in S362e is affirmative (S362e: yes), S362f is executed and then the process proceeds to S362g. If the determination in S362e is negative (S362e: no), S362f is skipped and the process proceeds to S362g.
[0155] Here, in S362f, a process is performed to decrement the time-saving count by "1." In other words, the remaining number of win / loss determinations that can be performed in the time-saving state (time-saving count) is decremented by "1." In this embodiment, at the end of the jackpot game, the state transitions to the jackpot time-saving state, and the number of time-saving times is set to "100 times" (see S546 in FIG. 28). When the number of hit / miss judgments performed in the normal probability state reaches "900 times", the state transitions to the reached time-saving state, and the number of time-saving times is set to "900 times" (see S452 in FIG. 24). Also, when a specific miss occurs (that is, when a specific miss pattern is displayed in a non-time-saving state), the state transitions to the specific time-saving state, and the number of time-saving times is set to "50 times" (see S458 in FIG. 24).
[0156] Then, in S362f, each time the variable display of the special symbol is started, the time-saving count is incremented by "-1", and when the variable display in which the time-saving count becomes "0" by performing S362f is stopped, the value of the time-saving flag is changed from "1" to "0". However, unlike this embodiment, if the value of the corresponding time-saving flag is "1", a process of decrementing the time-saving count by "-1" may be performed when the special symbol is stopped and displayed.
[0157] In S362g, the value of the arrival counter is incremented by "1." Here, the arrival counter is a counter for counting the number of hit / miss judgments executed in the normal probability state, and in the pachinko machine 50 of this embodiment, when a big hit game is executed or the RAM is cleared, the arrival counter is initialized (the value is set to "0") (see FIG. 5(d)). In this manner, in this pachinko machine 50, when the game state is in the normal probability state, the number of times that the "win / lose judgment regarding the special symbol" is executed without producing a jackpot is counted.
[0158] When S362g is executed, the process proceeds to S362h, where it is determined whether the value of the arrival counter has reached a specified number of times. Here, when the number of hit / miss judgments executed without a jackpot occurring in the normal probability state reaches a specified number of times (900 in this embodiment), the game state transitions to the time-saving state (b time-saving state) without a jackpot game. If a negative judgment is made in S362h (S362h: no), the failure setting process is returned. On the other hand, if a positive judgment is made in S362h (S362h: yes), the process of setting the value of the reach flag to "1" (S362i) and the process of initializing the reach counter (S362j) are executed, and then the failure setting process is returned. Note that the reach counter is a flag indicating that the number of hit / miss judgments (variable display) in the normal probability state has reached a specified number of times, and when the number of times has been reached, the value is set to "1".
[0159] Returning to Fig. 19 for further explanation, in S360 in Fig. 19, when the random number for reach judgment is judged to be a value that generates a reach (the above-mentioned predetermined value), a fluctuation pattern is determined using a fluctuation pattern table that takes into account the game state at that time and the random number for determining the fluctuation pattern. Here, when the result of the hit / miss judgment is a miss, a reach (a reach display followed by a reach performance) is performed in the variable display of the performance pattern, which is called a "miss reach", and a case where a reach is not performed is called a "simple miss". In addition, if the result of the win / loss judgment is a miss and no reach is made, and the game state is a non-time-saving state (non-open extended state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple miss and non-time-saving state (non-open extended state)", and if the game state is a time-saving state (open extended state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple miss and time-saving state (open extended state)".
[0160] If the result of the hit / miss judgment is a miss and a reach is made (if the reach is missed) and the game state is a non-time-saving state (non-open extended state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for the reach miss and non-time-saving state (non-open extended state)", and if the game state is a time-saving state (open extended state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for the reach miss and time-saving state (open extended state)". In this case, as in the case where the result of the hit / miss judgment is a jackpot, the fluctuation time determined by referring to the fluctuation pattern table for the time-saving state (open extended state) is made shorter than the fluctuation time determined by referring to the fluctuation pattern table for the non-time-saving state (non-open extended state). Here, in the case of a simple miss (when there is no reach display followed by a reach performance), the "fluctuation pattern determined by referring to the fluctuation pattern table for a simple miss and non-time-saving state (non-extended open state)" specifies a fluctuation time that is shorter than that of a fluctuation pattern determined by referring to the "fluctuation pattern table for a reach miss and non-time-saving state (non-extended open state)" in the case of a reach miss (when there is a reach display followed by a reach performance).
[0161] After S356 or S362, the process proceeds to S364. In S364, a reservation number command is sent to the sub-integration device 83, which indicates the reservation memory number decremented in S332 or S336. In S366 following S364, data showing the above-mentioned lottery result (first win / loss judgment or second win / loss judgment) is output to the sub-integrated control device 83 (S366), and the process proceeds to big win game processing.
[0162] Furthermore, the processing of S366 causes the performance pattern display device 6 to start displaying the changing performance patterns, and at almost the same time, the main control device 80 also starts changing the special patterns. Returning to FIG. 18 for further explanation, if it is determined in S322 of FIG. 18 that the special symbol is changing (S322: yes), the process proceeds to S370 of FIG. 21, where it is determined whether the symbol change time (based on the change pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the big win game process. On the other hand, if the determination is positive (S370: yes), the big win game process is performed after the fixed symbol display process (S372). In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.
[0163] When it is determined in S324 of Fig. 18 that the fixed symbol is being displayed (S324: yes), the process proceeds to S374 of Fig. 22, where it is determined whether the display time of the fixed symbol has ended. When the determination is negative (S374: no), a big win game process is performed. On the other hand, if the determination in S374 is affirmative (S374: yes), the display of the fixed symbols is terminated (S376), and it is determined whether the fixed and displayed special symbols are symbols that will result in a jackpot (S378).
[0164] If it is determined in S378 that the symbol is a symbol that will result in a jackpot (S378: yes), it is determined in S380 whether the value of the probability variation flag is "1" or not. If the result of S380 is positive (S380: yes), the process proceeds to S382, where the special bonus flag value is set to "0", and then the process proceeds to S384. If the result of S380 is negative (S380: no), the process proceeds directly to S384.
[0165] In S384, it is determined whether the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is 1. If any of the first time-saving flag, second time-saving flag, or third time-saving flag is 1 (S384: yes), the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set to 0 in S386, and the process proceeds to S388. On the other hand, if none of the time-saving flags (first time-saving flag, second time-saving flag, or third time-saving flag) is 1 (S384: no), the process proceeds directly to S388. In other words, in S386, if the value of the first time-saving flag is 1, the value of the first time-saving flag is set to 0, if the value of the second time-saving flag is 1, the value of the second time-saving flag is set to 0, and if the value of the third time-saving flag is 1, the value of the third time-saving flag is set to 0.
[0166] In S388, a state designation command is transmitted. In this case, a command indicating that the gaming state is "a normal probability / non-time-saving state (i.e., normal state)" is transmitted to the sub-integrated control device 83. In other words, during the execution of a jackpot game, the gaming state becomes a normal probability / non-time-saving state (normal state). Following S388, in S390, a jackpot flag is set by a condition device operation start process, and in the following S392, a device for continuously operating the reels is operated.
[0167] After S392, the jackpot start effect processing is performed in the following S394, and the jackpot game processing is performed. Here, when the jackpot start effect processing is performed, the main control device 80 transmits a command indicating the start of the jackpot game (hereinafter, referred to as the jackpot start command) and information related to the jackpot game (the opening time of the jackpot, the opening pattern, the ending time of the jackpot, the number of rounds, etc.) to the sub-integrated control device 83. In S378, if it is determined that the confirmed special symbol is not a symbol that will result in a jackpot (S378: no), the process proceeds to S396.
[0168] In S396, it is determined whether the value of the probability change flag is "1", and if it is "1" (S396: yes), it is determined in S398 whether the probability change count is 0 (S398). Then, if the probability change count is 0 (S398: yes), the value of the probability change flag is set to "0" in S400, and the process proceeds to S404 in FIG. 23. On the other hand, if the value of the probability change flag is not "1" (S396: no) or if the number of probability changes is not 0 (S398: no), the process proceeds directly to S404 in FIG.
[0169] In S404, it is determined whether the value of the first time-saving flag is "1". In other words, in S404, it is determined whether or not the current state is the jackpot time-saving state. Then, if the value of the first time-saving flag is 1 (S404: yes), it is determined in S406 whether or not the value of the reach flag is 1 (S406), and if the determination is affirmative, the process proceeds to S450 (see FIG. 24). In other words, even if the jackpot time-saving state is in progress, when the specified number of times is reached (when the value of the reach flag becomes 1), the state transitions to the reach time-saving state. Details of S450 will be described later.
[0170] If a negative determination is made in S406 (S406), it is determined in S408 whether the number of time-saving times is "0" (S408). If the number of time-saving times is not "0" (S408: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the first time-saving flag is set to "0" in S410, and the process proceeds to S470.
[0171] If the value of the first time-saving flag is not "1" in S404 (S404: no), the process proceeds to S412, where it is determined whether the value of the second time-saving flag is "1." That is, in S412, it is determined whether the game is currently in the reached time-saving state. If the value of the second time-saving flag is 1 (S412: yes), it is determined whether the value of the arrival flag is 1 (S414), and if the determination is affirmative, the process proceeds to S450 (see FIG. 24). However, as described above, since the value of the arrival flag is not actually set to 1 during the arrival time-saving state, a negative determination is usually made in S414.
[0172] If the result of the determination in S414 is negative, the process determines whether the number of time-saving times is "0" or not (S416). If the number of time-saving times is not "0" (S416: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the second time-saving flag is set to "0" in S430, and the process proceeds to S470.
[0173] If the value of the second time-saving flag is not "1" in S412 (S412: no), the process proceeds to S436 in Fig. 24, where it is determined whether or not the third time-saving flag is "1." That is, in S436, it is determined whether or not the current state is the specific time-saving state. If the value of the third time-saving flag is 1 (S436: yes), the process proceeds to S438, where it is determined whether the value of the reach flag is 1 (S438). If the determination in S438 is affirmative (S438: yes), the process proceeds to S450.
[0174] If the result of the determination in S438 is negative (S438: no), it is determined whether the number of time-saving times is "0" (S440). If the number of time-saving times is not "0" (S440: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0", the process proceeds to S446, the third time-saving flag is set to "0", and the process proceeds to S470.
[0175] If a negative judgment is made in S436 (S436: no), that is, if the value of none of the time-saving flags is 1, the process proceeds to S448, where it is judged whether the value of the reach flag is "1." If a positive judgment is made in S448 (S448: yes), the process proceeds to S470 after performing a process of setting the value of the reach flag to "0" (S450), a process of setting the number of time-saving times (S452), and a process of setting the value of the second time-saving flag to "1" (S454).
[0176] Here, the case where the positive judgment is made in S448 indicates the case where the game state transitions to the "reach time-saving state", in which case the number of time-saving times is set to "900 times" in S452. When transitioning to the "reach time-saving state", the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set.
[0177] If the result of S448 is negative (S448: no), then in S456, it is determined whether the current miss is a specific miss (whether the specific miss symbol was confirmed and displayed in the non-time-saving state in S372). If the result of S456 is negative, the process proceeds directly to S470.
[0178] On the other hand, if the result of S456 is affirmative, the process proceeds to S470 after performing a process of setting the number of time-saving times (S458) and a process of setting the third time-saving flag to "1" (S460). When the third time-saving flag is set to "1" in S460, the process proceeds to a specific time-saving state (c time-saving state).
[0179] Here, the case where the game state is judged to be positive in S456 indicates the case where the game state transitions to the "specific time-saving state", and in that case, the number of time-saving times is set to "50 times" in S458. When transitioning to the "specific time-saving state", the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set. Then, after performing S460, the process transitions to S470.
[0180] In S470, the main control unit 80 transmits a state designation command indicating the current game state, such as whether or not the game is in a special bonus state or a time-saving state, to the sub-integrated control unit 83 after the special pattern determination time (600 ms), and then transitions to jackpot game processing. In this embodiment, the timing for sending a state designation command from the main control unit 80 to the sub-integrated control unit 83 in the special pattern win / loss determination process is after the special pattern is determined, but the configuration may also be such that the state designation command is sent when the special pattern starts to change and when the power is restored.
[0181] In this embodiment, when in the time-saving state (time-saving state a, time-saving state b or time-saving state c), even if special pattern 1_missing pattern 2 is displayed as confirmed, the state will not transition to time-saving state c. However, the remaining number of times that can be performed in the ongoing time-saving state and the number of time-saving times to be awarded based on the stopped display of the specific missing pattern may be compared, and if the number of time-saving times is greater than the remaining number, the remaining number may be updated with the number of time-saving times to be awarded.
[0182] For example, if a negative judgment is made in S406 or S414 in Fig. 23 or S438 in Fig. 24, it is judged whether or not a specific failure has occurred, and if a positive judgment is made in the judgment, the remaining number of times that can be executed in the ongoing time-saving state is compared with the number of times that are to be awarded based on the occurrence of a specific failure. Then, if the number of times that are to be awarded is greater, the remaining number of times that can be executed in the ongoing time-saving state may be updated (overwritten) with the number of times that are to be awarded.
[0183] Here, the contents of the state designation command sent in S470 will be described with reference to FIG. In the process of S470, which is performed after the value of the second time-saving flag is set to 1 (S454), a second time-saving state transition designation command is transmitted. That is, a command indicating a transition to the arrival time-saving state is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470, which is performed after the value of the third time-saving flag is set to 1 (S460), a third time-saving state transition designation command is transmitted. That is, a command indicating a transition to a specific time-saving state is transmitted from the main control device 80 to the sub integrated control device 83.
[0184] Furthermore, in the process of S470 which is performed after the value of the first time-saving flag is set to 0 (S410), a command to end the first time-saving state is transmitted. That is, a command indicating that the big win time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470 which is performed after the value of the second time-saving flag is set to 0 (S430), a second time-saving state end designation command is transmitted. That is, a command indicating that the arrival time-saving state ends is transmitted from the main control device 80 to the sub integrated control device 83.
[0185] Furthermore, in the process of S470 to which the process proceeds after the value of the third time-saving flag is set to 0 (S446), a third time-saving state transition designation command is transmitted. That is, a command indicating that the specific time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83.
[0186] Similarly, the state designation command of S388 in Fig. 22 is a time-saving state end designation command (a command designating that the time-saving state a, the time-saving state b, or the time-saving state c) has ended). In other words, a command indicating that the time-saving state (the time-saving state a, the time-saving state b, or the time-saving state c) has ended is transmitted from the main control device 80 to the sub-integrated control device 83.
[0187] In addition, the state designation command of S556 in Fig. 28 described later is a big win time-saving state start designation command. In other words, a command indicating a transition to a big win time-saving state (a time-saving state) is transmitted from the main control device 80 to the sub-integrated control device 83. Furthermore, in the big win start presentation process of S394 in FIG. 22 described above, a command indicating the start of a big win game is transmitted from the main control device 80 to the sub integrated control device 83.
[0188] Next, the big win game process will be described with reference to Figures 26 to 28. This big win game process is executed from the main routine shown in Figure 10. First, as shown in Fig. 26, in the big win game process, the main control device 80 judges whether the consecutive operation device of the accessory is in operation based on the big win flag (S500). When the consecutive operation device of the accessory is in operation (S500: yes), it judges whether the big win opening 14 is open (S502), and if it is judged that the big win opening 14 is closed (S502: no), it judges whether the big win opening 14 is closed due to the interval between rounds of play (S506).
[0189] If it is not during the interval between rounds of play (S506: no), it is determined whether the big win end presentation is in progress (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the presentation to start the big win game has elapsed (S510). If the big win start presentation time has elapsed (S510: yes), the big win opening process (S512) is performed, and the big win game process is ended (returned).
[0190] In addition, when S512 is performed, a command indicating the start of the big win round (a command indicating the start of the first round) is transmitted from the main control device 80 to the sub integrated control device 83. As a result, the sub integrated control device 83 starts a performance based on the start of the first round (round performance).
[0191] In addition, in S500, if the accessory continuous operation device is not operating (S500: no), the big win game process is terminated. Also, in S510, if the big win start performance time has not elapsed (S510: no), the big win game process is terminated.
[0192] If it is determined that the large prize opening 14 is open (S502: yes), the process proceeds to S514 in Fig. 27 to determine whether or not 10 prizes have been won in the large prize opening 14. In this embodiment, the specified number of prizes that can be won in the large prize opening 14 is 10, but it may be 8 or 9, and is not particularly limited. If 10 balls have not been won in the large prize opening 14 (S514: no), the process proceeds to S516, where it is determined whether the opening time of the large prize opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the large prize opening 14 has not ended (S516: no), the large prize game process ends (returns) as is. In S514, if ten game balls have entered the big prize opening 14 (S514: yes), a big prize opening closing process (S518) is performed, a big prize interval process (S520) is performed, and the big prize game process is ended (returned).
[0193] In addition, when S518 is performed, a command indicating that the big win round is to be ended (a command indicating that the round is to be ended) is transmitted from the main control device 80 to the sub integrated control device 83. As a result, the sub integrated control device 83 ends the round presentation that has been executed. Furthermore, when S520 is performed, a command indicating the start of an interval is transmitted from the main control device 80 to the sub integrated control device 83. In response to this, the sub integrated control device 83 starts an interval presentation between rounds of play.
[0194] Return to FIG. 26. If it is determined in S506 of FIG. 26 that an interval is in progress (S506: yes), the process proceeds to S522 of FIG. 27, where it is determined whether or not the interval time between round games has elapsed. If the interval time between round games has elapsed (S522: yes), it is determined whether or not the last round in which the big prize winning port 14 was open is the final round (S524). If the interval time between round games has not elapsed (S522: no), the big win game process is terminated (returned) as is. If it is the final round in S524 (S524: yes), a big win end performance process (S526) is performed, and the big win game process is terminated (returned).
[0195] When performing S526, a command indicating that the final round is ended and that the big win end performance is to be started (hereinafter, the big win end performance start command) is transmitted from the main control device 80 to the sub-integrated control device 83. As a result, the sub-integrated control device 83 ends the round performance that was being executed and starts the big win end performance.
[0196] In S524, if it is not the final round (S524: no), the process of opening the big win port 14 (S528) is performed, and the big win game process is ended (returned).
[0197] Furthermore, when S528 is performed, a command indicating the start of a new round (a command indicating the start of a second or subsequent round) is transmitted from the main control device 80 to the sub integrated control device 83. This causes the sub integrated control device 83 to start a performance (round performance) based on the start of a "second or subsequent round."
[0198] As described above, in the process of opening and closing the special winning opening 14, a signal is also sent to the sub-integrated control device 83. The sub-integrated control device 83 grasps the current round based on the signal and performs a presentation according to the round. At that time, the sub-integrated control device 83 selectively executes a state in which sound effects (SE) can be output as game sounds, and a state in which they cannot be output. This point will be described later.
[0199] Return to Fig. 26. If it is determined in S508 of Fig. 26 that the jackpot end presentation is in progress (S508: yes), the process proceeds to S530 of Fig. 28, where it is determined whether the jackpot end presentation time has elapsed. If the jackpot end presentation time has not elapsed (S530: no), the jackpot game process is ended (returned). On the other hand, if the big win end performance time has elapsed (S530: yes), the operation of the accessory continuous operation device is stopped (S532), and the operation of the condition device is stopped (S534). Then, after executing S534, the process proceeds to S536.
[0200] Then, in S536, the main control device 80 judges whether or not to transition to the probability change in the next game state. If the judgment is positive (S536: yes), the number of probability changes (50 times) is set (S538), and the probability change flag is set to 1 (S540). In this embodiment, when the probability change flag is set to 1, the probability of winning the special pattern is improved.
[0201] If a negative determination is made in S536 (S536:no), and S540 is executed, the process proceeds to S544, where it is determined whether or not to transition to time-saving mode in the next game state. In this embodiment, the result of S544 is always positive, and then the process proceeds to S550 after performing a process of setting the number of time-saving times (S546) and a process of setting the time-saving flag to 1 (S548). In addition, when the first time-saving flag is set to 1, the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set.
[0202] In this pachinko machine 50, the number of time-saving times is set to 100 in S546. The process of S548 is performed, or if a negative determination is made in S544 (S544: no), the process proceeds to S550, where it is determined whether the value of the reach counter is a "positive number." If a positive determination is made in S550 (S550: yes), the value of the reach counter is initialized (set to "0") in S552, and the process proceeds to S554. If a negative determination is made in S550 (S550: no), the process proceeds directly to S554. That is, in this pachinko machine 50, when a jackpot occurs or when RAM clear processing is performed on the main control device 80, the attainment counter is initialized. In this case, when the number of hit / miss judgments (hit / miss judgments regarding special symbols) performed in the normal state after initialization reaches "900 times", the machine transitions to the attainment time-saving state.
[0203] In S554, the main control device 80 performs a process of transmitting a big win end command to the sub integrated control device 83, and in the following S556, transmits a state designation command to the sub integrated control device 83. Then, the big win game process is returned. That is, in S556, a command indicating that the time-shortening state (jackpot time-shortening state) to be entered via a jackpot game is to be transmitted from the main control device 80 to the sub-integrated control device 83.
[0204] Next, the detection information transmission process will be described with reference to Fig. 29(a). Here, the detection information transmission process is a process performed by the CPU of the main control device 80 as a subroutine of the winning confirmation process (S50) shown in Fig. 10. This detection information transmission process is a process in which, during a jackpot game, detection information is transmitted from the main control device 80 to the sub-integrated control device 83 each time a game ball enters any of the available winning holes (large winning hole 14, first starting hole 11, second starting hole 12, normal winning hole 13) or passes through the normal pattern activation gate 17. When the detection information transmission process is started, it is determined whether the value of the big win flag is "1" (S900). If the result of the determination in S900 is negative (S900: no), the detection information transmission process is returned.
[0205] On the other hand, if the result of S900 is affirmative (S900: yes), the process proceeds to S905, where it is determined whether or not a ball has entered any of the winning holes. In other words, it is determined whether or not a ball has entered any of the winning holes (big winning hole 14, first start hole 11, second start hole 12, normal winning hole 13) that can receive a ball during a big win game. Specifically, it is determined whether or not any of the following has been detected (S905): (1) a detection signal from the count switch 14a, (2) a detection signal from the first start hole switch 11a, (3) a detection signal from the second start hole switch 12a, or (4) a detection signal from the normal winning hole switch 31a.
[0206] If the result of S905 is positive (S905: yes), the detection information corresponding to the winning hole into which the ball entered is sent to the sub-integrated control device 83 (S910), and the detection information sending process is returned. Specifically, (a) if a detection signal from the count switch 14a is detected in S905, "detection information A" is sent, (b) if a detection signal from the start hole switch 11a or start hole switch 12a is detected in S905, "detection information B" is sent, and (c) if a detection signal from the normal winning hole switch 31a is detected in S905, "detection information C" is sent.
[0207] If the result of S905 is negative (S905: no), the process proceeds to S915, where it is determined whether or not the gaming ball has passed through the normal symbol activation gate 17. More specifically, in S915, it is determined whether or not a detection signal that detects that the gaming ball has passed through the normal symbol activation switch 17a has been input to the main control device 80. If the result of the determination in S915 is negative (S915: no), the detection information transmission process is returned. On the other hand, if the result of the determination in S915 is positive (S915: yes), the process proceeds to S920, where the "detection information D" is transmitted to the sub-integrated control device 83 as information indicating that the gaming ball has passed through the normal symbol activation gate 17 (S920), and the detection information transmission process is returned.
[0208] Next, FIG. 29(b) is a chart showing sound effects that can be output based on the detection information received by the sub integrated control device 83. In other words, when the sub-integrated control device 83 is configured to be able to output sound effects, (a) it is possible to output sound effect A (for example, a "shakin" sound effect) based on receiving "detection information A", (b) it is possible to output sound effect B (for example, a "thud" sound effect) based on receiving "detection information B", (c) it is possible to output sound effect C (for example, a "bonk" sound effect) based on receiving "detection information C", and (d) it is possible to output sound effect D (for example, a "paoon" sound effect) based on receiving "detection information D".
[0209] However, while some players find these sound effects "pleasant," others find them "noisy." In other words, there are players who like sound effects to be output every time a gaming ball enters any of the winning holes (big winning hole 14, first starting hole 11, second starting hole 12, normal winning hole 13) that can receive a ball or passes through the normal symbol activation gate 17, while there are also players who do not like this. For this reason, as shown below, the sub-integrated control device 83 selects whether or not to output sound effects, so as to accurately match the player's preferences (described later).
[0210] Next, an overview of the performance control executed in the pachinko machine 50 of this embodiment will be described with reference to Figs. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance pattern control device 82, etc. based on each command sent from the main control device 80, performs display performance on the screen 6a of the performance pattern display device 6, controls the game sounds output from the speaker 66, and controls the light emission mode of the LED lamps 26 for electric decoration.
[0211] Here, the game sounds output from the speaker 66 include background music (hereinafter simply referred to as "BGM") related to the motif of the pachinko machine 50, and sound effects (SE) that can be output based on a predetermined state (for example, a state in which a game ball enters a winning hole or passes through a normal pattern activation gate 17). Of these, background music is sound that is output as appropriate during play, and examples of such sound include (1) a character employed in the pachinko machine 50, (2) a theme song for a story (e.g., an animation) that shapes the image of the pachinko machine 50, and (3) singing by a singer (enka singer, pop singer, etc.) that shapes the image of the pachinko machine 50. Furthermore, sound effects (SE) are output when a predetermined state (a winning state, etc.) occurs during a game in order to exaggerate the occurrence of the predetermined state.
[0212] As shown in FIG. 30(a), in addition to the variable performance display area 6H for displaying the result of the win / loss judgment regarding the special pattern, the first reserved pattern display area 6A, the second reserved pattern display area 6B, and the related matter display area 6F can appear on the screen 6a of the performance pattern display device 6. The first reserved pattern display area 6A is an area in which reserved patterns a1 corresponding to reserved memories acquired based on the game ball entering the first starting hole 11 can be displayed up to four. The second reserved pattern display area 6B is an area in which reserved patterns b1 corresponding to reserved memories acquired based on the game ball entering the second starting hole 12 can be displayed up to four. In FIG. 31(a), the reserved patterns displayed in the reserved memory number display areas 6A and 6B are indicated by "hatching".
[0213] As shown in FIG. 30(a), the sub-integrated control device 83 starts the variation (i.e., the performance display) of the left performance pattern 6L, the center performance pattern 6C, and the right performance pattern 6R in the variable performance display area 6H based on receiving the above-mentioned variation start command (S366 in FIG. 19). In other words, when the hit / miss judgment of the special pattern is executed based on the game ball entering the starting hole 11, 12, the variation of the special pattern starts in the first special pattern display device 9 or the second special pattern display device 10. In response to this, the variable performance display area 6H appears in the performance pattern display device 6, and the left, right, and center performance patterns change vertically (scroll change). In the variable performance display area 6H, the component pattern displayed on the left side is called the left performance pattern 6L, the component pattern displayed on the right side is called the right performance pattern 6R, and the component pattern displayed in the center is called the center performance pattern 6C.
[0214] In this variable performance display area 6H, the variation of the performance symbols continues for the variation time (variation time of the special symbols) specified by the above-mentioned variation pattern. Then, when the variation time (variation time of the special symbols) specified by this variation pattern has elapsed, as shown in Fig. 30(c), the combination symbols (performance symbols) showing the result of the hit / miss judgment are displayed in the variable performance display area 6H, and the performance display is completed.
[0215] In this performance display, the left performance pattern 6L and the right performance pattern 6R are displayed in this order, and then the center performance pattern 6C is displayed in a stopped state, completing the performance display. At that time, sound effects may be output when each performance pattern 6L, 6R, and 6C is displayed in a stopped state. Also, sound effects may be output only when each performance pattern 6L, 6R, and 6C changes. Also, as shown in Fig. 30(b), when a reach is performed in the performance display, the left performance pattern 6L and the right performance pattern 6R are stopped and displayed with the same numbers, which is the time when the reach display is executed, to execute the reach display. At that time, a sound effect may be output at the timing when the reach display is executed.
[0216] In this embodiment, as shown below, during a big win game, a state in which sound effects are not output in parallel with the BGM and a state in which they are output are realized alternatively based on the player's selection. This point will be described later.
[0217] Next, the effects related to the big win game will be described with reference to FIG. When the jackpot symbol (special symbol) is displayed as a stopped symbol (if S378 in FIG. 22 is affirmative), the main control device 80 transmits a jackpot start command to the sub-integrated control device 83 to indicate the start of the jackpot game (see the jackpot start performance process in S394 in FIG. 22). When this jackpot symbol (special symbol) is displayed as a stopped symbol, the performance symbol display device 6 displays a stopped jackpot symbol (performance symbol) (see FIG. 30(c)), and it is notified that the game state of the pachinko machine 50 will transition to a state in which a jackpot game is executed (hereinafter, the jackpot game state).
[0218] In the following description, the performance executed by the sub integrated control device 83 in the jackpot game state is referred to as the jackpot performance. The jackpot performance is composed of the jackpot start performance (hereinafter referred to as the pre-jackpot interval performance), the jackpot main performance executed thereafter, and the jackpot end performance executed last (hereinafter referred to as the post-jackpot interval performance). The jackpot main performance is composed of each round performance (performance indicating that the big prize opening 14 is being opened) and performance executed between each round performance (hereinafter referred to as the round interval performance).
[0219] When the sub-integrated control device 83 receives the jackpot start command (S394 in FIG. 22), it executes the pre-jackpot interval performance (the jackpot start performance) (FIG. 31(a)). The execution time of this pre-jackpot interval performance is specified as a predetermined time (for example, 10 seconds) by the jackpot start command. Therefore, the sub-integrated control device 83 that has received the jackpot start command executes the pre-jackpot interval performance for the predetermined time.
[0220] Then, at a predetermined timing during execution of this pre-jackpot interval performance (for example, when about 1.0 second has elapsed after receiving the jackpot start command), a custom screen 6M is displayed on the screen 6a of the performance symbol display device 6 (FIG. 31(b)). Here, the custom screen 6M constitutes a specific example of a "selection screen." In this embodiment, the output mode of the game sound to be output in the big win main performance is selected on this custom screen (selection screen) 6M.
[0221] This custom screen (selection screen) 6M displays four types of BGM (music) that can be output during the main jackpot performance. Here, Fig. 31(b) shows four songs (song titles) displayed as BGM (songs) that can be played in the big win main performance. For example, in the specific example shown in Fig. 31(b), a first parody song S1, a second parody song S2, a third parody song S3, and a fourth parody song S4 are displayed vertically as selectable songs (song titles) on the custom screen 6M.
[0222] When this custom screen 6M is displayed, a selection specification section (select pointer) R is also displayed to specify which of the multiple display items displayed on the custom screen 6M is selected. This selection specification part R is configured in a substantially rectangular or oval shape, and is displayed in a state in which it surrounds the display item selected at that time. This selection specification part R is displayed in a state in which it surrounds and specifies any one item selected at that time among a plurality of selection target items. Here, Fig. 31(b) illustrates a state in which the first parody song S1 is surrounded and specified among the first to fourth parody songs S1 to S4.
[0223] The display position of the selection specification section R at the time when the display of the custom screen 6M starts is hereinafter referred to as the song selection initial display position. This song selection initial display position may be constant each time the display of the custom screen 6M starts, or may be determined by random number drawing. For example, the song selection initial display position of the selection specification section R may always be a position surrounding the first parody song S1, or the song selection initial display position may be determined randomly by random number drawing or the like.
[0224] Furthermore, when the display of the custom screen 6M begins, an operation message display section M1 and a character K1 resembling the cross key 69 appear on the custom screen 6M. Of these, an operation message suggesting the selection of a song (parody songs S1-S4) is displayed in the operation message display section M1.
[0225] Also, for the character K1, the activated buttons (buttons whose operation is enabled) of the cross key 69 are indicated. That is, it is indicated that the up button 69d and the down button 69e of the cross key 69 are activated. Specifically, for the character K1, the guide display P3 indicating the moving direction of the "selected specific part R" when the up button 69d is pressed and the guide display P4 indicating the moving direction of the "selected specific part R" when the down button 69e is pressed are displayed in a blacked-out state, and it is notified that the up button 69d and the down button 69e are activated. Furthermore, a "guide display Q featuring a center button 69a" is provided at the approximate center of the character K1 (see the parentheses in FIG. 1(b)). The part of the character K1 that suggests the guide display Q is displayed in black, thereby informing the user that the center button 69a is activated.
[0226] In this state, the "selection specification part R" moves upwards each time the up button 69d is pressed, and similarly, the "selection specification part R" moves downwards each time the down button 69e is pressed, making it possible to change the selection target. However, when the "selection specification part R" is at the upper limit of movement (the position where the parody song S1 is the selection target) and the up button 69d is pressed, the "selection specification part R" moves to the lower limit of movement (the position where the parody song S4 is the selection target). Similarly, when the "selection specification part R" is at the lower limit of movement (the position where the parody song S4 is the selection target) and the down button 69e is pressed, the "selection specification part R" moves to the upper limit of movement (the position where the parody song S1 is the selection target).
[0227] If the next pressing of the up button 69d or the down button 69e is not performed within a predetermined time after pressing the up button 69d or the down button 69e, the "guide display Q indicating the center button 69a (hereinafter referred to as "center guide display Q")" is displayed in black as shown in Fig. 31(c). At the same time, the operation message display section M1 displays a comment urging the player to "press the center button 69a to confirm the currently selected song (third parody song S3) if the currently selected song is acceptable."
[0228] Furthermore, if a certain amount of time elapses after starting to display the custom screen 6M and the up button 69d or down button 69e is not operated even once, or the center button 69a is not operated while the "center guide display Q" is blacked out, the song currently selected will be automatically determined as the song to be output. Also, operating the center button 69a while the "center guide display Q" is blacked out indicates that the selection is confirmed (such as confirming the song currently selected). In other words, when the "center guide display Q" is blacked out, the center button 69a constitutes a confirmation button for confirming the "selection (selection details of the selected song, selection details regarding whether or not sound effects can be output, etc., as will be described later)."
[0229] In this way, when the music (BGM) to be output in the jackpot main performance is finalized, the display contents of the custom screen 6M are changed as shown in Fig. 31(d). In other words, during the period when the music (BGM) is being output in the jackpot main performance, displays T1 and T2 appear on the custom screen 6M for selecting whether or not to output sound effects (SE). That is, on custom screen 6M, there appear a display T1 (a display consisting of the letters YES, hereinafter referred to as output display) indicating that SE will be output, and a display T2 (a display consisting of the letters NO, hereinafter referred to as non-output display) indicating that SE will not be output. Furthermore, at the time when these displays T1 and T2 appear, one of the displays T1 (or display T2) is surrounded by a selection specification portion R.
[0230] Here, FIG. 31(d) shows a case where, at the time when these displays T1 and T2 appear, the output display T1 is the selection target at that time. The display position of the selection specification part R at the time when the displays T1 and T2 appear on the custom screen 6M is hereinafter referred to as the output possibility initial display position. This output possibility initial display position may be constant every time the appearance of the displays T1 and T2 starts, or may be determined by random number lottery. For example, the music selection initial display position of the selection specification part R may always be a position surrounding the output display T1, or may be a position surrounding the non-output display T2, or whether it is a position surrounding the output display T1 or a position surrounding the non-output display T2 may be randomly determined by random number lottery or the like.
[0231] Furthermore, when the output display T1 and the non-output display T2 appear on the custom screen 6M, it is suggested that the activated buttons (buttons whose operation is enabled) of the cross key 69 for the character K1 are the left button 69b and the right button 69c. Specifically, the portions suggesting the guide display P1 indicating the direction of movement of the "selected specific portion R" when the left button 69b is pressed, and the guide display P2 indicating the direction of movement of the "selected specific portion R" when the right button 69c is pressed are displayed in a blackened state, to notify that the left button 69b and the right button 69c have been activated. In addition, when the output display T1 and the non-output display T2 appear on the custom screen 6M, the operation message display section M1 also appears, and a message is displayed urging the player to select whether or not to output sound effects (SE) when music (BGM) is output during the main jackpot performance.
[0232] If the next "operation of the left or right button 69b, 69c is not performed even after a predetermined time has elapsed after performing the operation of selecting whether or not to output sound effects (SE) (pressing the left button 69b or the right button 69c), then the "center guide display Q" will be displayed in black, as shown in FIG. 32(a). At the same time, if the "currently selected state (selection of whether to output sound effects or not)" is acceptable, then the operation message display section M1 will display a "comment urging the player to press the center button 69a to confirm the selected state."
[0233] Furthermore, if the left button 69b or the right button 69c is never operated after the output display T1 and the non-output display T2 appear on the custom screen 6M, or if the "center guide display Q" is blacked out and the center button 69a is not operated for a certain period of time, the currently selected state (the selection of whether to output a sound effect or not) will be automatically confirmed.
[0234] In this way, when the selection of whether to output a sound effect or not is confirmed, the big win main performance is executed according to the above-mentioned decision content. Although not shown, when it is determined whether or not to output the sound effect (when the operation to determine whether or not to output the sound effect (pressing the center button 69a) is executed), the custom screen 6M disappears from the screen 6a of the performance pattern display device 6. Then, when the execution time of the pre-jackpot interval has elapsed, as shown in FIG. 32(b), the display related to the jackpot main performance starts on the screen 6a of the performance pattern display device 6. FIG. 31(b) shows that the third parody song S3 is selected as the music (BGM) to be output during the big win main performance.
[0235] In this embodiment, as shown in Fig. 32(c), when the state is set to output sound effects (SE), sound effects (SE) are output every time a gaming ball enters a winning hole (11-14) or passes through a normal symbol activation gate 17. In the following description, "when a gaming ball enters a winning hole (11-14) or passes through a normal symbol activation gate 17" is referred to as "when a winning ball enters or passes through." Also, as shown in FIG. 32(e), when the sound effects (SE) are not output, no sound effects (SE) are output even when a game ball enters a winning hole (11-14) or passes through a normal pattern activation gate 17.
[0236] However, when sound effects (SE) are not output, "Winning / Passing Notification V" is displayed every time a gaming ball enters a winning slot (11-14) or passes through a normal symbol activation gate 17. This "Winning / Passing Notification V" is not displayed when sound effects (SE) are output (see FIG. 32(c)).
[0237] In this embodiment, when sound effects (SE) are not output, the "Winning / Passing Notification V" is displayed when a winning ball enters the winning slot (11-14) or when a game ball passes through the normal symbol activation gate 17. This allows players who do not want sound effects (SE) to listen to their favorite music (BGM) without being disturbed by sound effects (SE). In addition, the "Winning / Passing Notification V" can inform players of the occurrence of a winning or other event that would be impossible to know if sound effects (SE) were not output.
[0238] Similarly, a player who desires sound effects (SE) to be output can listen to the sound effects (SE) along with his / her favorite music (BGM). Therefore, according to this embodiment, it is possible to adequately respond to the preferences of various players.
[0239] In addition, when the jackpot main performance is ended (when a positive judgment is made in S524 in FIG. 27 and the final jackpot round is ended), the operation of the cross key 69 is disabled in the jackpot end performance (post-jackpot interval performance). In addition, if sound effects (SE) are not output in the jackpot main performance, the state in which sound effects (SE) are not output is canceled, and as shown in FIG. 32(f), a message M3 indicating that this has been canceled is displayed on the screen 6a of the performance pattern display device 6 in the jackpot end performance. Note that, if sound effects (SE) are output, as shown in FIG. 32(d), the message M3 indicating that this has been canceled is not displayed on the screen 6a of the performance pattern display device 6 in the jackpot end performance.
[0240] Next, a description will be given of the performance start process executed by the sub integrated control device 83 with reference to the flowchart of Fig. 33. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the sub-integrated control device 83 starts the performance start process, it judges whether or not it has received a variable start command (S1200). If the judgment is negative (S1200: no), it ends the performance start process, and if the judgment is positive (S1200: yes), it moves to the process of S1205 and obtains an allocation random number to be used when allocating performance patterns, etc.
[0241] As described above, the variation start command is a command sent from the main control device 80 when starting the variation of the special symbol (see S366 in FIG. 19), and the variation start command includes data indicating the variation pattern, and includes data that specifies (corresponds to) the game state when the special symbol is hit or lost and the result of the hit or lost judgment (jackpot, miss). In addition, the variation start command when the result of the special symbol hit or lost judgment is a jackpot includes a symbol designation command that specifies the jackpot symbol (data that specifies the sure-variable jackpot symbol or the normal jackpot symbol, that is, data that indicates the type of jackpot).
[0242] When the result of the hit / miss judgment is a jackpot, data on the variation pattern selected by referring to the variation pattern table considering the game state (open extension state, non-open extension state) at the time of the hit / miss judgment is transmitted from the main control device 80 to the sub-integrated control device 83. Then, the sub-integrated control device 83 selects a performance pattern for a jackpot by random number lottery using the distribution random number extracted in the processing of S1205 by referring to the performance pattern table corresponding to the variation pattern included in the variation start command received in S1200. Also, when the result of the hit / miss judgment is a miss, data on the variation pattern selected by referring to the variation pattern table considering the game state (open extension state, non-open extension state) at the time of the hit / miss judgment is transmitted from the main control device 80 to the sub-integrated control device 83. Then, in the processing of S1210, the sub-integrated control device 83 selects a performance pattern for a miss by random number lottery using the distribution random number extracted in the processing of S1205 by referring to the performance pattern table corresponding to the variation pattern included in the variation start command received in S1200.
[0243] In S1220, which is performed after the effect pattern is set in S1210, it is determined whether the value of the game standby flag is "1" (S1220). In other words, it is determined whether the pachinko machine 50 was in game standby when the fluctuation start command was received in the processing of S1200 (S1220). Here, if (1) the value of the wait flag is "1" or (2) the values of the wait flag and demo flag are "1", the sub-integrated control device 83 determines that the pachinko machine 50 is not in a play state (the value of the play waiting flag is "1").
[0244] This waiting-for-play flag is a flag that indicates whether or not play is being performed on the pachinko machine 50. When play is not being performed on the pachinko machine 50 (when there are zero reserved balls and the special symbols are not changing), the value of the waiting-for-play flag is set to "1." When play is being performed on the pachinko machine 50 (when special symbols can be changed), the value of the waiting-for-play flag is set to "0."
[0245] If a negative judgment is made in S1220 (S1220: no), the process proceeds directly to S1230. On the other hand, if a positive judgment is made in S1220 (S1220: yes), the value of the game waiting flag is set to "0" (S1225), and the process proceeds to S1230. That is, (1) if the value of the waiting flag is "1", the value of the waiting flag is set to "0" and the process proceeds to S1230, and (2) if the values of the waiting flag and the demo flag are "1", the values of the waiting flag and the demo flag are set to "0" and the process proceeds to S1250. As a result, if the pachinko machine 50 is performing a waiting display or a demo display, it becomes in a state in which a performance can be started.
[0246] In S1230, a process is performed to set the stop pattern of the performance pattern. For example, if the confirmed display is a sure-win pattern, a "pattern consisting of three digits of repeated odd numbers" is displayed, if it is a normal win pattern, a "pattern consisting of three digits of repeated even numbers" is displayed, and if it is a loss pattern, a "pattern consisting of three digits of random numbers" is displayed. Then, the performance starts (S1235), and the performance start process is returned.
[0247] Next, a description will be given of the effect stopping process executed by the sub integrated control device 83 with reference to the flowchart of Fig. 34. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the performance stop process is started, the sub-integrated control device 83 judges whether or not it has received a change stop command (S1300). Here, the change stop command is a command transmitted from the main control device 40 when stopping the change of the special symbol and displaying the fixed symbol (see the process of S372 in FIG. 21).
[0248] If the determination is negative (S1300: no), the effect stop process is terminated. On the other hand, if the result is affirmative (S1300: yes), in S1305, a process is performed to transmit a performance pattern confirmation display instruction signal to the performance pattern control device 82. Then, the performance stop process is terminated.
[0249] Also, in S1305, if the result of the hit / miss determination is a jackpot, a "jackpot pattern (performance pattern)" is definitely displayed on the screen 6a of the performance pattern display device 6 as a result of the processing of S1305. In this case, the middle performance pattern 6C is displayed stopped with the same number pattern (performance pattern) as the left performance pattern 6L and the right performance pattern 6R, and the occurrence of a jackpot is announced. On the other hand, if the result of the hit / miss judgment is a miss, the "miss pattern (performance pattern)" is displayed as a confirmed result on the screen 6a of the performance pattern display device 6 as a result of the processing of S1305. However, among the "missing patterns (performance patterns)", the specific missing patterns (performance patterns) are displayed by stopping the left performance pattern 6L and the right performance pattern 6R to show the same number, and the middle performance pattern 6C to show the alphabet letter "C", to indicate the occurrence of a specific miss.
[0250] Next, the flowchart of Fig. 35 (a) will be used to explain the big win start command receiving process executed by the sub-integrated control device 83. Note that this process is executed periodically (for example, every 2 ms) by the sub-integrated control device 83.
[0251] When the big win start command reception process is started, the sub integrated control device 83 judges whether or not the big win start command has been received (S1400). Here, the big win start command is a command transmitted from the main control device 40 when the big win symbol is stopped and displayed as the special symbol (see the process of S394 in FIG. 22).
[0252] If the result is negative (S1400: no), the jackpot start command receiving process is terminated. On the other hand, if the result is positive (S1400: yes), the process of setting the value of the jackpot performance flag to "1" in S1405 and the process of setting the display time of the custom screen 6M are performed, and then the jackpot start command receiving process is terminated.
[0253] Here, the jackpot performance flag is a flag indicating that the state is such that a jackpot performance is to be executed, and when the value of the jackpot performance flag is "1", the jackpot performance will proceed in the order of "pre-jackpot interval performance", "jackpot main performance", and "post-jackpot interval performance". An example of the display time of the custom screen 6M can be a display time determined using the display start time of the screen 6M (the display start time based on the time when the jackpot start command is received) and the maximum display time of the screen 6M (the time for which the display of the custom screen 6M continues if no operation to confirm the selection is performed).
[0254] 35(b) will be used to explain the customized screen display start processing executed by the sub integrated control device 83. Note that this processing is executed periodically (for example, every 2 ms) by the sub integrated control device 83.
[0255] When the customized screen display start process is started, the sub integrated control device 83 determines whether or not it is time to start displaying the customized screen (S1450). Here, in this embodiment, the "display start timing for displaying the customized screen 6M" is the timing after the jackpot start command is received (the timing when one second has elapsed after the jackpot start command is received), but for example, this timing may be immediately upon receipt of the jackpot start command.
[0256] If the result of S1450 is positive (S1450: yes), then in S1455, (1) the process of starting the display of the custom screen 6M, (2) the process of setting the value of the song selection status flag to "1", (3) the process of setting the remaining song selection time timer (a timer that determines the upper limit of the execution time for song selection), and (4) the process of setting the initial song are performed, and then the custom screen display start process is terminated.
[0257] Here, the song selection status flag is a flag indicating a state in which a process for setting a song (among the parody songs S1 to S4 described above, the song to be output in the big win performance) can be performed, and when the value of the song selection status flag becomes "1", the song can be set. Also, when the value of the song selection status flag becomes "1", the up button 69d and the down button 69e of the cross key 69 are activated, and the guide display P3 and the part of the character K1 suggesting the guide display P4 are displayed in black.
[0258] In addition, the remaining song selection time timer is a timer that measures the time available for selecting a song after the custom screen 6M is displayed (a timer that measures whether or not the upper limit of that time has been reached), and if an operation to confirm the selection of a song is performed within that time, the timer is reset and it becomes impossible to select a song thereafter. On the other hand, if a negative determination is made at S1450 (S1450: no), the custom screen display start process ends directly.
[0259] Next, a song determination process executed by the sub integrated control device 83 will be described with reference to the flowchart of Fig. 36. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83.
[0260] When the song selection process is started, the sub integrated control device 83 determines whether the value of the song selection status flag is "1" (S1500). If the determination is negative (S1500: no), the song selection process ends. On the other hand, if the determination is affirmative (S1500: yes), in S1505, a subtraction process is performed on the "song selection remaining time timer" to consume the "song selection remaining time".
[0261] Here, the song selection remaining time timer is a timer that indicates the remaining time of the "execution time of the song selection state", and when the value of the timer reaches "0", the remaining time of the "execution time of the song selection state" also becomes "0", and the "time in which the song selection state can be executed" ends. In other words, the remaining time timer is preset with a counter value (e.g., 2000) equivalent to the maximum execution time of the song selection state (e.g., 4 seconds), and the counter value is subtracted each time the song selection process is executed (each time the timer interrupt process is executed) by the subtraction process of the remaining time timer (the remaining time), and when the counter value becomes 0, the remaining time has elapsed (the execution time of the song selection process has ended). In other words, each time the execution period (startup period) of the "song determination process" arrives, the "count value" is incremented by "-1", and when the count value reaches the value (zero) indicating the end time of the song determination process, the end time of the song determination process is reached.
[0262] In S1510 following S1505, it is determined whether the remaining time has become “0.” Then, if the determination in S1510 is affirmative (S1510: yes), the process proceeds to S1525. On the other hand, if the determination in S1510 is negative (S1510: no), the process proceeds to S1515, where it is determined whether or not a song confirmation operation has been performed (S1515). That is, in S1515, it is determined whether or not the center button 69a has been pressed (S1515).
[0263] If the determination in S1515 is affirmative (S1515: yes), the process proceeds to S1525 via S1520. Here, in S1520, the remaining time of the "execution time of the song selection state" (the value of the song selection timer) is forcibly set to "0". In S1525, which is executed after an affirmative determination is made in S1510 (S1510: yes) or after the processing of S1520, the following processes are performed: (1) the value of the output enable / disable selection status flag is set to "1", (2) the output enable / disable selection remaining time timer is set, and (3) the value of the song selection status flag is set to "0". Here, when the process of setting the value of the song selection status flag to "0" is performed, the display content of custom screen 6M is changed from content for performing song selection (for example, the display content shown in FIG. 31(b) and (c)) to content for performing output enable / disable selection (for example, the display content shown in FIG. 31(d)). Then, when S1525 is performed, the song selection process ends.
[0264] Here, the output selection state flag is a flag indicating a state in which it is possible to select whether to output a sound effect (SE), and when the value of the output selection state flag becomes "1", it becomes possible to select whether to output a sound effect (SE). Also, when the value of the output selection state flag becomes "1", the operation of the left button 69b and the right button 69c of the cross key 69 becomes valid, and the guide display P1 and the part of the character K1 suggesting the guide display P2 are painted black.
[0265] Furthermore, if the left button 69b or the right button 69c is pressed before the value of the output availability selection remaining time timer reaches "0", the value of the output availability selection state flag becomes "0", operation of the left button 69b and the right button 69c of the cross key 69 is disabled, and the state in which the portion of the character K1 suggesting the guide display P1 and the guide display P2 is blacked out ends. At the same time, the center button 69a (confirmation button) of the cross key 69 is activated, and the portion of the character K1 suggesting the "center guide display Q" is displayed in black.
[0266] On the other hand, if the determination in S1515 is negative (S1515: no), the program temporarily returns from the song determination process. If the determination in S1515 is affirmative while the program is repeatedly executing the song determination process, the program executes S1525 and then returns from the song determination process.
[0267] Next, the output permission determination process executed by the sub integrated control device 83 will be described with reference to the flowchart of Fig. 37. Note that this process is executed periodically (for example, every 2 ms) by the sub integrated control device 83.
[0268] When the output permission / prohibition determination process is started, the sub integrated control device 83 determines whether the value of the output permission / prohibition selection state flag is "1" (S1600). If the determination is negative (S1600: no), the output permission determination process ends.
[0269] On the other hand, if the determination is affirmative (S1600: yes), in S1605, a subtraction process is performed on the "output enable / disable selection remaining time timer" to expire the execution time for the output enable / disable selection.
[0270] Here, the "remaining time timer for output / non-output selection" is a timer that indicates the remaining time of the "output / non-output selection time", and when the value of the timer reaches "0", the "remaining time for output / non-output selection" also becomes "0", and the "output / non-output selection time" ends. In other words, the remaining time timer is preset with a counter value (e.g., 1000) equivalent to the upper limit execution time of the output yes / no selection time (e.g., 2 seconds), and the remaining time subtraction process subtracts the counter value each time the output yes / no decision process is executed (each time the timer interrupt process is executed), and the remaining time is deemed to have elapsed when the counter value becomes 0. In other words, each time the execution period (startup period) of the "output / non-output determination process" arrives, the "count value" is incremented by "-1", and when the count value reaches the value (zero) indicating the end time of the output / non-output determination process, the end time of the output / non-output selection process is reached.
[0271] In S1610 following S1605, it is determined whether the value of the "output availability selection remaining time timer" (the remaining time of the output availability selection time) has become "0." Then, if the determination in S1610 is positive (S1610: yes), the process proceeds to S1635. On the other hand, if the determination in S1610 is negative (S1610: no), the process proceeds to S1615, where it is determined whether or not an output enable / disable selection operation has been performed (S1615). That is, it is determined whether or not the left button 69b or the right button 69c has been pressed. Here, when the left button 69b or the right button 69c has been pressed, the operation of the left button 69b and the right button 69c is invalidated, and the center button 69a (decision button) of the cross key 69 is activated. Moreover, the part of the character K1 suggesting "center guide display Q" is displayed in black, and the operation of the center button 69a is prompted.
[0272] If a negative determination is made in S1615 (S1615: no), the output permission determination process is temporarily returned. If the determination in S1615 is affirmative (S1615: yes), then in S1620 it is determined whether or not a confirmation operation has been performed. In other words, it is determined whether or not the center button 69a has been pressed. Here, when the center button 69a is pressed with "yes (output sound effect)" or "no (not output sound effect)" selected by the selection specification unit R, the selection of whether or not to output is confirmed.
[0273] If the result of the determination in S1620 is affirmative (S1620: yes), then in S1625, it is determined whether or not "the operation performed in S1615 was an operation for making the sound effects non-output state." In other words, it is determined whether or not the non-output display T2 was selected in S1615 (S1625). Then, if the result of the determination in S1625 is affirmative (S1625: yes), then in S1630, the value of the non-output state flag is set to "1," and the process proceeds to S1635. Here, the non-output state flag is a flag indicating that the sound effects (SE) are not output in this pachinko machine 50, and when the value of the non-output state flag is "1," then when a game ball enters the winning hole (11-14) or passes through the normal symbol operation gate 17 (at the time of winning or passing), the sound effects (SE) are not output. Moreover, when the value of the non-output state flag is "0", it is in a state where a sound effect (SE) is output "at the time of winning or passing". On the other hand, if the determination in S1625 is negative (S1625: no), the process proceeds directly to S1635. In S1635, the value of the output permission selection state flag is set to 0. After S1635 is executed, the output permission determination process is returned.
[0274] Next, the flowchart of Fig. 38 (a) will be used to explain the big win main performance start process executed by the sub-integrated control device 83. Note that this process is a process executed periodically (for example, every 2 ms) by the sub-integrated control device 83.
[0275] When the big win main performance start process is started, the sub-integrated control device 83 judges whether or not the round start command for the first round has been received (S1650). This round start command for the first round is a command transmitted from the main control device 80 to the sub-integrated control device 83 when the big win opening 14 is opened for the first time in a big win game (see S512 in FIG. 26).
[0276] If the result of the S1650 judgment is affirmative (S1650: yes), the value of the jackpot main performance flag is set to "1" in S1655, and the jackpot main performance start process is returned. Here, the jackpot main performance flag is a flag indicating that the jackpot main performance (each round performance, the inter-round interval performance executed between each round performance) is being executed, and when the value of the flag is "1", the jackpot main performance is executed. Also, if a negative determination is made in S1650 (S1650: no), the process returns to the big win main performance start process.
[0277] Next, a description will be given of a detection information reception process executed by the sub integrated control device 83 with reference to the flowchart in Fig. 38(b). This process is executed periodically (for example, every 2 ms) by the sub integrated control device 83.
[0278] When the detection information reception process is started, in S1700, it is determined whether the value of the jackpot main performance flag is "1". If the result of the determination in S1700 is negative (S1700: no), the detection information reception process is returned. If the result of the determination in S1700 is positive (S1700: yes), the process proceeds to S1705.
[0279] In S1705, it is determined whether the sub-integrated control device 83 has received detection information. In other words, it is determined whether the sub-integrated control device 83 has received detection information based on the game ball winning the big prize opening 14, the first start opening 11, the second start opening 12, or the normal prize opening 13, or detection information based on the game ball passing through the normal symbol operation switch 17a. If the determination in S1705 is negative (S1705: no), the detection information reception process is returned.
[0280] On the other hand, if the determination in S1705 is affirmative (S1705: yes), the process proceeds to S1710, where it is determined whether the value of the non-output state flag is "1" (S1710). If the determination in S1710 is negative (S1710: no), the process of outputting an effect (SE) based on the detection information is executed in S1715, and the detection information receiving process is then returned. In other words, in S1715, a scheduled sound effect is output based on the winning or passing of the game ball.
[0281] On the other hand, if the result of S1710 is affirmative (S1710: yes), an alternative presentation is executed based on the detection information in S1720, and then the detection information receiving process is returned. That is, in S1720, based on the winning or passing of the game ball, instead of outputting the scheduled sound effect, a display indicating that a winning has occurred ("Winning / Passing Notification V") is displayed, and then the detection information receiving process is returned.
[0282] Next, the big win end effect processing executed by the sub-integrated control device 83 will be described with reference to the flowchart of Fig. 39. This processing is executed periodically (for example, every 2 ms) by the sub-integrated control device 83.
[0283] When the big win end effect processing is started, it is determined in S1800 whether or not the big win end effect start command has been received. Here, the big win end effect start command is transmitted from the main control device 80 to the sub integrated control device 83 in the processing of S526 in FIG. 27 (big win end effect processing). Then, if the result of S1800 is negative (S1800: no), the big win end presentation processing is returned. On the other hand, if the result of S1800 is affirmative (S1800: yes), the value of the big win main effect flag is set to "0" in S1805, and the process proceeds to S1810.
[0284] In S1810, it is determined whether the value of the non-output state flag is "1". If the result of the S1810 determination is negative (S1810: no), the jackpot end presentation process is returned as is. On the other hand, if the result of the S1810 determination is positive (S1810: yes), the value of the non-output state flag is set to "0" in S1815, and the jackpot end presentation process is returned.
[0285] By doing this, after the big win end performance is executed, sound effects based on the game ball winning the big win port 14, the first start port 11, the second start port 12 or the normal win port 13, and sound effects based on the game ball passing through the normal pattern activation switch 17a are uniformly output.
[0286] According to the pachinko machine 50 of the first embodiment, since it is possible to select whether or not to output sound effects while the customization screen (selection screen) 6M is displayed, it is possible to meet the preferences of the player. In other words, while some players feel that sound effects are "comfortable" when they are output, other players feel that they are "noisy." However, with the pachinko machine 50 of this embodiment, by selecting whether or not to output sound effects, it is possible to accurately match the preferences of the players.
[0287] Furthermore, according to the pachinko machine 50 of Example 1, when an alternative notification is made instead of outputting sound effects, it is possible to notify the player that a win or the like has occurred while satisfying the preferences of players who do not want to output sound effects. In addition, when the sound effect non-output state is entered by selecting not to output sound effects, the state in which no sound effects are output (no sound effect output state) is released when the big win game state ends. Therefore, the player does not have to release the state in which no sound effects are output each time, making the pachinko machine 50 hassle-free.
[0288] (2) Example 2 Next, a pachinko machine 50 according to a second embodiment will be described. In the pachinko machine 50 of the first embodiment, a specific state is defined as a jackpot game (a jackpot main performance), and during this jackpot game, it is possible to select whether or not to output sound effects (SE) based on winning or the like along with the output of background music. However, in the present invention, the specific state is not limited to the "during jackpot play" exemplified in the first embodiment.
[0289] For example, as shown in Example 2, a specific state may be a state in which the player can play in an advantageous state, that is, a bonus game in which the determination of whether or not a jackpot has been won can be made in a more advantageous state than in the normal state. In the second embodiment, a probability varying state (high probability state) is exemplified as a bonus game.
[0290] In the pachinko machine 50 of the second embodiment, in the case where a transition to a high probability state occurs after the end of a jackpot game (a case where a positive judgment is made in S536 of FIG. 28), it is possible to execute a process for selecting a song and determining whether or not to output sound effects during the jackpot end presentation. For example, Figure 40(a) shows the state immediately after the start of the jackpot end performance in the case of transitioning to a high probability state after the end of the jackpot game. In this case, it is suggested that the next hit / miss judgment (hit / miss judgment regarding the special pattern) will be executed with a high probability (transition to a probability change state).
[0291] Then, as shown in FIG. 40(b), when a predetermined time (for example, one second) has elapsed after the start of the big win end performance, a custom screen 6M appears on the screen 6a of the performance symbol display device 6. When this custom screen 6M appears, it is possible to select the music to be output during the probability varying state (during the probability varying state) and to determine whether or not sound effects (SE) are to be output. After this, as shown in FIG. 40(c), it is possible to select whether to make the state in which sound effects based on winning, etc. can be output during the probability changing state (during the high probability state) (the value of the non-output state flag is set to "0") or to make the state in which sound effects cannot be output (the value of the non-output state flag is set to "1").
[0292] In this probability change state, as shown in FIG. 41(a), when the big win end performance is ended and a new hit / miss judgment (hit / miss judgment regarding the special symbol) is executed, if the value of the "non-output state flag" is set to "0" during the big win end performance, a sound effect (SE) is output when a trigger for outputting the sound effect (SE) occurs. For example, a sound effect (SE) is output every time the performance symbol starts to change (performance display), or every time the left, right, and center performance symbols stop. Also, depending on the performance symbol, a sound effect (SE) is output when the result of the hit / miss judgment is displayed, a reach display is performed, or a super hot performance (a performance that suggests that the hit / miss judgment result is likely to be a big win) appears.
[0293] On the other hand, if the value of the "non-output state flag" is set to "1" during the big win end presentation, sound effects (SE) will not be output even if an opportunity to output sound effects (SE) occurs. Also, as shown in Fig. 41(b), when the probability change state is ended (when the final change executed in the probability change state is ended), if the value of the "non-output state flag" is "1", the value is set to "0". Therefore, when the change (change of special symbols, change of performance symbols) after the probability change state is ended is started, a sound effect (SE) is output uniformly. In addition, in Example 2, an example was given of the value of the "non-output state flag" being set to "0" during the final fluctuation executed in the probability fluctuation state, but the value of the "non-output state flag" may also be set to "0" after the final fluctuation executed in the probability fluctuation state is terminated and before the next fluctuation is started, or immediately after the start of the next fluctuation.
[0294] According to the second embodiment, in addition to the effects of the first embodiment, the following effects can be obtained. That is, during the probability fluctuation state (during the probability change state), it is an advantageous state in which the result of the hit / miss judgment is far more likely to be a big hit than in the normal probability state. In this advantageous state, a player who wants to concentrate on the game without being disturbed by sound effects proceeds with the game in a state in which sound effects are not output. On the other hand, a player who wants to continue playing while being cheered up by sound effects in this advantageous state proceeds with the game in a state in which sound effects are output.
[0295] Here, in the pachinko machine 50 of the second embodiment, when the probability variable state (high probability / time-saving state) ends and the state becomes a simple time-saving state (normal probability / time-saving state), the sound effect is uniformly output. However, as shown in "First Modification of the Second Embodiment (hereinafter, referred to as Modification 1)" in FIG. 40(c), even if the state becomes a simple time-saving state (normal probability / time-saving state), whether or not to output the sound effect may be determined based on the selection operation of the player.
[0296] Next, a second modification of the second embodiment (hereinafter, referred to as modification 2) will be described with reference to FIG. In the second modified example, the specific state is a "state where a game is not being played for a certain period of time (so-called "waiting for customers state"). In other words, when the variation of the special symbol is not being played for a certain period of time, the custom screen 6M appears on the screen 6a of the performance symbol display device 6, and it may be possible to select music to be output during the game (during the variation of the special symbol or during a jackpot game), or to select whether or not to output sound effects (SE).
[0297] 19, if a negative judgment is made in S334 (S334: no), a standby command is transmitted from the main control device 80 to the sub integrated control device 83 (S337). When the sub integrated control device 83 receives this standby command, the standby display and the demo display are alternately repeated at a predetermined timing.
[0298] The standby state begins when the state in which the reserved patterns a1, b1 are not displayed on the performance pattern display device 6 (the first reserved memory and the second reserved memory are both zero) continues for a certain period of time (for example, 15 seconds). In other words, as shown in (a) of FIG. 42, when 15 seconds have elapsed since the sub-integrated control device 83 received the standby command, a standby display 6t is started on the screen 6a of the performance pattern display device 6.
[0299] When the standby display 6t continues for a predetermined period of time (e.g., 30 seconds), the standby display 6t is changed to the demo display 6d. When the demo display 6d continues for a predetermined period of time (e.g., 30 seconds), the demo display 6d is changed to the standby display 6t. In this way, in the pachinko machine 50 of each embodiment, when a game is not being played, the standby display 6t and the demo display 6d are alternately repeated at 30-second intervals. However, when the standby display 6t or the demo display 6d is being executed, if the first reserved memory or the second reserved memory occurs, the display (standby display 6t, demo display 6d) showing the standby state is ended on the screen 6a of the performance symbol display device 6, and the variation of the performance symbol (special symbol) is started in the variable display area 6H.
[0300] In this variant example 2, when the standby display 6t and the demo display 6d are repeated, a custom screen (selection screen) 6M appears on the screen 6a of the performance pattern display device 6 at a predetermined timing, allowing the player to select a song and whether or not to output sound effects (SE). In this variant example 2, when the game ball enters the first starting hole 11 or the second starting hole 12 and play resumes, the music selected during the game is output, and sound effects (SE) are output or not based on the player's selection.
[0301] In addition, the specific state of the present invention is not limited to the states shown in each embodiment, modified example 1, and modified example 2, and may be a state when a game is in progress and is not during a big win game. For example, it may be a state shown in the modified example illustrated in FIG. 43 (hereinafter, referred to as modified example 3). That is, as shown in Modification 3, during the variation of the special symbols and the performance symbols, it may be possible to select music and whether or not sound effects (SE) are to be output.
[0302] In variant example 3, a predetermined variation pattern is selected based on the win / lose judgment, and when the special pattern and performance pattern start to vary, a message M5 indicating that "if you wish to adjust the sound, operate the performance button 67" is displayed on the screen 6a of the performance pattern display device 6, as shown in Figure 43(a). If the effect button 67 is operated during this change, the custom screen 6M appears on the screen 6a of the effect symbol display device 6 (see Fig. 43(b) and (c)). If a song selection operation and whether or not to output sound effects (SE) are selected during this change, sound effects will be executed from the next change (special symbol and effect symbol) according to the selection contents (type of selected song, decision on whether or not to output sound effects).
[0303] In this embodiment, although not shown, when the effect button 67 is operated, a volume and sound quality adjustment screen is displayed prior to displaying the custom screen 6M, and the custom screen 6M is displayed once the adjustment is completed. Furthermore, without being limited to this, the custom screen 6M may be displayed together with the volume and sound quality adjustment screen. Furthermore, in addition to sound adjustment, brightness and other adjustments may also be performed.
[0304] Also, (d) of Fig. 43 shows a case where a selection is made not to output "sound effects" during fluctuation (when the value of the non-output state flag is "1"). In this case, when the fluctuation is stopped, a "message M6 indicating that the SE has been muted" is displayed on the screen 6a of the performance pattern display device 6. Here, the predetermined variation pattern may be, for example, a variation pattern that specifies a sufficient time. For example, a variation pattern that specifies a variation time that is sufficiently long (for example, 10 seconds or more) when operating the performance button 67 or the cross key 69 may be exemplified.
[0305] Although the embodiments of the present invention have been described above, the scope of the present invention is not limited to the scope of the above-described embodiments and modifications, and various modifications can be exemplified within the scope of the present invention.
[0306] That is, in each embodiment, the pachinko machine 50 having a probability fluctuation function that enables a high probability of determining whether or not a special symbol is a winning symbol is described, but the pachinko machine of the present invention does not necessarily need to have a probability fluctuation function. For example, the pachinko machine 50 may not have a probability fluctuation function but has a time-saving function. In addition, the pachinko machine 50 in each embodiment has time-saving states a, b, and c, but the gaming machine of the present invention may have one or any two of the time-saving states a, b, and c.
[0307] In addition, in a pachinko machine 50 that has a time-saving state, a custom screen (selection screen) 6M may appear on the screen 6a of the performance pattern display device 6 during the time-saving state, allowing the selection of music and whether or not to output sound effects (SE). Furthermore, when there are multiple types of time-saving states and there is a difference in their time-saving performance, a custom screen (selection screen) 6M may appear in a specific time-saving state, and selection of music and whether to output sound effects (SE) may be selectable, but in other time-saving states, the custom screen (selection screen) 6M may appear, and selection of music and whether to output sound effects (SE) may not be selectable. For example, in the b time-saving state, the number of time-saving times is greater than in the a time-saving state and the c time-saving state, and therefore, when the degree of shortening of the variable time is greater, the custom screen (selection screen) 6M may not appear in the b time-saving state, but may appear in the a time-saving state and the c time-saving state, and selection of music and whether to output sound effects (SE) may be selectable.
[0308] Also, unlike each embodiment and each modified example, a specific time can be exemplified as a specific state of the present invention. For example, a custom screen (selection screen) 6M may appear on the screen 6a of the performance pattern display device 6 at a predetermined time (for example, once a day) (for example, at 7 p.m. every day), and selection of music and whether to output sound effects (SE) may be selected. To explain more specifically, if the sub-integrated control device 83 of the pachinko machine 50 is equipped with an RTC circuit (a device that counts, times, days of the week, and times) and outputs them, when the RTC circuit times a predetermined time, a modified example (hereinafter referred to as modified example 4) in which a custom screen (selection screen) 6M appears on the screen 6a of the performance pattern display device 6 and selection of music and whether to output sound effects (SE) may be selected may be exemplified.
[0309] According to variant example 4, for example, a custom screen (selection screen) 6M may appear at a first predetermined time (once a day, every second) or a custom screen (selection screen) 6M may appear at a second predetermined time (for example, once a month).
[0310] In this way, the state for which the BGM is output is not limited to a big win, time saving, probability change, etc., but may be during a specific performance that appears at a specified time. In this case, when a performance of a specific talent appears at a specified time, there may be players who want to watch this performance.
[0311] In such a case, the player will be anxiously waiting for the "predetermined time when a specific talent's performance will appear," but according to the present invention, the performance can be enjoyed without sound effects (SE) being output. In this case, the player's desire to enjoy the performance while eliminating disturbing noise can be satisfied.
[0312] Furthermore, the present invention can satisfy the player's preference of "I want to listen to only BGM, so even if an opportunity to output SE occurs when BGM is output, I do not want SE to be output" (hereinafter referred to as preference A). However, on the other hand, there are also players who have preferences such as "I want to listen to SE to confirm winnings, etc., but the BGM of this machine is harsh and I do not want to listen to it, or I play this machine because I like the specs and gameplay, but I do not like the BGM" (hereinafter referred to as preference B).
[0313] As a gaming machine related to the present invention, "A gaming machine that has at least a sound effect output when a predetermined state occurs and background music output during a specific state as sounds output during a game, You can select whether or not to output the BGM. "A gaming machine characterized by can also be exemplified.
[0314] According to this related gaming machine, since it is possible to appropriately select whether or not to output background music, it is possible to satisfy the needs of players with preferences A and those with preferences B.
[0315] Other gaming machines related to the present invention include: "A gaming machine that has at least a sound effect output when a predetermined state occurs and background music output during a specific state as sounds output during a game, The output of the sound effects can be suppressed in accordance with the output of the background music. "A gaming machine characterized by can also be exemplified.
[0316] According to this related gaming machine, the volume of the sound effects that are output together with the BGM can be adjusted (including muting the sound effects), so that, for example, the player's desire to concentrate on listening to the BGM and the player's desire to enjoy the sound effects can be satisfied. Therefore, in this case too, the game machine can accommodate the player's preferences.
[0317] In addition, in Example 1, the state for which the BGM is output is set to a jackpot game, but it is not limited to the a time-saving state, the special state, etc., and the b time-saving state or the c time-saving state may also be the target, and multiple BGMs for the b time-saving state and the c time-saving state may be provided in addition to multiple BGMs for the jackpot game. In addition, each embodiment and each modified example has been described as an example of application to a general digital pachinko type pachinko machine 50, but the present invention is not limited to this, and can also be applied to other types of pachinko machines 50, such as a so-called "one-type two-type mixed machine type" pachinko machine 50 and a so-called "V Challenge type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine."
[0318] In the present invention, the jackpot game for outputting BGM is not limited to the jackpot game of the old type 1 pachinko machine 50, but may be the jackpot game of the old type 2 pachinko machine or other types of pachinko machines.
[0319] In addition, although each embodiment and each modified example show an example of application to a pinball type gaming machine, the present invention can also be suitably applied to a reel type gaming machine (slot gaming machine) in which a game is played using medals as a value medium. Furthermore, the present invention can also be suitably applied to a reel type gaming machine (Parrot gaming machine) in which a game is played similarly to a slot gaming machine using game balls as a value medium.
[0320] In each embodiment, the operation means (cross key 69) is activated in certain cases (when a predetermined state is generated or stopped), allowing the selection of music and the selection of whether to output sound effects (SE), but in the present invention, music may be selected and whether to output sound effects (SE) may be selected in cases other than the certain cases. For example, the operation means (cross key 69) may be activated all the time, allowing the selection of music and the selection of whether to output sound effects (SE) at all times. In this case, a player who wants to stop the output of sound effects (SE) during a game can easily select whether to output sound effects (SE). Similarly, in the case where the output of sound effects (SE) has been stopped, a player who wishes to resume the output of sound effects (SE) may be able to resume the output of sound effects (SE) without hesitation.
[0321] In addition, in each embodiment and each modified example, an example has been given of a configuration in which selection of a song and selection of whether or not to output sound effects (SE) can be performed, but it may also be possible to only select whether or not to output sound effects (SE).
[0322] [Correspondence to claims] Next, the correspondence between the terms used in the above description of the embodiments (examples) and the terms used in the claims will be shown. The "pachinko machine 50" corresponds to an example of the "amusement machine."
[0323] An example of "the occurrence of a specified state" is when a gaming ball enters a winning port (large winning port 14, first starting port 11, second starting port 12, normal winning port 13) or when a gaming ball passes through the normal pattern activation gate 17. "During a jackpot game" corresponds to an example of "in a specific state." The "custom screen 6M" corresponds to an example of a "selection screen." [Explanation of symbols]
[0324] 1: game board, 3: game area, 6: performance pattern display device, 11: first start port (special 1 start port), 12: second start port (special 1 start port), 14: big prize port, 17: normal pattern activation gate, 80: main control device, 82: performance pattern control device, 83: sub-integrated control device.
Claims
[Claim 1] A gaming machine including, as sounds to be output during a game, at least a sound effect to be output in response to the occurrence of a predetermined state and background music to be output during a specific state, whether or not to output the sound effect in conjunction with the output of the background music during the specific state is selectable; When a selection is made not to output the sound effect in conjunction with the output of the background music, a sound effect non-output state is entered; a notification means for outputting an alternative sound effect by using information other than sound information and which is not executed when the sound effect is output in conjunction with the output of the background music; The sound effect non-output state is released when the specific state ends. A gaming machine characterized by:
Citation Information
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